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Zendel spends an action to devise a stratagem against the big one, and keeps it in order to hit.
◈ Devise Stratagem: 1d20 ⇒ 12
◇ Known Weakness (Gossip Lore): 1d20 + 10 ⇒ (4) + 10 = 14
◈ Stratagem + Sword Cane + I.C. (agile, concealable, finesse, striking): 12 + 10 + 1 + 1 = 24
Strategic Strike+Piercing Damage+1.C.: 2d6 + 1d6 + 1 ⇒ (3, 5) + (3) + 1 = 12
◈ Then he puts his feet into the river so that Ra'uf can have an easy flank next turn.
"Ra'uf, if you just move a tad, we will be able to flank with neither of us in the entangled area!"

GM Blazej |

Zendel doesn't discern anything else from the Grimstalker, on the other hand though, KaLang's experiment toward his and Arfsnarf's hypothesis is confirmed try for the wooden fey.
KaLang's halberd deals a sudden an crippling blow to the tiny fey. The flames burn the body exceptionally well, exposing its weakness to fire. It is barely standing after the blow, but that will change if it cannot put out the burning fire immediately.
Zendel's attack against the grimstalker goes to plan as the blade cuts into they cruel fey flesh and, in the wake, leaves a growing amount of green, sap-like blood dripping from the grimstalker's wounds.
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, 29 damage)
Ra'uf Steelwheels (9 damage)
Arfsnarf (12 damage)
Salaish
Branch Fey
. [Red] (3 damage)
. [Blue] (-10 speed, 47 damage, 2d4 persistent fire)
. [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 can act and is still in the affected area by the entangle and needs to make a DC 22 reflex save or have her speed reduced.

Bot Buddy 2000 |

BOTTING "Zhamie Zhapp"
"Sacre Bleu! Eet is time for us to get the upper hand, no?"
Reflex vs Entangle: 1d20 + 8 ⇒ (7) + 8 = 15
"I hate zis grass!"
◈ Devise Stratagem: 1d20 ⇒ 10
Zhamie loads another round and fires at Red.
+1 Jezail vs Red, IC, Stratagem: 10 + 9 + 1 = 20
Piercing? IC, Stratagem: 1d8 + 1 + 1d6 ⇒ (8) + 1 + (5) = 14
◆ Stratagem
◆ Interact to reload
◆ BANG!

GM Blazej |

Zhamie's blow connects and knocks the fey back a few inches a the bolt pierces their bark body.
Meanwhile, outside the mass of thriving plant-life the grimstalker slowly makes out, "you work for that misbegotten fey? Their plans and yours are for nothing!"
Still livid as the dandy investigator has had no issue circling around and coordinating with Ra'uf, the grimstalker swings twice to cut him down.
Claw vs Zendel: 1d20 + 15 ⇒ (15) + 15 = 30 Dice: 2d6 + 7 ⇒ (4, 1) + 7 = 12
Slashing Damage, -Ra'uf's Liberating Step: 12 + 12 - 6 = 18
Claw vs Zendel: 1d20 + 15 - 5 ⇒ (8) + 15 - 5 = 18
Slashing Damage: 2d6 + 7 ⇒ (5, 2) + 7 = 14
After so many strikes it seems as though one manages to land and deal a critical blow to Zendel, although Ra'uf is able to mitigate that somewhat. However the blood sap that drips across the grimstalker's body gets into the wound as well and threatens to poison Zendel.
18 damage to Zendel after Ra'uf's Liberating Step. Zendel can step if he wants.
Zendel needs to make a DC 22 Fortitude save to avoid being poisoned.
You take 3 poison damage.
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 3
Grimstalker [Green] (slowed until Arfsnarf's turn on round 11, 29 damage)
Ra'uf Steelwheels (9 damage)
Arfsnarf (12 damage)
Salaish
Branch Fey
. [Red] (17 damage)
. [Blue] (-10 speed, 47 damage, 2d4 persistent fire)
. [Yellow] (frightened 2, 19 damage)
Zhamie (29 damage)
KaLang (7 damage)
Zendel (26 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.
Ra'uf, Arfsnarf, and Salaish are up and can act

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"GAH!" Zendel screams, as the stalker slices in to him. Still, it's Zendel, and his gnomish curiosity cannot help but be intrigued by the Stalker's question, even as the stalker attempts to poison him. "By misbegotten fey, do you mean these stupid gremlins? I thought that you were working with them! But as you may have noticed, we're defeating them soundly."
Fortitude (T): 1d20 + 8 ⇒ (14) + 8 = 22
He talks through the pain, and the poison bounces straight off the vibrant gnome. "Or were you referring to Viltydus? If so, then yes, we are working with the guardian of the forest!"
Not wishing to step in the entangled area, Zendel glances at Ra'uf, and says, "Come on, flank with me already!"

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Arfsnarf trots over the shallow brook, lining himself up with the grimstalker. He holds up two fingers from each hand, making opposing right angles. One open eye peers through it to try to line up his target with another a ways behind it. Satisfied he has the angle, he unleashes a lightning bolt that arcs slightly to the left.
◆ Stride 15'
◆◆ Cast (somatic, verbal) lightning bolt, line (shown on map) through GREEN and YELLOW
lightning damage to GREEN and YELLOW, DC21 basic reflex save: 4d12 ⇒ (4, 3, 5, 2) = 14 Yeesh those are low rolls
It seems he held back a bit with Ra'uf being so close to the shocking line.

GM Blazej |

Green Grimstalker Reflex: 1d20 + 15 ⇒ (12) + 15 = 27
Yellow Woodling Reflex, Frightened 2: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18
The grimstalker sees what Arfsnarf is planning and is able to avoid being caught by the arc of lightning. The fey within the trees doesn't have the same benefit as it takes the bolt to the back. Neither are brought down by the spell, but the wooden fey is severely injured.
Ra'uf, and Salaish can act

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Refelx DC 22: 1d20 + 13 ⇒ (1) + 13 = 14
Shoot. Immobilized for 1 round.
Up until now, Salaish had been able to push through the weeds well enough, but while she stopped to cast that last spell they wrapped so tightly around her legs that she can't move at all now. She spends a moment tearing away the vines from her legs.
Escape DC 22: 1d20 ⇒ 3
Which skill/save should I use for the modifier here? (Thievery +10, Reflex +13, Athletics -2)
"Ugh! Gosh darn it!" She *had* been hoping to help out Zendel with that big one, but instead tries to take out the one occupying Kalang instead. "Kalang! Go help Zendel! I'll get the little one!"
Produce Flame: 1d20 + 11 ⇒ (20) + 11 = 313d4 + 4 ⇒ (1, 1, 3) + 4 = 9
3d4 persistent fire damage on a crit success.
◆ Escape, ◆◆ Cast a spell

GM Blazej |

Salaish, to Escape you need to make an Acrobatics, Athletics, or unarmed attack modifier. it would also have the attack trait so multi-attack penalty would apply to one of the actions, but given the crit, the point is moot.
Salaish's spell easily dispatches the burning fey before it has the chance to deal out more bloodshed.
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 3
Grimstalker [Green] (slowed until Arfsnarf's turn on round 11, 36 damage)
Ra'uf Steelwheels (9 damage)
Arfsnarf (12 damage)
Salaish
Branch Fey
. [Red] (17 damage)
. [Blue] (-10 speed, 70 damage, 2d4 persistent fire)
. [Yellow] (frightened 2, 33 damage)
Zhamie (29 damage)
KaLang (7 damage)
Zendel (26 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.
Ra'uf is able to act

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Ra'uf is a Good Boy and follows directions.
◆ Step
◆ Strike
+1 Greataxe: 1d20 + 11 ⇒ (12) + 11 = 23
Slashing Damage: 1d12 + 4 ⇒ (4) + 4 = 8
◆ Strike
+1 Greataxe: 1d20 + 11 - 5 ⇒ (13) + 11 - 5 = 19
Slashing Damage: 1d12 + 4 ⇒ (1) + 4 = 5

GM Blazej |

Ra'uf first swing of the axe connects and even the second swing lands with both the aid of Zendel flanking and Salaish's song. It nearly brings the grimstalker down as it spits out, "I don't work with these scavengers or anyone else! I don't need anyone to slaughter you all!"
Red Reflex: 1d20 + 11 ⇒ (16) + 11 = 27
The fey with bark now spattered with fresh crimson blood cackles madly. In response to Arfsnarf's strategy it calls out, "oh no! You don't get to save your friends! Your fiery blade will mean nothing once you are dead!"
It leaps over the blood of the smoldering ally and lungs at KaLan with both of its claws!
Claw Attack vs KaLang: 1d20 + 11 ⇒ (17) + 11 = 28
Slashing Damage: 1d10 + 4 ⇒ (10) + 4 = 14
Claw Attack vs KaLang: 1d20 + 11 - 4 ⇒ (8) + 11 - 4 = 15
Slashing Damage: 1d10 + 4 ⇒ (4) + 4 = 8
Only the first hits, but only a quick movement stopped it from being a far more devastating blow.
14 damage to KaLang.
The other woodling comes running back, its body is still rattling like a bundle of sticks as it rushes forward and launches a pair of splinters from its arms out at Ra'uf and Zendel.
Ranged Splinter Attack vs Ra'uf, Frightened 2: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26
Piercing Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Ranged Splinter Attack vs Zendel, Frightened 2: 1d20 + 11 - 5 - 2 ⇒ (2) + 11 - 5 - 2 = 6
Piercing Damage: 1d6 + 4 ⇒ (2) + 4 = 6
The jagged piece of wood misses Zendel, but other other scores a hit through Ra'uf's heavy armor despite the fey creatures fear. "If I kill you, my nightmares go away!"
10 damage to Ra'uf
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 3
Grimstalker [Green] (slowed until Arfsnarf's turn on round 11, 51 damage)
Ra'uf Steelwheels (19 damage)
Arfsnarf (12 damage)
Salaish
Branch Fey
. [Red] (17 damage)
. [Yellow] (frightened 1, 33 damage)
Zhamie (29 damage)
KaLang (7 damage)
Zendel (26 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!

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Zendel, who had been considering offering mercy to the stalker, sighs. "That's the difference between you and us. You don't need anyone else to slaughter us, but we... we Pathfinders work together. Salaish gives us courage. ArfSnarf slowed you down. Ra'uf lessens our injuries. KaLang sets pesky gremlins aflame and squashes them flat. To defeat you, we need the whole team working together!"
Zendel strikes a critical point...
◈ Devise Stratagem: 1d20 ⇒ 1
MLK Weekend Hero Point!: 1d20 ⇒ 20
◈ Stratagem + Sword Cane + I.C. (agile, concealable, finesse, striking): 20 + 10 + 1 + 1 = 32
Strategic Strike+Piercing Damage+1.C.: 2d6 + 1d6 + 1 ⇒ (4, 3) + (3) + 1 = 11
...and then he strikes again.
◈ Swordcane + I.C. (agile, concealable, finesse, striking): 1d20 + 7 + 1 + 1 - 4 ⇒ (17) + 7 + 1 + 1 - 4 = 22
Piercing damage: 2d6 + 1 ⇒ (2, 1) + 1 = 4
"Don't underestimate teamwork. It can make someone as unassuming as myself into a total badass."

GM Blazej |

Zendel's pin-point strike cuts straight to the core of the grimstalker. It releases a malevolent seething hiss as it falls down in the face of Zendel's triumph.
Because the first attack dealt the killing blow, Zendel has one action left.
Buffs:
Inspire Courage: everyone gets a +1 status bonus to attack rolls, damage rolls, and saves against fear effects until Salaish's turn round 5
Round 3
Zhamie (29 damage)
KaLang (21 damage)
Zendel (one action left, 26 damage)
Round 4
Grimstalker [Green] (73 damage)
Ra'uf Steelwheels (19 damage)
Arfsnarf (12 damage)
Salaish
Branch Fey
. [Red] (17 damage)
. [Yellow] (frightened 1, 33 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.
Zendel has one action left. Everyone else can take their full turn.
Edit: Corrected KaLang's Damage. Thank you.

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Zendel splashes down the stream towards the red Gremlin. "I'd be terrified right now if I were you," he says.

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Zhamie slaps a battle dressing on herself to keep her lifeblood from spilling out.
Battle Medicine DC 15: 1d20 + 10 ⇒ (17) + 10 = 27
Crit Healing: 4d8 ⇒ (8, 8, 3, 4) = 23
She loads a round into her Jezail and shoots Red at point blank range.
Jezail vs Red, FF: 1d20 + 7 ⇒ (15) + 7 = 22
Piercing: 1d8 ⇒ 2
◆ Battle Medicine
◆ Reload
◆ BANG
Not sure if IC is still active. If it is, please add 1 to the attack/damage

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7 damage + 14 damage - 2 temp hit points from Arcane Cascade = 19 damage
KaLang doesn’t appear impressed by the red woodling creature’s attack. “Red wood, soon to be dead wood.”
He spends an action to recharge his spellstrike and then strikes at this woodling with Produce Flame.
+1 Striking Halberd, IC: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17 Reach, Versatile S
Slashing damage, IC: 2d10 + 4 + 1 ⇒ (4, 6) + 4 + 1 = 15 plus 1 Fire arcane cascade
Fire damage: 2d4 + 3 ⇒ (3, 3) + 3 = 9 CS double damage and 2d4 persistent fire
+1 Striking Halberd, IC, promo: 1d20 + 11 + 1 + 1 ⇒ (19) + 11 + 1 + 1 = 32 Reach, Versatile S
That fey is really hoping the first attempt hit. You can only spend a hero point on a failure. :)

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The grimstalker falls due to the team's effort, and Arfsnarf smiles, trotting forward just outside of the radius of entanglement. He takes aim at the branch fey.
◆ Stride 15'
◆◆ Cast (somatic, verbal) produce flame vs YELLOW
Spell attack vs YELLOW, F damage (inspired): 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 153d4 + 4 + 1 ⇒ (2, 1, 3) + 4 + 1 = 11
Not very inspired die rolls
Gah! Stands still!
Oh right, we have hero points...
Spell attack vs YELLOW (inspired, hero point reroll): 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29
On a critical success, the target takes double damage and 3d4 persistent fire damage

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Not you! The leafy branchy things! KaLang should dance like ants in pants!

GM Blazej |

Inspire courage is still active until round 5 due to Salaish's critical success
KaLang's original roll is barely a miss, so you will need to use that hero point, which will make it a critical hit.
The wicker fey seems ready to challenge Zendel's assertions, until a bolt strikes in the back and KaLange pierces through it with a flaming strike.
The fungus covered fey was very close to avoiding Arfsnarf's fiery projectile, but a last moment adjustment sends it straight into the center of the wood-fey. It is engulfed by the fire and overtaken by it rendering the attackers dispatched and the forest safer and quieter. At least for a few moments.
From the distance you hear a mitflit call out, "good riddance! That lot was bossy!"
"Right! Right!" Another voice pops up, "don't think you are now welcome though! An not-friend of a not-friend is still a not-friend!"
Yet another adds to the calls, far away, yelling as loud as it can to avoid being anywhere near you, "yeah! You can go now! You stick around and we don't know what we will do!"
With this step though, it is a relatively easy process though to finish up the mapping of the gremlin territory and return back to Viltydus.
Edited

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"Hmm. Arfsnarf, maybe vous should use ze clacky rock to see if vous vill have good luck?" Zhamie says dryly.

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KaLang allows the last embers of the fire to die out on his halberd before he cleans the blade.
He waded through the creek until he can get past the area of the writhing plants. Once back on dry land, he says “We should make sure there is no chance of setting the forest ablaze.” Having said that, he tosses the bodies into the stream to extinguish the fires.
He appears to completely ignore the mitflits throwing the verbal abuse at the group.

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"But what about the not-friend's not-friend's not-friend's not-friends? Surely if you get enough not-friends they circle the globe and one of them MIGHT BECOME A FRIEND. And then what do you do?"

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That's a lot of not-friends! Life too short for so many. Even for elves! Certainly for goblinkind! Okay, we go finish drawing map now. Arfsnarf was just getting where he stayed in the lines with river colors! The goblin quips, mostly to deflect and ignore the onslaught of jeers.

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Zhamie reloads, though she stares at Zendel and Arfsnarf, trying to follow their conversation.

GM Blazej |

The gremlins are left confounded, as they are left to devise some method of diagraming to determine how to respond to Zendel with anything but confused jibes.
Exiting the forest presents you no more issues as you meet Viltydus at the treeline. They take a quick look at you and hold their hands to their chest as they say, "excellent work. I can offer little grade to the map you have created, I leave that to the people of the port as well as your Society. However I can tell you contended several of my kin that found their purpose to threaten and slay travelers."
"The forest is left ever safer with your efforts and I thank you for that accomplishment." Gesturing back toward the town they add, "there is another task I will present you though. It will not be within the within the woods, but back within the town.

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As the group travels through the forest and now into the town, KaLang’s wounds slowly heal.
Pearly White Spondel, recover 1 HP/minute
It would take 19 minutes for him to completely heal.
KaLang says “Another task in town? Surprising.”

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It will take 26 minutes for Zendel to completely heal as well. How long is this walk back to town? Do we need to take ten minutes to refocus / heal?
Zendel takes a moment to use prestidigitation to dry out and clean his sodden boots. "Town sounds fine to me. I hate getting mud on my boots. They're taldor leather. Look at the workmanship!"

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Still chuckling at the memory of Zendel and Arfsnarf's banter in the forest, Salaish remarks: "Yeah, I was noticing that. They look really well made. One of these days I need to get myself a new pair of boots, but I haven't decided on how I want them to look yet. So, Vityldus, do we have time to heal ourselves up a bit while you tell us about our next task?"

GM Blazej |

You all can take at least ten minutes to refocus and heal.
Salaish gets an extra hero point for their magical spells precisely placed in the last fight.
"Please take the time. The causes you are not presented as a gauntlet for yourselves but to provide aid for those in the future. If a few more minutes give you better footing, then take hold of those precious moments to do so."
Viltydus directs you to a local smithy named Bronzhelm's and meets below the buildings metal sign emblazoned with an image of a winged helm perched atop the handle of a morningstar.
Cracking their knuckles, Viltydus looks to you and declares, "Many dream of greatness, but a dream's legs often buckle without a sturdy tool to support its weight. Any who brave the Forest of Trials must be well equipped, and such instruments of valor are forged here in the song of fire and steel."
"I task you to assist our esteemed smith with crafting a tool worthy of a hero, one you'd be honored to receive yourself in the coming years, were you to journey to Valenhall."
Leading you inside you find a blacksmith's shop with a wide array of weapons, armors, and a forge in the rear. Present is a large ulfen man, his hair a dirty bronze that is a mixture of his natural hair color and some of the effects of years of his profession. After a moment he sets aside a bit of work to turn to Viltydus and greets them like a old family member.
Viltydus introduces you all with all, enumerating your names before introducing the smith. "Pathfinders, this is Tonfer Bronzhelm, an exemplary smith that has an issue that I would like you to provide aid."
Taking off a set of dirty gloves, Tonfer offers a hand and a wide smile as they describe, "I would be quite grateful for your aid. I create plenty of tools and weapons, but I always put it all my effort when making a weapon worthy of taking to Valenhall." Heading over the back he pulls a club off the workbench that is embedded with multiple obsidian blade. "This will be Ashgrip, a greater fanged macuahuitl that I know will serve a warrior well once imbued with magic." The length of the wood is etched with varying designs of beasts that overlap and cross out to the tip of the weapon.
Given a moment Viltydus notes, "I would ask that you make your mark on the item alongside Tonfer's so that part of your identity may journey into glory along with the item's wielder."
Tonfer nods with complete agreement as he sets the macuahuitl down on the table. "I've been putting off finishing that step though because that steps always seems to go awry this close to a place of legend. Forge fire takes life, spirits invest themselves into the items. You should be prepared for a fight as we work together to finish this."
In order to complete this process, you will need to make three skill checks: Crafting, Athletics, Nature. If someone has Animal Lore, they could use that in place of Athletics or Nature.
A different PC must attempt each of the checks. Other PCs can aid or take exploration actions to ready for the fight like Avoid Notice, Defend, Repeat a Spell, etc.
Place yourselves where you like to be on the map for the process. The weapon is on the table marked on the map with red dot.

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KaLang looks over the blacksmith’s tools as much as the weapons. He seems keenly interested in the shop.
With a firm handshake, KaLang says “A pleasure to meet you, Tonfer! I look forward to helping with this.”
KaLang would like to do the Crafting check. He has specialty crafting in Blacksmithing. Would that apply to the Crafting check?

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Ra'uf can lay on hands as often as he can refocus. He starts by giving Zhamie 12 HP at the end of the battle, as she is in the worst shape.

GM Blazej |

KaLang would like to do the Crafting check. He has specialty crafting in Blacksmithing. Would that apply to the Crafting check?
Yes it would.
Also these checks will not be secret.

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Zhamie is fully healed from Ra'uf's lay on hands, as she gave herself back 23 damage at the end of the battle and so only had 6 damage left.
Zendel attempts to treat his own wounds...
Zendel's Medicine (E): 1d20 + 9 ⇒ (3) + 9 = 12
...but just blots ineffectually at the blood. Still during that time, his ioun stone heals ten hit points of his injuries.
After 10 minutes, Zendel is at 29/45 hit points. How long was our walk from the forest to town? Was I able to heal up any from that?
★ ---- ★ ---- ★ ---- ★
Zendel listens to the details on the blacksmith's forge in fascination. "I should like to study these forge fire spirits."
New Case: Forge Fire Spirits!
"So what are these marks like? Are they animal symbols?" Zendel glances at other swords to assess them.
Zendel's Gossip in place of Animal Lore (T): 1d20 + 10 ⇒ (11) + 10 = 21 Bardic Lore with Dubious Knowledge
+1 if Zendel's investigation applies.

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@Zendel: Viltydus said we could take the time we need to heal. However, if Zendel wants to speed up his healing and no one else is trained in Medicine, Salaish will offer some healing potions. She has 2 minors and 3 lessers to share.
"Oh wow, that's amazing!" Salaish is impressed with the craftsmanship and care evident in the macuahuitl. She conjures a set of bongos and sets them on a table, ready to begin beating it in rhythm with Tonfer's work.
Repeat a spell: Inspire Competence (Kalang: Crafting)
Performance to Aid Kalang DC 20: 1d20 + 13 ⇒ (2) + 13 = 15
Failure is changed to a success.

GM Blazej |

You also all found four enchanted herbs that can each act as lesser healing potions.
Given the healing items, and lay on hands, I think it is reasonable to say you are able restore yourselves to full health as you return to the town and Tonfer prepares the weapon.
Both of the investigators can pursue leads, or two even, and both of the threats of the animate fire, and the animated spirits are reasonable leads.
Tonfer draws faint magical signatures in the air as he channels magical power into the weapon. "Took inspiration from nature's fangs in Ashgrip. If you wish to add to their number, it will grow in strength. With your aid this is more than just a weapon of my making."
Zendel is successful in contributing to the crafting and aiding in the imbuing of this weapon.
Ra'uf, KaLang, Arfsnarf, Zhamie are left to act.
A Crafting check is planned by KaLang.
Someone else needs to attempt the Athletics or Nature check.

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Zendel absolutely takes the Animate Fire as his second case.

Bot Buddy 2000 |

Zhamie's player tends to be swamped on Tuesdays, so...
BOTTING ZHAMIE
Zhamie also takes as active cases the Animate Fire and Forge Spirits, taking notes on the forge.
"Zut alors! Ze naturel world is always an inspiration, no?"
Zhamie's Nature (T): 1d20 + 8 ⇒ (11) + 8 = 19
+1 if related to Zhamie's Cases. Also, we are playing high tier and Zhamie is a level 3 character. Does Zhamie get a level bump?

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Athletics: 1d20 + 10 ⇒ (12) + 10 = 22
Ra'uf lends his paws to the effort.

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KaLang works with Tonfer on the crafting. It is obvious he knows his way around a forge. Since trouble is expected, he makes sure his weapon is set someplace he can easily reach it.
Crafting E, specialty Blacksmithing, Salaish: 1d20 + 9 + 1 + 1 ⇒ (5) + 9 + 1 + 1 = 16 I am guessing that is a failure
Crafting E, speciality Blacksmithing, Salaish, promo: 1d20 + 9 + 1 + 1 + 1 ⇒ (17) + 9 + 1 + 1 + 1 = 29

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The goblins eyes widen at the etchings on the weapon.
It's like a yearbook we all sign! he proclaims excitedly.
Can you etch a clacky rock onto it? He proudly holds up his worn die.
Occultism: 1d20 + 9 ⇒ (3) + 9 = 12 Nature is +7 if this is too far off the reservation. But... I'm guessing that roll doesn't help much anyway.

GM Blazej |

KaLang's initial check is a a failure and will use the hero point.
Tonfer can't disagree with Arfsnarf's assessment and nods as it close enough to be accurate. Arfsnarf isn't able to provide too much knowledge though on how the magic is weaving through this weapon though.
That isn't to say the efforts are for not as Ra'uf is able to leave his mark on the weapon with his paw and it joins the imagery. KaLang add his talent to the work Tonfer has applied and increase the power of the weapon. Zhamie's knowledge of the world adds to the imagery as she is able to adjust the imagery to reflect the fearsome creatures even more clearly.
The magic weaves together and flows into the weapon. The animals almost seems to growl and below for a moment as the magic binds to the work. After a moment Tonfer lowers his hands and picks up the weapon. "After far too much waiting, Ashgrip is complete. Hopefully it won't need to wait long before finding worthy wielder."
Securing the weapon Tonfer gives a warning, "don't calm yourselves yet. We may have well avoided the attention, but the winds are still picking at the sails. Still you have done good work, I have a plenty of stock of weapons and I like you to have one, even if you are not passing to Valenhall today."
Tonfer is offering one of his weapons. His has a large number of options and granting one. He is giving a single common +1 striking simple or martial weapon. I believe at least Ra'uf and Zhamie may benefit from the weapon.

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Updated hero points on slide. Still have one left. :)
KaLang is pleased with the work. He stows the tools he was using back in place.
At Tonfer’s warning, he quickly grabs his halberd and brings it to a ready position.

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Ra'uf doesn't have striking, mostly because I wasn't paying attention to my funds before joining the game. He will happily take the upgrade if no one else does, but has a +1 already, so is willing to defer.

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"Oh, wow! Tonfer, it's amazing!" Salaish wishes she were bigger so she could hold Ashgrip for a moment to feel the balance of the weapon. It looks so perfect. When Tonfer offers a weapon to the group, she claps her hands in delight. "Oh, thank you, Tonfer! That's so generous." She gives him a warm smile as she switches up the beat on her bongos.
Cognizant of the potential of another threat possibly coming, she casts Inspire Defense as a precaution.
Every ally (including Tonfer) gets a +1 status bonus to AC and saving throws, as well as resistance 1 to physical damage.
She'll Repeat the Spell until she thinks the threat is gone.

GM Blazej |

Zhamie's Initiative Using Search: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
Salaish's Initiative Using Repeat a spell (Inspire Competence): 1d20 + 11 ⇒ (7) + 11 = 18
KaLang's Initiative Using Detect Magic: 1d20 + 11 ⇒ (11) + 11 = 22
Arfsnarf's Initiative Using Avoid Notice: 1d20 + 11 ⇒ (6) + 11 = 17
Zendel's Initiative Using Investigate: 1d20 + 12 ⇒ (7) + 12 = 19
Ra'uf's Initiative: 1d20 + 9 ⇒ (16) + 9 = 25
Animate Fire: 1d20 + 9 ⇒ (16) + 9 = 25
Forge Spirit: 1d20 + 11 ⇒ (19) + 11 = 30
Someone may feel free to take the common +1 striking simple or martial weapon.
A few minutes pass as the magic from the completion of Ashgrip begins to fade. It almost seems safe until a wind blows in from the forest and sparks fly from the forge. Most sputter away into ash, but a pair form into three foot long creatures of animate flame. Their tails wipe back and forth casting embers in all directions and their fangs seems to be made of dark obsidian. They start to rush at you on short legs.
Despite that, Zhamie also senses another, unseen presence in the room. She can't tell where it is, but the weapons and armor of the shop being to shudder and move, rattling against their containers.
Round 1
Zhamie
Animate Fire [blue, red]
Ra'uf
KaLang
Zendel
Salaish
Arfsnarf
Zhamie is able to act.

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"Sacre Bleu! Qu'est-ce que c'est?!"
Zhaimie calculates the odds of striking the red thing and tries to wrack her brain to try to recognize it.
Devise: 1d20 ⇒ 15
Fairly sure of her plan, she unslings her jezail and fires.
Strikes AC 22
Concussive P/B + Precision: 1d8 + 1d6 ⇒ (5) + (1) = 6
◆ Devise
◇ Known Weakness (RK)
◆ Interact to draw
◆ Bang!

GM Blazej |

Zhamie, as a note, because these enemies the subject of both your cases, you do not need to spend an action to devise, so you could reload this turn as well.
Studying the elemental Zhamie identifies them as a kind of cinder rat. Fiery elementals that take the form of rodents. These seem to be altered by the nature of the weapon you just imbued, giving them sharper teeth to take hold of those they bite.
Zhamie's shot pierces the fiery beast, the wound spitting out a burst of flame. The pair of creatures give a screeching his as they lunge forward at KaLang and Zendel. Their sharp teeth gnash, aching to latch on!
Blue Strike - Bite vs KaLang: 1d20 + 10 ⇒ (13) + 10 = 23
Fire Damage: 1d8 + 4 ⇒ (4) + 4 = 8 plus 1d4 persistent fire
Grab KaLang
Red Strike - Bite vs Zendel: 1d20 + 10 ⇒ (11) + 10 = 21
Fire Damage: 1d8 + 4 ⇒ (4) + 4 = 8 plus 1d4 persistent fire
Grab Zendel
The fire's bite is able to pierce through Salaish's inspiring song, and the flames sear into the Pathfinders as the fire continues to burn both. Both of their fangs grab hold of KaLang and Zendel's legs and they refuse to release their hold.
8 fire damage to Zendel and KaLang. Both are also taking 1d4 persistent fire. Both are grabbed
Then the invisible spirit manifests suddenly in a turbulent whirlwind of weapons that get picked up off the tables and walls. The image is reflected in the steel floating about it, an ever changing of confused and furious faces. It unleashes a magical wave of fear toward all around it!
DC 21 Will Save vs fear, emotion effect, plus inspire defense
Zhamie's Will (E): 1d20 + 10 + 1 + 1 ⇒ (15) + 10 + 1 + 1 = 27 Success
Salaish's Will (E): 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21 Success!
KaLang's Will (E): 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19 Failure, Frightened 2
Arfsnarf's Will (E): 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27 Success
Zendel's Will (E): 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14 Failure, Frightened 2
Ra'uf's Will: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26 Success
Barring bonuses or reactions, Salaish, KaLang, and Zendel are all frightened 2
The spirit then sends one of the stolen weapons flying at Salaish!
Spirit Strike vs Salaish: 1d20 + 13 ⇒ (11) + 13 = 24
Slashing Damage: 2d12 ⇒ (7, 2) = 9
The blade cuts Salaish before hitting the wall behind her!
8 damage to Salaish after applying 1 physical resistance
Round 1
Ra'uf
KaLang (8 damage, 1d4 persistent fire, grabbed)
Zendel (8 damage, 1d4 persistent fire, grabbed)
Salaish (8 damage)
Arfsnarf
Round 2
Zhamie
Cinder Rats
. [blue]
. [red] (6 damage)
Forge Spirit
Everyone is able to act.

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Resist Fire 2 from heritage, so only 6 damage
KaLang decides it is best to concentrate attacks and focuses on Red. He is able to draw a sigil and attack inspite of the rat attached to his leg.
Spell Strike with Gouging Claw, includes manipulate for S
Flat check DC 5: 1d20 ⇒ 19 Grabbed, so requires flat check
+1 Striking Halberd: 1d20 + 11 ⇒ (4) + 11 = 15 Reach, Versatile S
Slashing damage: 2d10 + 4 ⇒ (9, 8) + 4 = 21
Slashing: 2d6 + 3 ⇒ (1, 4) + 3 = 8 CS double damage and 2d4 persistent bleed
He then enters his stance.
Persistent Fire: 1d4 ⇒ 2 None because of Fire Resist
Flat check to end persistent damage: 1d20 ⇒ 2 Still burning