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Sliding into a fighting stance as the others prepared to fight, ting does a double take as Rogarch tells them the four creatures have moved on. Nodding his beak sagely, ting adds, "'Ats bloody well fine wit me, a foight avoided is a foight won in my's book, wroight."
Moving forwards to take point with the big half-orc, ting keeps his blade at the ready.

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Rogarch nods at Ting but she feels that this conflict is merely delayed and not avoided. She tries to answer Goran's question.
"They seem to be four legged creatures and about our size. He did not see them. He only sensed their vibrations through the ground."

Magical Mercenaries |

It is actually quite a lot of information when you think about it. There are a limited number of possible creatures that fits within the criteria given. That is, intelligent, stealthy, four legged, medium sized and probably in the CR 2-3 range due to the fact that there are four of them. My guess is worg but any stealthy intelligent predator will do. :)

GM Jhaeman |

Having discovered a clear trail heading east and, at least for now, avoided an attack by whatever stalked them, the Pathfinders leave the ruins near the beach and begin head further inland to make the most of the few hours of light that remain.
This would be a good time to set up general marching order if you want one. Also, I should ask if anyone is moving slower than 30' due to armor, encumbrance, or racial speeds. Last, following tracks is normally half speed unless you want to move faster but take a -5 penalty on the Survival check (Ting, this one's really for you).

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Like most Smalls, my speed is 20'; further, I shall probably be going even slower if I wish to maintain Stealth.

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As they head inland ting pauses, "Oy, Give me's a moment." Sheathing his exotic bastard sword he draws his bow out of its scabbard. The recurve bow almost as tall as the tengu himself, he comically steps through the curve hooking the end on his heal, then bend the bow almost to half its original height, stringing it. Lulling his tongue he plucks the heavy bows string, holding it in his right hand he nods, "Now we's is ready, wroight." Gesturing toward the tall half orc, ting will walk beside her as they move forwards into the unknown.
Recommending 2x2 as long as we have the space. Though he's better with a sword, ting can cover range if needed for a bit.

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Rogarch suggests that they move at half speed in order for Ting to properly track.
15' movement will allow both Rawk-N-Role (who has 20 feet movement speed as well) and Candledark to keep up. Candledark can still maintain stealth at that speed but at a -5 on his roll as he is moving at greater than half his top speed.
I suggest Ting, Rogarch and Rawk-N-Role be in the front line with the two casters slightly behind. If the path narrows then Rawk-N-Role can easily burrow or earth glide underground. :)
"Following this trail is slow work but if we get lost it will take even longer."
"It is time to see how good cooked snake tastes and perhaps find some fresh water. Goran, perhaps you could ask Sarenrae for help in this matter at least for providing clean water during our future travels (as in preparing the Create Water 0 level spell tomorrow)?"
Today does not really count for tracking food and water as our characters were able to fill up at breakfast and lunch before moving out but I know that GM Jhaeman is a bit of a stickler with this. A medium sized creature generally requires a lot of water (2 waterskins a day).

RawkNRole |

Rawk-N-Role grins as he is back on land again. He wonders how much effort these poor humanoid creatures have to expend eating, drinking, sleeping and even breathing. Most of them cannot even see in the dark. Imagine that!

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Candledark can still maintain stealth at that speed but at a -5 on his roll as he is moving at greater than half his top speed.
A -5 is acceptable.

GM Jhaeman |

The firm, dry ground makes it easy to follow the trail.
20 minutes have passed.
Perception (Rogarch): 1d20 + 14 - 6 ⇒ (19) + 14 - 6 = 27
Perception (Goran): 1d20 + 7 - 6 ⇒ (12) + 7 - 6 = 13
Perception (Ting): 1d20 + 12 - 6 ⇒ (11) + 12 - 6 = 17
Perception (Candledark): 1d20 + 7 - 6 ⇒ (13) + 7 - 6 = 14
Perception (Rawk): 1d20 + 8 - 6 ⇒ (14) + 8 - 6 = 16

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Rogarch notices something. She turns to the others while trying to see if she can identify this strange creature.
"There is a black wolf with a weeping hump following us at a distance. We will have to keep on our guard."
Knowledge Arcana: 1d20 + 4 ⇒ (11) + 4 = 15

GM Jhaeman |

The group stop briefly at Rogarch's ominous words.
In my next post I'll assume you continue on, unless I hear otherwise before then. It sounds like you've agreed to move at 15' speed, which means you'll cover 1.5 miles an hour or 12 miles per day. We'll say there's about four hours of daylight left. Ting, a Survival check will be needed after each mile or so to keep following tracks; you can Take 10 if you want.
bolt: 1d100 ⇒ 14
wind: 1d100 ⇒ 96
random: 1d100 ⇒ 48

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Chuckling at the comment about the cooked snake, Ting keeps his beady eyes keen on the trail. Looking up when Rogarch comments about a black wolf with a 'weeping hump.' Not exactly sure what that meant, he comments, "Now 'at don't sound loike it tastes good at alls' He continues following the tracks, but occasionally looks up to make sure no weeping wolves are near.
For simplicity sake he will take 10(18) on tracking, unless he starts to loose his place

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Rogarch nods at Ting as the Tengu continues to push on.
"They are clearly trying to stalk us and are annoyingly persistent."
"Still we cannot be distracted or delayed."
"And yes...they probably will not taste good either."

RawkNRole |

Rawk-N-Role looks around with confidence. He knows that he will be able to warn the party should these creatures get too close.

GM Jhaeman |

After the Pathfinders continue on for another twenty minutes, the creatures stalking them make their move! From out of the underbrush and behind trees, several powerful canines appear. They look like wolves, but they're completely black and display some sort of mutation: a bulbous, weeping hump on their back; drool that's a disgusting black ichor; or vestigial limbs sticking out from unlikely places such as their backs or bellies!
No one is surprised, so we'll move onto to normal Initiative. This encounter is on Slide # 2. The trees provide cover to anyone on the opposite side and are impassable terrain (other than climbing).
Perception (Rogarch): 1d20 + 14 ⇒ (12) + 14 = 26
Perception (Goran): 1d20 + 7 ⇒ (19) + 7 = 26
Perception (Ting): 1d20 + 12 ⇒ (11) + 12 = 23
Perception (Candledark): 1d20 + 7 ⇒ (9) + 7 = 16
Perception (Rawk-N-Role): 1d20 + 8 ⇒ (7) + 8 = 15

GM Jhaeman |

INITIATIVE (ROUND 1)
Ting
Terror Wolves
Goran
Rogarch + Rawk
Candledark
Initiative (Rogarch): 1d20 + 5 ⇒ (3) + 5 = 8
Initiative (Goran): 1d20 + 1 ⇒ (14) + 1 = 15
Initiative (Ting): 1d20 + 4 ⇒ (14) + 4 = 18
Initiative (Candledark): 1d20 + 2 ⇒ (3) + 2 = 5
Initiative (terror wolves): 1d20 + 2 ⇒ (14) + 2 = 16

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Nodding is beak at Rogarch's information ting repeats, "Stalkin' us, wroight." He keeps his head on a swivel he notices the one in front yellow and the one behind blue Believing wolves to be smart enough to attack as a pack, he decides to bring down the wolf that is behind him. As he draws an arrow he studies the blue wolf for a moment, then notching the arrow he draws it back to his ear. Releasing a slow noisy breath, he fires at the concealed wolf. Feeling the arrow's 'feathers' brush his beak he sees the arrow fly off into the woods. Mumbling to himself. "At one's gonna be bloody 'ard ta find, wroight."
move action, studied target, ranged attack: MW compound bow (+4 str)
attack: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 for damage: 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14

GM Jhaeman |

INITIATIVE (ROUND 1)
Ting
Terror Wolves
Goran (3 saves*)
Rogarch (3 saves*) + Rawk (3 saves*)
Candledark (3 saves*)
Bold should go!
*The frightening energy coursing through their skin creates a fear aura within 20'. At the beginning of your turn, please attempt the listed number of DC 9 Will saves vs a mind-affecting fear effect. If you succeed on all the saves, you are shaken for 1 round. If you fail any of the saves, you are panicked for 1 round.

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Rogarch attempts to steel herself against the fear.
Fear save 1: 1d20 + 3 ⇒ (11) + 3 = 14
Fear save 2: 1d20 + 3 ⇒ (4) + 3 = 7
Fear save 3: 1d20 + 3 ⇒ (7) + 3 = 10
Source of fear (failed save 2) 1=blue, 2=red, 3=yellow: 1d3 ⇒ 2
The fear is too much for the young warrior and she moves away. Fortunately she has no weapon in hand to drop (a spiked gauntlet is worn).
If allowed to withdraw she will withdraw otherwise she double moves or runs as the GM rules. I don't know if acrobatics can be used or not.
I will be kind to the other players and be the first one to provoke AoO. :)

RawkNRole |

Rawk-N-Role sees his mistress beat feet as he attempts to not be afraid.
Fear save 1: 1d20 + 3 ⇒ (5) + 3 = 8
Fear save 2: 1d20 + 3 ⇒ (6) + 3 = 9
Fear save 3: 1d20 + 3 ⇒ (6) + 3 = 9
Source of the fear (failed save 1) 1=blue, 2=red, 3=yellow: 1d3 ⇒ 2
He finds the red wolf terrifying and he attempts to burrow/earth glide to safety.
If he is allowed to withdraw he will otherwise he will double move or run deep underground as the GM rules.

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will: 1d20 + 9 ⇒ (15) + 9 = 24
will: 1d20 + 9 ⇒ (9) + 9 = 18
will: 1d20 + 9 ⇒ (18) + 9 = 27
Goran fights off the evil aura and lashes out at the wolf beside him.
attack, adamantine: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 141d6 + 1 - 2 ⇒ (1) + 1 - 2 = 0
He then realizes some of his friends have retreated, likely from the aura.
get back...we can't get separated... he tells the others as he takes a 5 foot step back.]i couldnt move my toke...5 ft step me to where Rawk was please...ty!

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Candledark's amygdaloid eyes go wide as the horrors emerge...
Trick?: 1d20 + 3 ⇒ (10) + 3 = 13
...or...: 1d20 + 3 ⇒ (10) + 3 = 13
Treat?: 1d20 + 3 ⇒ (11) + 3 = 14
...with mirth! Were stealth and silence not so ingrained in his nature, he might be laughing and clapping like a child at the freakish sight!
So taken is he, in fact, that he can't even wholly concentrate; it is all he can do at the moment to lurch a short distance away and try using his quartz wand again.
I use my shield wand again; one of the disadvantages of psychic powers has reared its most unfortunate head, and I will not be able to utilize most (if any) of them until I am no longer shaken nor otherwise stirred.

GM Jhaeman |

As Rogarch and Rawk-N-Role flee in terror, the mutated wolves try to snap at their heels, but the half-orc and his rocky companion are too fast for them! Goran controls his fear just enough to lash out and bruise one of the creatures. Meanwhile, Candledark remains calm enough to conjure a mystical defense!
@Rogarch: I interpret Panicked to mean that you're too terrified to think strategically about movement (like with the Withdraw action) and just drop what you're holding and dash away in a random direction.
Red and Blue get AoOs on Rogarch: Red misses with a nat 1 and Blue misses.
Yellow gets an AoO on Rawk-N-Role, but misses.
Goran's attack hit and does 2 hp damage (Shaken doesn't reduce damage, just the attack roll).
Red AoO vs Rogarch: 1d20 + 2 ⇒ (1) + 2 = 3
damage: 1d6 + 1 ⇒ (5) + 1 = 6
Blue AoO vs Rogarch: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d6 + 1 ⇒ (5) + 1 = 6
Yellow AoO vs Rawk: 1d20 + 2 ⇒ (8) + 2 = 10
damage: 1d6 + 1 ⇒ (3) + 1 = 4

GM Jhaeman |

INITIATIVE (ROUND 2)
Ting (3 saves*)
Terror Wolves
Goran
Rogarch + Rawk
Candledark
Bold should go!
*The frightening energy coursing through their skin creates a fear aura within 20'. At the beginning of your turn, please attempt the listed number of DC 9 Will saves vs a mind-affecting fear effect. If you succeed on all the saves, you are shaken for 1 round. If you fail any of the saves, you are panicked for 1 round.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

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DC 9 Will: 1d20 + 4 ⇒ (9) + 4 = 13
DC 9 Will: 1d20 + 4 ⇒ (5) + 4 = 9
DC 9 Will: 1d20 + 4 ⇒ (17) + 4 = 21
Seeing the ugly wolves move towards them, ting drops the bow. As he reaches for his exotic bastard sword he feels the rush of fear roll over his avian brain. Shaken he watches as Rogarch and the little rock fellow flee. Turning as he draws his sword he calls, "Oy, where's you's bloody well going? Tha foights 'is way, wroight."
Hearing Goran say they can't be separated, ting nods, moving towards the blue wolf he'd seen studied target earlier. Lifting his exotic bastard sword, he chops at the odd-looking wolf.
shaken - 2, 10 ft step, attack + 1 Bastard sword, ST, PA, FF
attack: 1d20 + 11 + 2 - 2 ⇒ (11) + 11 + 2 - 2 = 22 for damage: 1d10 + 1 + 6 + 6 + 2 ⇒ (4) + 1 + 6 + 6 + 2 = 19

GM Jhaeman |

There's an auditory crackle as Ting's enchanted blade cuts deep into one of the mutated beasts, felling it instantly!
But the long, slow stalking has led to a deep hunger in the creatures, and now they strike! Two of them try to leap on Goran, but the wary cleric somehow manages to fend them off, while Candledark's mystic shield protects him from another.
Ting destroys Blue.
Yellow attacks Goran but misses. Black charges but misses.
Red attacks Candledark but misses with a nat 1.
Yellow vs Goran: 1d20 + 2 ⇒ (11) + 2 = 13
damage: 1d6 + 1 ⇒ (4) + 1 = 5
trip: 1d20 + 2 ⇒ (19) + 2 = 21
Red vs Candledark: 1d20 + 2 ⇒ (1) + 2 = 3
damage: 1d6 + 1 ⇒ (4) + 1 = 5
trip: 1d20 + 2 ⇒ (16) + 2 = 18
Black (charge) vs Goran: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
damage: 1d6 + 1 ⇒ (1) + 1 = 2
trip: 1d20 + 2 ⇒ (8) + 2 = 10

GM Jhaeman |

INITIATIVE (ROUND 2)
Ting
Terror Wolves
Goran (1 save*)
Rogarch + Rawk
Candledark (1 save*)
Bold should go!
*Black is now in range for its fear aura to potentially affect you. At the beginning of your turn, please attempt the listed number of DC 9 Will saves vs a mind-affecting fear effect. If you succeed on all the saves, you are shaken for 1 round. If you fail any of the saves, you are panicked for 1 round.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

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Rogarch turns around drawing a chakram as she moves. She throws her circle of metallic death at yellow.
To hit chakram,in combat: 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12
Damage,slashing: 1d8 + 4 ⇒ (1) + 4 = 5

RawkNRole |

Rawk-N-Role reverses course as well and strikes a defensive posture.
Total defense action.

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yeah...i noticed the dmage thing after the hour editing window...derp!
will: 1d20 + 9 ⇒ (3) + 9 = 12
Hold! These mongrels are nothing! Goran implores his friends as he lashes out the new wolf.
attack: 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 191d6 + 1 ⇒ (1) + 1 = 2

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Not that it's turned out to matter much just yet, but what about my trying to remain hidden? They should at least have to beat an effective Stealth roll of '29' to even notice me, shouldn't they?
Trick?: 1d20 + 3 ⇒ (10) + 3 = 13
Finding he can barely concentrate with these things near-literally breathing down his neck, Candledark attempts to sneak away...I use the withdraw action.

GM Jhaeman |

Candledark tries to slink away!
@Candledark: Sorry, I'm not familiar with your character. Do you have something like Hide in Plain Sight? There's no cover or concealment to give you the opportunity for Stealth right now otherwise. For what it's worth, you used a wand to cast a spell, which creates audible and visual manifestations that defeat Stealth (though these creatures do have non-visual senses that may come into play anyway).

GM Jhaeman |

Ting (1 save*)
Terror Wolves
Goran
Rogarch + Rawk
Candledark
Bold should go!
*Black is now in range for its fear aura to potentially affect you. At the beginning of your turn, please attempt the listed number of DC 9 Will saves vs a mind-affecting fear effect. If you succeed on all the saves, you are shaken for 1 round. If you fail any of the saves, you are panicked for 1 round.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

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DC 9 Will: 1d20 + 4 ⇒ (5) + 4 = 9
Seeing the Blue creature go down, Ting feels the same uncomfortable fear again. Pushing it aside he steps beside Goran, "Looks loike two fer me an' two fer you's Goran." He the lifts the exotic bastard sword in a high guard, bringing it down quickly in an arch at the left hand yellow mutated wolf, and swinging it around again for a second attack.
shaken - 2, 5 ft step, attack + 1 Bastard sword, PA, FF
attack: 1d20 + 11 - 2 ⇒ (14) + 11 - 2 = 23 for damage: 1d10 + 1 + 6 + 6 + 2 ⇒ (4) + 1 + 6 + 6 + 2 = 19
attack: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7 for damage: 1d10 + 1 + 6 + 6 + 2 ⇒ (1) + 1 + 6 + 6 + 2 = 16

GM Jhaeman |

Ting cuts down another of the ravenous beasts, but the others keep coming! Fortunately, the Pathfinders know how to hold their own.
I took Red off the board, because Yellow is outside of Ting's reach.
Black attacks Ting but misses.
Yellow attacks Goran but misses.
Black vs Ting: 1d20 + 2 ⇒ (4) + 2 = 6
damage: 1d6 + 1 ⇒ (4) + 1 = 5
trip: 1d20 + 2 ⇒ (15) + 2 = 17
Yellow vs Goran: 1d20 + 2 ⇒ (12) + 2 = 14
damage: 1d6 + 1 ⇒ (2) + 1 = 3
trip: 1d20 + 2 ⇒ (16) + 2 = 18

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Can you get Rawk to get opposite me? We can catch the mutt in between with its defenses down...
will wait for rawk to get into flank then attack...a +2 never hurts, right?
attack, flank: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 171d6 + 1 ⇒ (6) + 1 = 7

RawkNRole |

Rawk-N-Role moves up to give yellow a whack.
Slam,Earth Mastery, Power Attack: 1d20 + 9 + 1 - 2 ⇒ (20) + 9 + 1 - 2 = 28
Slam,Earth Mastery, Power Attack: 1d6 + 4 + 1 + 6 ⇒ (6) + 4 + 1 + 6 = 17
Confirm critical vs yellow. Slam, Earth Mastery, Power Attack: 1d20 + 9 + 1 - 2 ⇒ (6) + 9 + 1 - 2 = 14
Critical damage,Slam,Earth Mastery, Power Attack: 1d6 + 4 + 1 + 6 ⇒ (3) + 4 + 1 + 6 = 14
@Goran - Rawk's movement is maxed out. There is no chance for a flank here but I think that yellow is dead regardless.

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Rogarch advances towards black and draws her hammer. She begins to rage and her forms blurs. She attempts to stab black with the pointy end at the end of her long hammer.
To Hit, Rage, Power Attack: 1d20 + 10 + 2 - 2 ⇒ (10) + 10 + 2 - 2 = 20
Damage, Piercing, Cold Iron, Rage, Power Attack: 1d12 + 6 + 3 + 6 ⇒ (3) + 6 + 3 + 6 = 18
Arcane Blood Rage: Blur - concealment (20% miss chance, immune to sneak attack and precision damage).
When these guys are not running away from fear effects they can do some damage. ;)

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Rogarch falls out of her short lived rage. She puts her hammer away and retrieves her chakram.
"Well, now that distraction is over I think we should continue on."

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Seeing R-n-R and Rogarch dropping the last to creatures, ting lulls his tongue in a tengu smiles. "Bloody well done, you's two's." he prods the body of the nearest dead wolf. "Though I doubts 'ese blokes are good eatin' wroight."
Nodding his head in agreement with Rogarch, "Wroight you's are my good Barbarian!" Quickly turning his beak back towards the tracks, his ioun torch illuminating the tracks he continues to try and follow them.
Again taking 10(15) on tracking

GM Jhaeman |

The Pathfinders manage to cover another 8 miles or so before darkness starts to fall. The trail has been quite easy to follow so far due to the firm ground, but it looks like there's softer marshland in the distance ahead.
You can press on through the darkness, but of course nighttime will make tracking harder. If you want to camp, now's a good time to sort out overnight watches if you want one.

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"I guess we should stop for the night. Perhaps cook up that snake that you brought with you."
"We can use the same watch schedule as before."
Rawk-N-Role does not sleep so he can keep an eye out all night. First watch - Rogarch, middle watch - Ting, last watch - Goran and Candledark.
@Goran - It would be good if you prepared Create Water tomorrow. It might save a lot of time searching for it. :)

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Nodding his head in agreement with Rogarch, ting moves to the edge of the clearing they've found and drops his pack. He begins to collect sticks and branches, putting them in the middle of the clearing. "We's can build tha cookin' fire 'ear, wroight."
Happy to RP more, but setting up the night, just in case.
---------------------
Staying busy helping get the camp set up and the snake cooked, ting gives Goran a funny look when he comments about 'tea' but holds his beak. As the evening finishes, he reminds the half-orc. "Oy, Rogarch, wakes me up when it's toime fer me watch, wroight."