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Zendel's Society (E): 1d20 + 12 ⇒ (7) + 12 = 19
Add plus one if you consider it relevant to my case.
"My adopted father is a military history enthusiast. Always lecturing me on previous battles, and the circumstances that led to them. So I know something of the Azlant invasion of Arcadia." Zendel pauses, steepling his fingers. "Regarding Aroden, Iomedae and the Razatlan Empire's invasion of Arcadia... It is true that Aroden was the last Azlanti, and the Razatlan Empire that invaded Arcadia was Azlanti, and that Iomedae was Aroden's handmaiden... But the dates and details might change your perspective."
Zendel sinks to his knees beside Huali. "You are right to revile the Razatlans and their Empire. Murderous thugs, and nasty human supremacists. They were the worst of colonialists. Their Empire started long before Earthfall. History is murky. We don't know when Aroden was born, but we know it was near the end of their Empire. Then all sorts of things happened. Aroden, a smith, made the sword the Black Diamond and then claimed it for himself rather than giving it over to any of the sycophantic aristocrats who were trying to be Emperor. Earthfall, a rather large event in our history, happened. Aroden's gods sacrificed themself to save the planet, and Aroden... he tried to save as many people as he could."
"What is known is that after Earthfall, Aroden traveled to Xopatl in Arcadia, found a proud Arcadian warrior named Arazni, and became her friend. Then, convinced that the Razatlan Empire was rotten to the core, they battled the last warlord of the Razatlan Empire, a real jerk named Imictal and his army of fire. They battled them, and they drove the Razatlan Empire out. The Azlantis called him a traitor, but you know what? Aroden outlived them, and most people forgot that part."
"All of which leads me to two things." Zendel readjusts his monocle. "Thing one. When Aroden finally became a god, he didn't become the god of Azlantis. He became the god of Humanity. So, it strikes me that his legacy, and Iomedae's, was not of the Conqueror, but as the Defender. Something to think about, anyway."
Zendel grins. "As for Thing two... Heroes matter. They're the ones who strive, they're the ones who change things for the better."

GM Blazej |

Zendel's investigation bonus counts towards this.
Huali pushes more questions toward Tandel about Iomedae as well as learning more about the modern day influence of the Azlanti on the Inner Sea region. Through he she becomes more and more interested as she realizes that the hero she met years ago wasn't just a outlier among the faith, but an example of the ideals Iomedae extolls. She even seems surprised that Iomedae was born within fairly recent history and was not connected to the Azlanti legacy.
She is then taken a bit aback by Salaish's prompt, but her reaction is certainly the best that can be given a hypothetical of a murderous parent. "They would never do that, but you are a right. Even still, if anyone I knew did something that horrible, I would do all I could to do to make it right. From what Tandel is saying, that seems like what she is doing." She takes a moment to think on it, "I think I can understand that her actions are noble and I shouldn't let her relationship with the Azlanti, whatever it might be, completely stop me from having faith."
Huali's resolves seems redouble as she tests herself and thinks over what Salaish says, but the significant history lesson Zendel gives overwhelms her. The barrage of facts and information lands and she has less that moments before Zendel presses forward into another detail. I may be in part to her mind being exhausted following a full day of school, but she grasps onto any details she can to try to retain and comprehend anything. It takes her a few moments but she ends up nodding with agreement as she says, "I've never heard so much of this. All of that happened so long ago. I clearly need to study more, but it seems Aroden might be better than I thought. If he fought against the empire and allied with an Arcadian, then he shouldn't be seen as the same as them."
Her mind boggles with this information as she processes all that you have told her. "I think I would want to train to be a warrior like her. I mean, at least start training." After another moment she looks up to you and asks, "you have already shared so much, but if I could ask another favor. You asked me before if I could cast magic before and," she says turning to Ra'uf, "you cast a magical spell before we spoke?"
"I have a poor handle of magic, could you show me your magic? I know it can do amazing things, and I've managed to collect focuses that are supposed to channel magical energy, but I've had trouble controlling them when I have tried using them."
She presents a small number of foci that appear to be apprentice trinkets that aid in the training of magical teachings. Based on Ra'uf's earlier divination, they would allow her to control some magic if she were given guidance. It would take time though to teach and the easiest way would be to demonstrate through magic yourselves.
The training takes some time, but she asks to see various examples of magic:
Healing magic so she heal her friends, love ones, and those in peril.
Offensive magic that she can use to fight off monsters, villains, and other foes.
Magic that can change the world around her, she mentions the paladin from years ago cast a spell that shattered the earth around her with a stomp as just one example.
If she is to have effective training, she will need to get trained in all three of these types of magic. You can teach her each type in one of two ways.
By expending a spell slot and casting a spell. She can be trained if someone expends an appropriate spell of at least a 1st spell slot or higher. Focus spells and cantrips aren't applicable here. You can ask if there is confusion on whether a spell counts.
Demonstrating with a skill check. If you don't want to or cannot expend a spell slot, you can describe the spell you are teaching and attempt a skill check belonging to an appropriate skill tradition in place of a spell. You can each attempt this only once.

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Too bad, because Cry of Destruction would be perfect for the last task. He can cast a 1st level Heal, and is likely the best choice to use up a spell slot given what else he can do.

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“I have offensive elf magic, but it is different than the type of magic you are interested in.”
He explains the principles he uses and how you concentrate to cause the magic to go where you want.
Arcana: 1d20 + 11 ⇒ (20) + 11 = 31
With only four spells per day, I will pass on casting an eligible spell.

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"Since Kalang explained Arcane magic, I will concentrate on the Occult. Now.... I'm not a primary spell caster, but I do understand the theories behind it. Occultism has an interesting balance of spells from healing to offense to utility. Some of the spells in it are ideal for unlocking secrets, or helping others be the best that they can." Zendel gestures to Salaish. "Salaish, as a bard, is an excellent example of someone who uses occult magic to bring out the best in her team."
Zendel's Occultism (T): 1d20 + 10 ⇒ (15) + 10 = 25

GM Blazej |

The girl follows along with KaLang's teachings as she tries to replicate the technique, "I admit I'm not certain what I'm best at yet. I'll try anything that gives me a chance to help protect others."
With his direction, Huali is able slowly build up a magical charge which she is able to release in a bolt of lightning through the rod focus. Even with aid it is an exceptional bit of progress and she gives a cheer and thanks KaLang. "Before I only managed to get sparks! I need more practice but that felt so natural!"
Taking some liberties with the magic being taught, let me know if Zendel was attempting to focus more on healing magic.
As she relaxes again she focuses on Zendel's teaching. Fresh off the casting of the spell, she is even more interested in learning magic even if it is less explosive. Focusing on the spells she is able to create a thin mist that highlights footfalls on the ground focusing the magic through a silent whistle. She looks around with her eyes bright on the revelations. They soon vanish, but Huali is still more than encouraged by the success so far.
Looking around she asks, "this is wonderful! I don't want to be selfish, and I want to put ever bit of myself into tending to wounds like you have," she says gesturing to Ra'uf's healer's kit. "But I want to know if I can do anything like healing magic. I want to have every tool I have to help others."
She does look hopefully toward you.
So with that she has successfully complete your regimens on offensive and world changing magic. Someone can still demonstrate healing by expending a spell or making a skill check to guide her.

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"Of course! Allow me to demonstrate." Ra'uf pricks his finger on one of his wheel spikes, and holds out a paw with a drop of crimson for Huali to see. "I hope you don't mind that there is no more grievous wound to work with, but the magic is the same regardless.
"My patron is Milani, so the exact words you would you is you were invoking Iomedae are a bit different but the general idea is the same: you describe what you want to do, request the god's assistance, and show your appreciation."
He then holds his healthy paw over the injured one. "Everbloom, your servant is in need of aid. Take this crimson drop from me and add it to your garden, that I may continue to serve. Ever will your petals fall upon those you feel worthy."
◆◆◆ Heal: 1d8 ⇒ 1
No wasted effort on the goddess' part, I guess.
The injury closes, and Ra'uf bows his head, mouthing the rest of his prayer in silence.

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Earlier... from: She also seems to have an interest in healing which you could appeal to with
Wow, if what you did wasn't even a spell, then the sky's the limit! You helped that kid, and you still have magic yet to learn!
----------------
Now...
Arfsnarf frowns for a moment, thinking of what he can add.
Well, my magic be all arcane, and KaLang already teach you that. I'm more a destroyer than a healer, but I do patch up wounds from time to time the same way you did. Maybe more medicine tricks be inspiration for healing magic?
Medicine: 1d20 + 7 ⇒ (9) + 7 = 16
He does not have Religion, so this is the best he's got
But if you ever want to learn more fireworks, Arfnsarf is your goblin!

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Zendel pauses, and then adds, "And if you want to try to seek your destiny, you cannot go wrong with a fortune from Arfsnarf's clacky rock!"
Mainly because the player is always up for more amazing Arfsnarf divination tricks!

GM Blazej |

Huali listens to Arfsnarf's suggestions and nods in agreement, but seems to be confused in the end as she asks both him and KaLang, "what are fireworks? Is that a type of smithing or dance? Clacky rock?"
Even still she takes in Ra'uf's incantation as she tries to follow along. "You didn't have to," she says as she immediately feels apologetic as Ra'uf draws the minor amount of blood. She nods though as she notes that, "is Milani another god of your land? Would you tell me more of her?"
With engraved silver trinket she is able to follow along with Ra'uf's motions. She recalls the prayer to Iomedae and speaks it aloud repeated it many times, asking to grant her strength to others. After a few moment she is able to create a soothing effect as she is able to successfully produce a minor soothing magic.
After the few hours of work she is exhausted but delighted. "Thank you for your help. I will keep training and maybe I will be able to repay you all for what you have taught me. If you have time, I have more questions, but I have already spent so much of your time already."
"I'm tired, but I think I have more I can tell my parents of Iomedae. I think they would understand if I shared what you told me."
As you finish speaking to her you all see Viltydus a distance away. They are clearly happy with your work. When you approach they thank you saying, "the future is never certain, but her talent been bolstered today. Your work was exceptional. Your encouragement went beyond what I had hoped and I feel actions should be repaid." They offer a small brass diplomat's badge.
"Upon our introduction you seemed ready to delve into the Forest of Trials. If that enthusiasm continues I have a task that takes you into the forest to apply your trade."

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Before parting from Huali...
Fireworks are when spells you cast go BOOM!!
He jumps as high as his stubby goblin legs will launch him off of the ground, with arms spread wide.
Fire balls, dragon breaths, magic missiles (but those are more like hitting your enemy with a sock full of coppers). There's zappy lightning bolts. Arrows that dissolve your enemies skin! Oh, and you can also just vanish. All of this dangerous, to be used in trained hands!
Suddenly he holds up the die again.
Clacky rock gives hints about your near future. But it's very tuned to me! Every mage gotta find their own channel to divination!
----------------
Now...
Ooh, we going into forest now? I wonder how this will go...
Clacky rock: 1d20 ⇒ 17
Yeah! Pretty good. Prime number too. So what we doing?

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Ra'uf will happily share both the story about how he became a Milanite and the basics of her faith, focusing on the "fighting for the oppressed" part since that overlaps with Iomedae's portfolio.

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Zhamie gathers up her gear and follows her new colleagues. She does stare curiously at Arfsnarf's clacky rock.
"Vat task do you haf for us?"

GM Blazej |

Huali takes in what both Ra'uf and Arfsnarf share and she promises to learn more about fireworks magic, protect others, and find her onw divination focus. She tanks you all again as you head off.
Viltydus walks with you toward the forest's border. They gesture to the wide expanse as they say, "Legends about the Forest of Trials, Arcadia's first barrier on the path to Valenhall, are many and varied. Locals whisper of curses that shroud it in secrecy, of bloodthirsty beasts that dwell among the trees."
They don't have any fear of it and smile as they look toward you explaining, "But the forest has long been my home, and I think it supports those who come to know it."
"Pathfinders, my task is for you to fulfill your Society's namesake: use the day's light to map one of the many footpaths along the forest's edge. There are paths through the forest that few take that pass close to a band of gremlins that also call the forest their home. Learn about those routes and where the boundaries truly lie. Respect the forest, but do not fear it, and gather what you need to introduce it to future explorers."

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Zendel taps Zhaymie on the knee. "Ahem! Do you think you could lead us through the forest? I understand you have some wilderness training."
Then Zendel turns to Viltydus. "There are so many types of gremlins. Do you know what types inhabit the forest?"
Does Zendel recall anything about these gremlins that might be useful?
Gremlin changes his case to 'Gremlins in the Forest'.

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Sorry for my silence. Yesterday was fuller than I expected.
Earlier:
As the team tutored Huali, Salaish allowed herself to fade into the background, softly playing her lute (and conjuring another as needed) to bolster Huali's competence. (Repeat a Spell: Inspire Competence, because why not?)
--------
And now:
Who wants the Diplomat's badge? It's not an optimal match for Salaish, but if no one else wants it she'll give it a whirl.
"Gremlins? I've only heard of them, but I don't remember much about them." Salaish is liking Viltydus more and more. Encouraging kids to follow their hearts, mapping the forest paths so people can follow them safely...this fey certainly isn't a stereotypical mean-ish trickster fey.
Suddenly a thought occurs to her. "You said 'use the day's light' to map a footpath. So that means we need to be done before dusk. Right? Is that for safety reasons or otherwise?" Her tone is more curious than suspicious.
@GM Blazej: About how much time do we have before it gets dark?

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Zendel will happily pin that badge to his chest if you let him. It's on his personal wishlist.
"I wonder if light magic might also be helpful in the forest?"

GM Blazej |

No problem at all Salaish
"Uncertain if magical detection would guide your step I would need to leave the stories of the gremlins to you. They did not stop to converse with me as much as project their grievances toward my presence."
Looking into the forest they describe, "they were a collaboration of several, many their skin a sickly azure, but others had joined in as well. They have not been the more dire of residents within the wood. While they may not have the heart of heroes, their actions tend to keep the forest a safer than if they were absent."
"While I describe the Forest as one far less dire than those the town may suggest amidst the tales of heroes, the creatures and antagonists that reside within can be a challenge for hardened heroes and more than I feel is fair to impose on the bargain when all I see is knowledge for the future. As you may have assessed the gremlins are among the lesser threats within the woods. I will not suggest your safety even now as bandits and monsters roam the wood, but many more creatures take advantage of the dark of night." Glancing up above they add with a more grave tone, "and tonight is a full moon that will call upon more wild threats."
Viltydus switches to a calming smile as they state, "I trust your skills in even that case, but I as mentioned before, I rather not place you into a challenge for the sake of challenge."
At the moment you still have plenty of daylight given the early time the school let out this day. You have another four hours of light left. Based on the descriptions from Viltyus of the path they wish you to map out, you would only even take that much time if something went significantly awry. Light magic may always be useful to help visibility even where areas of the canopy shadows the ground.

GM Blazej |

Heading to the woods the, the cresting sun shimmers of the greenery and the flowing creeks. The chirping of animals signals from the distance as you navigate through winding paths and into a short distance of the forest.
The peaceful ambience is cut through as you hear a shriek from the bushes. "Intruders in the woods!"
Another voice calls back, "Tell them to go away!"
A haggard, tiny blue face with long pointed ears and sharper teeth pops out of the bush and yells at your group. "Go away!" They glare at you for just a beat before calling back, "they aren't leaving!"
More pop from other bushes, holding weapons ready even though they are nowhere close to you. They flee at a glance but continue to yell out at you various taunts and cries.
"There are not houses here! Go to back to the village! You don't get to make your home here!"
"Just because you are big you think your are big?"
The barrage is somewhat distracting, but not immediately a threat as long as you are wary. They swing weapons, but typically far before come within range.
You all can choose your exploration action and make one skill check to determine your success on Pathfinding.
Scouting can help as well as knowing or dealing with the gremlins.
Skill options include: Gremlin Lore, Intimidation, Nature, Scouting Lore, Survival, or Thievery.

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Arfsnarf is fascinated by the blue creature who pops out. He smiles at it, walking forward and moving his flat hand off of the top of his head and towards it.
Wait, how tall are you? Turn around, we can do back-to-back and see!
He frowns as they seemingly flit away as fast as they appear.
Awwww....
Arfsnarf pretends that he's a mythical dragon tromping along the trail, hoping to scare them off.
Skill: Intimidation +11

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Startled, Zhamie jumps back as the first blue creature jumps out at her.
"Ve are sorry for disturbing your home."
She regains her composure and attempts to lead the group past the gremlins.
Nature/Survival: 1d20 + 7 ⇒ (19) + 7 = 26
"Zis vay is ze best so as not to disturb zem."
Exploration Action: Scout

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Nature: 1d20 + 6 ⇒ (20) + 6 = 26 Since Zhapp’s description sounded more like survival, I am going nature. My bonus is also the same in each, the intent is to cover both skills.
KaLang keeps an eye out for natural hazards as the group makes their way through the forest. He points them out along with some of the more interesting flora and fauna along the way.
Exploration: Detect Magic (Arcana +11)

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Zendel takes a moment to clue others in on what he's heard about mites. Then he proceeds to use his gossip lore in lieu of Gremlin Lore.
Zendel's Gossip (T) plus Case: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23 Bardic Lore with Dubious Knowledge
Investigate Activity

GM Blazej |

Arfsnarf can make the roll in this case. This isn't a blind roll.
The gremlin rolls away in a panic as Arfsnarf appears and towers over the minuscule gremlin.
One of the gremlins calls out to Zhamie as they take a low mocking tone, "We are sorry for stomping around! Then why are you still walking all around us? Not sorry at all!"
"You know nothing of the forest! The trees are going to get you any second if you don't flee!"
They bellow while some gremlins puppeteer plants, shaking branches angrily at the group. That isn't enough to slow the party at all as Zhamie and KaLang are plotting a path through the foliage. KaLang is able to find a patch more notable herbs with some medicinal applications, although they are half-chewed already. There isn't a sign of a intact patch as of yet, but he is also able to separate signs of animal passage as well. Based upon the investigation it does seem like the gremlins are enough of an annoyance that other creatures track through this area less.
Zendel is able share a bounty of knowledge of the territorial fey. They residences tend to be underground and generally antagonistic toward those to have them as their neighbors. They tend to be wary of bells made of semiprecious metals like silver or copper and strings of tiny bells tend to keep gremlins from destroying an object or infiltrating a home.

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Snarf snarf! Big arfy dragon coming through! Gremlins beware and flee!
He attempts to use the light to cast shadows just right on the nearby trees.
Intimidation: 1d20 + 11 ⇒ (8) + 11 = 19

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"Oh, hey! We should note the locations of these medicinal herbs on the map. They're not in great shape now, but plants grow back over time. Someone could check on them later."
Salaish had been playing her lute to inspire the competence of the party's mapping skills, but when Zendel mentions the gremlins' wariness of certain metal bells, she perks up. "Hey! I can do that!" Dismissing the lute, she conjures a strand of tiny silver bells and begins to make up a song to their merry jingling.
To the tune of "Jingle Bells":
"Gremlins, ho! Gremlins, ho!
Guarding well their homes.
We cannot see where they may be
As we go tramping, lo!
Gremlins, ho! Gremlins, ho!
Guarding well the trees.
They scare off the scary things
So we can go our way!"
Exploration activity: Repeat a spell (Inspire Competence, cycling through each of her teammates)

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"Tell us what's worse that you around here."
Intimidation: 1d20 + 10 ⇒ (5) + 10 = 15
Exploration Activity: Search +7 (+9 Initiative)

GM Blazej |

Barring any other abilities, the duration of inspire competence is 1 round and Salaish would be able to maintain it to effect on one person at a time.
Random: 1d5 ⇒ 4 Arfsnarf
Salaish Performance to Aid Arfsnarf: 1d20 + 13 ⇒ (18) + 13 = 31
They fall back quickly but the gremlins are quick to answer Ra'uf, "you! You! And you and you! You too! You and you again!" The gesture at the party, pointing at individuals sometimes multiple times. The gremlins outline some of the insults why the party is the worst.
As they go about listing them, yelling over one another to try to be the most heard, Arfsnarf goes stomping with the forest with Salaish's singing behind him. The gremlin's hesitate with a moment of thought as they scatter farther away, the bardic song granting just the edge in pushing the gremlin's to flee.
The gremlins thankfully don't get in the way of your work as you are able to make a fairly detailed record of the path so far. As you are walking along the footpath KaLang detects a source of magic and it appears to be coming from a patch of enchanted herbs. With a brief examination it appears this batch has absorbed magical energies from the forest and are able to be safely harvested.
These herbs function as four lesser healing potions.

GM Blazej |

After distributing the healing items, you are able to continue forward with the continued harassment of the mitflits.
As you move forward through the wood you approach a small creek. As you get ready to step over it you notice that the gremlins have grown silent. Their constant barbs absent as the only sign of them now their scrambling into burrows.
The reason for this is apparent as a tall figure lurks out of the nearby wood, hiding just behind the trees. Their flesh a mixture of a bark-like brown and grimey, moss-like green. It's long claws easily reaching around the large tree and peeling away a fraction of the bark. A gross low voice is forced through it's sharp, gnarled teeth. "I've been wondering why the pathetic whelps were making such a racket. A group wandering through the woods? With so few numbers? You do not belong here."
Other creatures call in frantic delight after from before and behind you. At first glance they appear to be strung together sets of twigs, but are tiny creatures with faces a bundle of splinters strung together in malicious grins. "Too late to run though!" "The creek will carry your blood far!" They rip splinters of wood out of their body as they scream out their battle cries.
Due to your attentive progress as you been navigating the trail, you are a bit more ready for a battle and could use the Pathfinding skills to determine how quickly you can react. If you used a skill to help plot a path, I used that skill modifier in place of your Perception, if it was better.
Zhamie's Initiative Using Search: 1d20 + 10 ⇒ (10) + 10 = 20
Salaish's Initiative Using Repeat a spell (Inspire Competence): 1d20 + 13 ⇒ (13) + 13 = 26
KaLang's Initiative Using Detect Magic: 1d20 + 11 ⇒ (4) + 11 = 15
Arfsnarf's Initiative Using Avoid Notice: 1d20 + 11 ⇒ (17) + 11 = 28
Zendel's Initiative Using Investigate: 1d20 + 12 ⇒ (2) + 12 = 14
Ra'uf Steelwheels's Initiative Using Search: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
Foliage Stalker: 1d20 + 12 ⇒ (20) + 12 = 32
Branch Fey: 1d20 + 9 ⇒ (13) + 9 = 22
The largest of the fey attackers dismissively tosses the piece of bark at the smaller follower, paying no heed to their comments as they step forward. "Let the vines and branches of the forest cut off your escape." With a gesture the plant-life around the party grows and begins to reach around your limbs and hold you all fast. The creature steps forward to the edge of the sudden growth at it looks at you hungrily.
The trees, creek, and all squares in the green circle are difficult terrain.
At the start of your turns, if you are in the green circle on the map, you must make a DC 22 Reflex save to avoid the entangling magic. On a failure, you take a –10-foot circumstance penalty to your Speeds until you leave the area, and on a critical failure, you are also immobilized for 1 round. You can attempt to Escape at DC 22 to remove these effects.
If you are in the creek you do not need to make a saving throw against this entangle effect.
Round 1
Foliage Stalker [Green]
Ra'uf Steelwheels (Reflex save)
Arfsnarf (Reflex save)
Salaish (Reflex save)
Branch Fey [Red, Blue, Yellow]
Zhamie
KaLang
Zendel
Terrain
The trees, creek, and all squares in the green circle are difficult terrain.
Ra'uf, Arfsnarf, and Salaish can act!

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Hey tree ribs! The woods belong to ALL! Arfsnarf shouts back at the entity seemingly in charge.
Soon he's struggling against the vines...
DC 22 Reflex: 1d20 + 11 ⇒ (19) + 11 = 30
He smiles smugly after avoiding the worst of it, seemingly free to move about.
Ha! No good tree ribs!
He speedily belts out an incantation, pointing at the tree person before hiding behind his arcane shield.
Slow its clock... slow its clock...
◆◆ Cast (somatic, verbal) Slow on GREEN
Success The target is slowed 1 for 1 round.
Failure The target is slowed 1 for 1 minute.
Critical Failure The target is slowed 2 for 1 minute.
◆ Cast (verbal) Shield

GM Blazej |

Foliage Stalker (Green): 1d20 + 9 ⇒ (5) + 9 = 14
The menacing creature flares out its claws as it declares, "your little civilized time pieces woonnn't sssstoooo-" The creature's eyes flare open as it sees the world speed up around it. The face slowly begins to form a snarl as it rages against Arfsnarf's magic.
Round 1
Foliage Stalker [Green] (slowed until Arfsnarf's turn on round 11)
Ra'uf Steelwheels (Reflex save)
Arfsnarf (shield)
Salaish (Reflex save)
Branch Fey [Red, Blue, Yellow]
Zhamie
KaLang
Zendel
Terrain Notes
Green Circle, Entangling Plant-life
At the start of your turns, if you are in the green circle on the map, you must make a DC 22 Reflex save to avoid the entangling magic. On a failure, you take a –10-foot circumstance penalty to your Speeds until you leave the area, and on a critical failure, you are also immobilized for 1 round. You can attempt to Escape at DC 22 to remove these effects.
If you are in the creek you do not need to make a saving throw against this entangle effect.
The trees, creek, and all squares in the green circle are difficult terrain.
Bolded can act, so Ra'uf and Salaish are still up.

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Reflex Save: 1d20 + 7 ⇒ (8) + 7 = 15
All the penalties leave Ra'uf moving 5 feet per action. He uses them to drag himself closer to the enemy.
◆ Stride
◆ Stride
◆ Stride

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DC 22 Reflex: 1d20 + 13 ⇒ (17) + 13 = 30
"Viltydus sent us here!" Salaish watches the largest foe (foliage stalker) closely to gauge its reaction to this news.
Perception to sense motive +11
She begins wading through the entangling vines as she composes the beginning of a song to inspire her pals to victory. She begins belting it out, ringing the silver bells in merry accompaniment.
Lingering Composition (Performance) DC 20: 1d20 + 13 ⇒ (18) + 13 = 31
Critical success on casting Inspire Courage; everyone gets a +1 status bonus to attack rolls, damage rolls, and saves against fear effects for 4 rounds.
◆ Sense Motive, ◆ Stride, ◇ Lingering Composition, ◆ Inspire Courage

GM Blazej |

The stalker's face begins to shift slowly as voices out with distain, "Viiillltyyy-"
As it slowly begins to respond, the smaller creatures lunge forward without delay. One pushes into the mass of growing plant-life as it calls out, "we don't care who sent you! We should thank them for leading you to us though!" It tries to push deeper into the growing plant-life, but their movement is just as hampered as yours.
Halting only a few feet in the red, blood-tinged wooden fey unleashes a flurry of sharp splinters out of its and into the group right before it.
Splinters
Piercing Damage: 4d6 ⇒ (1, 3, 3, 5) = 12
Basic DC 20 Reflex against 12 Piercing damage to Zhamie, Zendel, and Arfsnarf.
The other covered in blue fungus rushes through the mass of entangling plant-life. They have a blood-lust in their eyes and a cackle as they try to get into position to do as much damage as possible. With the effort to get through the plant-life it is only able to deal a strike at Zendel with sharp branch-like claws.
Blue Claw vs Zendel: 1d20 + 11 ⇒ (4) + 11 = 15
Slashing Damage: 1d10 + 4 ⇒ (4) + 4 = 8
The attack fails utterly, but it seems gleeful at the idea of getting another chance soon.
The last of the wooden fey which is covered in yellow mold leaps forward at Ra'uf. The splintered mouth opens wide as it calls out, "surprise attack!"
Yellow Claw vs Ra'uf (Flanked): 1d20 + 11 ⇒ (12) + 11 = 23
Slashing Damage: 1d10 + 4 ⇒ (5) + 4 = 9
Yellow Claw vs Ra'uf (Flanked): 1d20 + 11 - 4 ⇒ (2) + 11 - 4 = 9
Slashing Damage: 1d10 + 4 ⇒ (3) + 4 = 7
With a pair of wild swipes of its claws, only one manages to connect.
Buffs:
Inspire Courage: everyone gets a +1 status bonus to attack rolls, damage rolls, and saves against fear effects until middle of round 5
Round 1
Foliage Stalker [Green] (slowed until Arfsnarf's turn on round 11)
Ra'uf Steelwheels (9 damage)
Arfsnarf (Reflex vs splinters, shield)
Salaish
Branch Fey [Red, Blue, Yellow]
Zhamie (Reflex vs splinters, Reflex vs entangle)
KaLang (Reflex vs entangle)
Zendel (Reflex vs splinters, Reflex vs entangle)
Green Circle, Entangling Plant-life
At the start of your turns, if you are in the green circle on the map, you must make a DC 22 Reflex save to avoid the entangling magic. On a failure, you take a –10-foot circumstance penalty to your Speeds until you leave the area, and on a critical failure, you are also immobilized for 1 round. You can attempt to Escape at DC 22 to remove these effects.
If you are in the creek you do not need to make a saving throw against this entangle effect.
The trees, creek, and all squares in the green circle are difficult terrain.
Zhamie, KaLang, and Zendel are able to act. All need to make saves against the entangle.

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Reflex: 1d20 + 6 ⇒ (15) + 6 = 21 Trained Failure
KaLang almost avoids the plants, but some manage to wrap around his ankle. He struggles to get into position in the creek.
He says “Look wooden, would fire work well?”
Then he swings his halberd af Yellow.
+1 Striking Halberd, IC: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27 Reach, Versatile S
Slashing damage, IC: 2d10 + 4 + 1 ⇒ (5, 9) + 4 + 1 = 19
Finally he brings up his defensive magic.
Stride through difficult terrain with -10’ movement. Guess I wasn’t actually in the creek before
Strike
Cast Shield

GM Blazej |

The halberd hews into the wooden creature. It is just able to dodge the blow enough to avoid a critical blow, but only barely. The strike left a major wound in its wake on the mold covered fey.

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"Sacre Bleu! Vat is all zis grass?!"
Reflex vs Splinters: 1d20 + 8 ⇒ (16) + 8 = 24
"Aiiee! Zat hurts!" Zhamie yelps as some of the splinters get her, though she manages to dodge the majority of them.
Reflex vs Entangle: 1d20 + 8 ⇒ (18) + 8 = 26
Zhamie unslings her jezail from her back, loads a round and fires at Red.
+1 Jezail vs Red, IC: 1d20 + 8 ⇒ (16) + 8 = 24
Piercing? IC: 1d8 + 1 ⇒ (2) + 1 = 3
Sheesh!
◆ Interact to draw/unsling
◆ Interact to reload
◆ BANG! (no time to devise a strategy!)

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I also have this, though only KaLang is in range right now.
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.

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Zhamie, what was your case? Devise a stratagem becomes free when you face an encounter related to your case. As the Plant stalker is working with the gremlins, this is related to my case.
Zendel's Reflex (E) DC 22: 1d20 + 8 ⇒ (19) + 8 = 27
Zendel's Reflex (E) DC 20: 1d20 + 8 ⇒ (6) + 8 = 14
"Ha! I'm fey-blooded. Your vines recognize me as kindred." Zendel easily evades the vines, then says "Oof!" as the splinters hit him. He devises a stratagem against the Green foliage stalker, and attempts to recall some information about it.
◇ Devise Stratagem: 1d20 ⇒ 2
◇ Known Weakness (Gossip Lore): 1d20 + 10 ⇒ (18) + 10 = 28
He tosses out his immediate stratagem, and strikes at the gremlin that attemped to claw him.
◈ Swordcane + I.C. (agile, concealable, finesse, striking): 1d20 + 7 + 1 + 1 ⇒ (15) + 7 + 1 + 1 = 24
Piercing damage: 2d6 + 1 ⇒ (1, 5) + 1 = 7
◈◈ Then not liking the flank that Ra'uf is caught in, he strides twice to aid Ra'uf with the plant stalker.

GM Blazej |
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Zendel, your investigation was good, I do feel your deduction that this was related to your case to be good. However, these attackers do not work along with the gremlins. You can keep your turn as is though because of your reasonable assumptions and logic, but later turns you will need to spend an action to devise a stratagem. I will reaffirm what Zendel said though and ask what Zhamie's case might be as it can be boon in both exploration and potentially combats; and they are easy to add to.
Zhamie's and Zendel's blows both connect, snapping some of the twigs on each of the wooden attackers, but not driving them off.
Zendel identifies the foliage stalker as a lurking fey that dwells within the wilderness up to the edge where cities. It is a grimstalker, a fey that thrives in the role hunting down any intruder into the wilds to reaffirm that the areas beyond civilization are a dangerous place unwelcome to others. They are solitary killers by nature and have little to no respect for other fey and even barely tolerate other grimstalkers.
Arfsnarf has already revealed the grimstalker's biggest frailty as their fortitude is not a match for the other defenses. Grimstalkers are also vulnerable to cold iron, but they do not have any other inherent weaknesses.
As Zendel studies the grimstalker more, it seems clear to him that the grimstalker isn't even acknowledging the branch-bundle fey. It does not ally with them or the gremlins and sees them as weak, pathetic, cowards.
* * *
The grimstalker finishes it's curse of Viltydus and follows with a haunted words and curses that way heavy in the air in a language some might recognize as Aklo. Salaish's impression is that the stalker knows of Viltydus and regards them as even more distain than you.
The fey focuses on Zendel though with a pair of swings to try to dispatch the gnomes.
Grimstalker Attack vs Zendel: 1d20 + 15 ⇒ (2) + 15 = 17
Slashing Damage: 2d6 + 7 ⇒ (5, 3) + 7 = 15
Grimstalker Attack vs Zendel: 1d20 + 15 - 4 ⇒ (4) + 15 - 4 = 15
Slashing Damage: 2d6 + 7 ⇒ (3, 1) + 7 = 11
Neither manage to connect and that drives it even further into fury.
Buffs:
Inspire Courage: everyone gets a +1 status bonus to attack rolls, damage rolls, and saves against fear effects until middle of round 5
Round 2
Foliage Stalker Grimstalker [Green] (slowed until Arfsnarf's turn on round 11)
Ra'uf Steelwheels (9 damage, -10 feet speed)
Arfsnarf (12 damage)
Salaish
Branch Fey [Red, Blue]
. [Yellow] (19 damage)
. [Red] (3 damage)
Zhamie (6 damage)
KaLang (-10 feet speed)
Zendel (12 damage)
At the start of your turns, if you are in the green circle on the map, you must make a DC 22 Reflex save to avoid the entangling magic. On a failure, you take a –10-foot circumstance penalty to your Speeds until you leave the area, and on a critical failure, you are also immobilized for 1 round. You can attempt to Escape at DC 22 to remove these effects.
If you are in the creek you do not need to make a saving throw against this entangle effect.
If you are in a plant filled area in the grassy circle, you will still need to make the DC 22 Reflex save vs the entangle at the start of your turn. KaLang will not need to make it since the plants do not reach into the water.
Ra'uf, Arfsnarf, Salaish are able to act.

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DC 22 Reflex: 1d20 + 13 ⇒ (16) + 13 = 29
Wading through the grasping vines, Salaish grimly notes Ra'uf's tricky position. She aims a Fear spell at the yellow moss-covered foe, taunting: "I'm the creature stalking your dree-eeams!"
Yellow needs a DC 21 will save or be frightened.
◆ Stride, ◆◆ Cast a spell

GM Blazej |
1 person marked this as a favorite. |

Yellow Will Save: 1d20 + 7 ⇒ (4) + 7 = 11
"It's you..." The wooden creature's mouth turns from a grin and opens wide, the branches snaps the face contorts into utter and complete panic. "you, you found me in the waking world! No! AAAH!" It immediately begins to turn and flee as fast as it is able.
Yellow is frightened 3 and fleeing.

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Despite that some of the creatures are approaching, Arfsnarf continues to focus on "tree ribs."
Hmm, I think maybe they burn easy too?
◆◆ Cast (somatic, verbal) produce flame vs GREEN
Spell attack vs GREEN, F damage (inspired): 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 183d4 + 4 + 1 ⇒ (3, 2, 2) + 4 + 1 = 12
On a critical success, the target takes double damage and 3d4 persistent fire damage
He then steps between Salaish and Zhamie.
◆ Stride NW

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Reflex Save: 1d20 + 7 ⇒ (16) + 7 = 23
Don't know if that removes the prior penalty or just keeps me from being fully immobilized, but it only affects the type of action my third is.
Rauf takes advantage of Zendel's positioning to try to chop down Green.
◆ Strike vs. Green FF
+1 Greataxe: 1d20 + 11 ⇒ (4) + 11 = 15
Slashing Damage: 1d12 + 4 ⇒ (6) + 4 = 10
◆ Strike vs. Green FF (or Yellow if Green is down)
+1 Greataxe: 1d20 + 11 - 5 ⇒ (16) + 11 - 5 = 22
Slashing Damage: 1d12 + 4 ⇒ (12) + 4 = 16
◆ Step or Stride
He prepares to help nearby allies.
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.

GM Blazej |

Ra'uf: For the reflex saves against the entangling, a saving throw for you would just keep you from being fully immobilized (on a crit failure), so you are still have -10 speed until you Escape or leave the area. In either case though you are able to leave the area.
Arfsnarf fiery projectile doesn't connect with the Grimstalker as it is able still able to escape the attack despite the slowing magic. Same for Ra'uf's first attack, as isn't quite a complete miss, but is far from landing the blow. Still, with the reactions slowed, the Grimstalker is unable to avoid the second attack as it manages to land and cut unto the malicious fey.
Including +1s from inspire courage
Reflex Save vs Entangle - Red: 1d20 + 11 ⇒ (11) + 11 = 22
Reflex Save vs Entangle - Blue: 1d20 + 11 ⇒ (5) + 11 = 16
Reflex Save vs Entangle - Yellow: 1d20 + 11 ⇒ (7) + 11 = 18
The grimstalker's magic shows now favors to the other fey as it wraps round their thin frames and attempts to root them each to the ground.
This doesn't seem to bother them though. As the splinters on the crimson stained fey regrow, it pulls free from the plant-life and lunges at Zhamie!
Claw vs Zhamie: 1d20 + 11 ⇒ (18) + 11 = 29 Dice: 1d10 ⇒ 3
Critical Slashing Damage: 3 + 4 + 3 + 4 = 14
Claw vs Zhamie: 1d20 + 11 - 4 ⇒ (15) + 11 - 4 = 22
Slashing Damage: 1d10 + 4 ⇒ (5) + 4 = 9
The blows are devastating at the first blow deals a critical amount of damage and the second also connects a deep blow.
14 and 9 damage to Zhamie
Emboldened and encouraged by the success of its fellow, the azure fungus covered woodling struggles against the plant-life to get close to KaLang and strikes out at the magus.
Claw vs KaLang: 1d20 + 11 ⇒ (14) + 11 = 25
Slashing Damage: 1d10 + 4 ⇒ (3) + 4 = 7
Claw vs KaLang: 1d20 + 11 - 4 ⇒ (7) + 11 - 4 = 14
Slashing Damage: 1d10 + 4 ⇒ (3) + 4 = 7
One of the blows connects managing to inflict some amount of wound to KaLang.
7 damage to KaLang barring reactions.
The final of the woodlings doesn't see the successful blows the others dealt. Its gaze is fixated on Salaish as it screams out, creating a noise akin to breaking branches, as it runs away from the spellcaster as fast as it can travel. It runs past Ra'uf and rushes into the edge of the trees.
Buffs:
Inspire Courage: everyone gets a +1 status bonus to attack rolls, damage rolls, and saves against fear effects until middle of round 5
Round 2
Grimstalker [Green] (slowed until Arfsnarf's turn on round 11, 17 damage)
Ra'uf Steelwheels (9 damage)
Arfsnarf (12 damage)
Salaish
Branch Fey
. [Red] (3 damage)
. [Blue] (-10 speed)
. [Yellow] (frightened 2, 19 damage)
Zhamie (29 damage)
KaLang (7 damage)
Zendel (12 damage)
Green Circle, Entangling Plant-life
At the start of your turns, if you are in the green circle on the map, you must make a DC 22 Reflex save to avoid the entangling magic. On a failure, you take a –10-foot circumstance penalty to your Speeds until you leave the area, and on a critical failure, you are also immobilized for 1 round. You can attempt to Escape at DC 22 to remove these effects.
If you are in the creek you do not need to make a saving throw against this entangle effect.
Zhamie, KaLang, and Zendel can act. Zhamie is still in the affected area by the entangle and needs to make a DC 22 reflex save or have her speed reduced.

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With Yellow having fled and Blue come right up to him, KaLang changes his focus. He says “Testing…” just before chanting a phrase and moving the tip of his weapon to draw a sigil in the air. He then thrusts the weapon at Blue.
Spellstrike, Produce Flame vs Blue
+1 Striking Halberd, IC: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32 Reach, Versatile S
Piercing damage, IC: 2d10 + 4 + 1 ⇒ (10, 1) + 4 + 1 = 16
Fire damage: 2d4 + 3 ⇒ (1, 1) + 3 = 5 CS double damage and 2d4 persistent fire
The flame bursts around the fey, causing it to catch fire.
He then catches a spark from the flame on his blade and maintains it.
Arcane Cascade stance