
![]() |

Athletics: 1d20 + 14 ⇒ (14) + 14 = 28
Nakgu bocks their path with his imposing body. "We need all the strength we can muster. This forest is dying and not by the cycle it should. Quite making this more difficult."

GM chadius |

"My father explored the seas, trading beans. His specialty was cocoa. He was allowed upon the shores of Kyonin to sell his wares, but forbidden from going inland, as he wasn't a local elf." She grits her teeth, but you can see her expression soften a bit as Tao makes an inquiry. Besides, it's not like Nakgu is going to let them go anywhere.
"One night he notices a stowaway on his ship as he leaves the shores. An elven woman, badly wounded, clutching her wayfinder. She was a Pathfinder, and she never fully recovered from her injuries. She also was my mother. Her final wish was to come back here."
The woman pulls out another wayfinder- much older than her own. "This was her favorite spot. She... wanted to be buried here. I thought Kyonin would be more open, since they need our help." She shakes her head. "I'm so stupid. Just leave me here."
2 successes so far. We need 1 more from Mork, Emdi or Isaku. I know Isaku is busy, so I'll bot him in around 12 hours.

![]() |

Mork approaches and doffs his fez. "I am Mork ... most traveled orc in my tribe." He thinks about his tribe elders. "Our shaman, Old Khelli'kha Stoutmind, taught significance of ancestral homes. Because of her, Mork knows much of elves. What you describe is honorable, not stupid. Let Pathfinders help ... and bring you some peace."
Elven Lore (via Esoteric Lore): 1d20 + 14 ⇒ (8) + 14 = 22

GM chadius |

"I... Your shaman sounds really smart." The elf stands up. "Dad always warned me not to blind myself too anger." She grabs a shovel. "I... want to bury my mother's wayfinder here. Then we can go back."
Success! You have another 10 minutes to refocus or treat wounds.
Venture-Captain Ciobanu looks at the twisted path ahead and then at his wayfinder. Closing it, he looks up. “I remember, when I was leading my lodge, the most important tasks came when I was helping other agents to overcome obstacles they couldn’t on their own. Getting to our destination is going to take supporting each other in much the same way. All of us have skills that we are better at than others, and we should use this opportunity to support each other. I need you to look around at your fellow agents and help them complete any tasks they’re struggling with.”
Each PC should pick one of the following groups to assist. Each of you can then make 2 skill checks. Lore checks use DC 18, while other skills require DC 20.
- Some agents fared poorly against the dangers of the forest and have returned to camp injured. They need help getting patched up so they can continue. Skills: Medicine, Survival, an appropriate Lore skill, or a PC can expend a spell slot to cast a spell that helps restore Hit Points.
- One of the wagons carrying supplies for the group has broken an axle. None of the other Pathfinders here are wainwrights, so it’s going to be a group effort to lift the wagon and put it back together. Skills: Athletics, Crafting, or an appropriate Lore skill.
- A few casters are working to pull together items that could be used to replenish material components for spellcasting and rituals. They could use some help with locating and gathering supplies. Skills: Arcana, Nature, Occultism, Religion, an appropriate Lore skill.
- A group of Pathfinders has been tasked with catching some small wildlife for dinner. With the number of people they need to feed, they’re also going to need to sneakily track some and trap them. Skills: Acrobatics, Stealth, Thievery, or an appropriate Lore skill.

Laurel "Desna" |

"I kin Hunt!" Bedwick jumps up and starts chasing rabbits. At first they all run away from him, so he starts climbing trees and "pouncing" from upper branch. When that fails, he climbs trees again and finds bird nests and...
Thievery (Expert) vs DC 20: 1d20 + 10 ⇒ (8) + 10 = 18
...tries to steal the eggs!...
...finding a single egg, he eats it, and comes back otherwise empty-handed. "Still in training - you alves and feh-reez ar' on yer own!"

![]() |

Emdi pulls out a fishing rod. "Why hunt when you can fish?"
Fishing Lore: 1d20 + 10 ⇒ (17) + 10 = 27
If Fishing Lore is inappropriate, Emdi has Stealth at the same modifier.

![]() |

Survival DC 20: 1d20 + 10 ⇒ (19) + 10 = 29
Athletics DC 20: 1d20 + 14 ⇒ (2) + 14 = 16
Hero Point: 1d20 + 14 ⇒ (5) + 14 = 19
Nakgu first helps a group get to a safer spot of the forest as they look close to walking into a nettle patch and soe of the itchy ivy.
Then he hears a bit of commotion as one of the wagons gets stuck. "Here let me help you." He reaches down and tries to lift the wagon wheel out of the rut.

![]() |

Mork joins the spellcasters replenishing their material components. "Mork knows much about spell components." He displays some of his wares from the lining of his cloak, and assures them, "Mork was voted Most Prepared orc of his tribe." He goes on to describe unusual components that can be found in nature.
Spell Component Lore (via Diverse Lore +penalty) DC 18: 1d20 + 14 - 2 ⇒ (6) + 14 - 2 = 18
He then helps the group recognize such natural-based components -- eyes of newts, wings of a gnat, etc.
Nature Lore (via Diverse Lore +penalty) DC 18: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30
Note: Diverse Lore allows Thaums to use Esoteric Lore on any subject, with a -2 penalty.

![]() |

Medicine (Expert) vs DC 20: 1d20 + 13 ⇒ (5) + 13 = 18
While her cousin "hunts", our spirit-addled hero tends to the wounded that return "Hmm, that seems too serious for mere bandages, hold still..."
Lay on Hands (3rd Rank): 24 = 24 (Cursebound)
Ancestral Meddling (Martial, Skillful, Magical, or Choice?): 1d4 ⇒ 4 @ Magical
Heal (2nd Rank) w/ Moderate Curse Bonus (+2): 2d8 + 16 + 2 ⇒ (8, 1) + 16 + 2 = 27
~) Refocus (to Minor Curse)

![]() |

Isaku patches up some of the agents, confidently binding their wounds.
Assurance Medicine, DC 20
He helps one of the teams fix the broken axle.
Crafting: 1d20 + 14 ⇒ (3) + 14 = 17

![]() |

**HOUSE GM ANNOUNCEMENT**
Eando Kline calls out to the caravan, “We’re almost there! If I squint, I can see some lights up ahead.”
Venture Captain Ciobanu chimes in. “I do as well! Pathfinders, you have made far better time than I would have thought we could.”
Table GMs, we are now approaching the town of Folien. Encounters in Part 2 are now available, and the Expedient Travel condition is in effect.

GM chadius |

The Pathfinders are quite thankful for your aid.
Not a success as people kept missing by 1, but a moot point anyway. Off to Part 2!
The sun is just starting to set as the Pathfinders coalesce onto a large patch of land behind a squat stone house. Venture-Captain Ciobanu takes in the sights and a deep breath before addressing the group. “For many years, I haven’t been sure I would ever see this place again. It was my home for a very long time, and one I loved dearly. No matter, you have done well getting us here, and now we should sleep. Tomorrow dawns a new day, one where we can start to get to the bottom of what is going on here.”
You pitch tents and take a full night's rest. The forest seems to sing as the wind lulls you to sleep.
You gain a full night's rest, so all of your spells are restored. You also get to make daily preparations.
- Exploration Event 1: Have You Seen Something? (Investigation, Diplomacy)
- Exploration Event 2: Unnerving Omens (Combat)
- Exploration Event 3: Securing Sanctuary (Investigation, Skill Challenge)
- Exploration Event 4: On Patrol (Combat)
You can tackle these encounters in any order you wish. Like last time, pick 3 events in the order you'd like to tackle them. We'll do as many as we can in the time allotted.
Note that you do not have any time to rest or Treat Wounds inbetween activities.

![]() |

Jeez! I take it a little slow on a Sunday morning and end up with 10 posts waiting for me and I apparently missed a whole skill check. Guess I'll have to set my alarm and get up early next time :)
Mandoo snaps out of his reverie.
[What? Wait! What just happened?]
{I believe that your mind went wandering}
[That's weird. Did I miss anything?]
{Not much. Some elves could have used your help, but the moment has passed}
[How unfortunate. I hope they're okay]
{All I can say is that none made it to the Boneyard}
[That's good at least. Poor devils]
{Yes. Less work for us psychopomps to deal with is always a good thing}
My votes for Hero Points: Tao & Mork. For the extra effort put into roleplaying.
My votes for Exploration Events: 1, 3, 2.

GM chadius |

2 people have selected Event 1 and rated it higher than the other one.
As Pathfinders work to set up their makeshift campsite, Fola Barun comes over, a contemplative look on her face. “As outsiders here, we don’t know much about this village. The queen was able to tell us only that her informants said this town is the center of some plot, and Viore, while he knows some information about the layout, hasn’t been here in over a decade—things tend to change in that amount of time. I’d like you to talk to some of the townsfolk. Try to find out what you can about what’s been happening from them.”
The town of Folien is small, which makes it easy to find people. The town is Folien is small, so trust is a treasured commodity. A commodity you lack. Talking to the residents here will be difficult.
Each PC can attempt 2 skill checks. DC is 20 for Lores, and DC 22 for everything else. If you are an elf, or from Kyonin, the DCs are 18 and 20, respectively.
Diplomacy, Intimidation, and Deception work in all cases, but here are a few specific locations and skills you can check out:
- Apothecary Arcana, Crafting, Medicine, Nature, Occultism, Religion, or any appropriate Lore skill, such as Herbalism Lore or Midwifery Lore
- Constabulary and Town Lockup Athletics, Society, Stealth, Thievery, or any appropriate Lore skill, such as Legal Lore or Underworld Lore
- Dockhouse Acrobatics, Athletics, Nature, Survival, or any appropriate Lore skill, such as Fishing Lore or Sailing Lore
- Farmer’s Market Crafting, Medicine, Society, Thievery, or any appropriate Lore skill, such as Farming Lore or Mercantile Lore
- Farrier Athletics, Crafting, Medicine, Nature, Survival, or any appropriate Lore skill, such as Horse Lore or Stabling Lore
- Inn Crafting, Performance, Religion, Society, or any appropriate Lore skill, such as Cooking Lore or Games Lore

![]() |

Odd ... felt like we had quite a few successes there, but no matter...
Mork enjoys his night's rest. As he does every morning, he casts False Life so he feels extra invigorated. He announces, "Mork is ready to take on the day." He doesn't notice that he's the only one to make such an announcement -- the gregarious orc is just happy to be adventuring.
When one of the tasks involves unnerving omens, Mork's ears perk up. "Omens sound bad. Let us investigate." He considers the other tasks, "Then lets talk to people. Mork likes meeting new people."
Event Votes: 2 (Omens/Combat), 1 (Diplo), 3 (Skills). But another combat is fine too.
Hero Point Votes: Tao and Mandoo (for essentially RPing for 2. Or ... make sure everyone has at least 1. So if 2 people are out, I'd vote for them.

![]() |

Tao takes her time visiting the entire town of Folien, surveying all the various buildings dedicated to specific purposes, bringing Bedwick in tow "If we were ever to settle someday, a nice quiet town like this would be ideal" she muses, wondering how she could make her in with the locals - she spots a couple wild horses in the wood, and get's an idea "Here, let's catch one - take this rope and come with me!"
☆☆) Saoc Astrology ☑☑□
Saoc Astrology (1 @ -1, 3/4/5 @ +1, 6/7/8 @ +2): 1d8 ⇒ 7
Athletics (Expert) w/ Saoc Astrology (+2) vs DC 20: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18
Saoc Astrology (1 @ -1, 3/4/5 @ +1, 6/7/8 @ +2): 1d8 ⇒ 4
Medicine (Expert) w/ Saoc Astrology (+1) vs DC 20: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15
The wild elven horses easily evade the oracle! - she crashes into a clearing, frustrated, and begins crying...

Laurel "Desna" |

..."Cain't giddem all, cuz" Bedwick, in a turn of events, goes to comfort his elder cousin, rising to the occasion with a maturity beyond his years, and a common wisdom engrained so securely that he is able to convey the morales under which he was raised with seeming effortlessness "Dem is wald horsis - of the alves too! - but uh" he pats her head, the same way she usually pats his "I'll go get the others - mebe thems kin cheers yuh up?" and sticking two fingers into his mouth, he whistles with loud gusto, just within earshot of Emdi, Isaku, Mandoo, Mork, or Nakgu: 1d10 ⇒ 4 Isaku!
He runs over, not fully leaving her sight "Heyu uh Isaku (whoa - he nailes it!) you uh gotta seck?" and grabs his hand and leads him over to help gather Tao...

![]() |

Excited to talk to the locals, Mork wanders the town wide-eyed. The apothecary immediately catches his attention. "Grrreetings! Grrreetings! I am Mork. Good day to you, Madam. You have a lovely shop." The orc chats as he browses. "Mork also collects fine herbs and reagents. Do you prefer tin or glass for storage of your herbs? Each has its advantages."
Herbalism Lore (via Diverse Lore) DC 20: 1d20 + 14 - 2 ⇒ (11) + 14 - 2 = 23
After his visit to the apothecary, Mork makes his way to the outdoor farmer's market and chats with one of the vendors, "My frriend, you have exquisite tastes. When not adventuring, Mork spends time as merchant ..." The thaumaturge displays some of his wares and continues, "...but your collection of cold iron arrowheads and darkwood staves are most unique."
Mercantile Lore (via Diverse Lore) DC 20: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24

![]() |

Nakgu heads through town and finds the Farrier aving a bit of troubles. "Let me see if I can help calm the horses." He helps unload and drag all the new crates of horseshoes to help setup a station nearby.
Athletics DC 22: 1d20 + 14 ⇒ (12) + 14 = 26
Athletics DC 22: 1d20 + 14 ⇒ (2) + 14 = 16
HP 98/98 (Raging +0 Temp HP) (Drained 1 92/92)
AC 24 (Raging 23)
Hero Points 2/3

![]() |

Isaku heads to the town lockup to get some intelligence on the local underworld. He swaps stories with the local law enforcers, hoping to get them on his side.
Underworld Lore: 1d20 + 12 ⇒ (12) + 12 = 24
Getting the local policemen on his side, he then asks about the town, it's people and who would have information.
Society: 1d20 + 14 ⇒ (1) + 14 = 15
Society, HP: 1d20 + 14 ⇒ (9) + 14 = 23

![]() |

[I guess we better find some locals to sweet talk into telling us something useful]
{I hope you do better with these elves than the last ones}
[Pshaw! Those elves were recalcitrant deserters. I'm sure the townsfolk here are a much friendlier bunch]
Mandoo looks around a bit and spots the Inn.
[Oh, look! An Inn. I could use a drink]
{I do not believe we are here to enjoy a beverage}
[Perhaps we will find a follower of our mistress therein who will prove garrulous]
The bell rings as Mandoo and Libitina enter the Inn. Mandoo looks around for anyone sporting a symbol of Pharasma...
Mandoo Religion vs DC 22: 1d20 + 14 ⇒ (14) + 14 = 28
...and miraculously spots an elf in the corner with a Pharasmid spiral hanging from their neck. He goes over there and after introducing himself and identifying himself as a fellow coreligionist, proceeds to extract information from them.
Meanwhile, Libitina, who had to duck down to enter the Inn, decides to loom over the poor innkeeper and stares into their soul with those burning red eyes of hers. "TELL ME EVERYTHING YOU KNOW"
Libitina Intimidation vs DC 22: 1d20 + 9 ⇒ (16) + 9 = 25

GM chadius |

Mandoo finds a handful of Pharasmins at the inn, but notes the major deity here is Yuelral. She was an elven hero who managed to slay an immortal snake that terrorized the elven lands. The snake's death throes dealt a venomous bite she never recovered from, but the other deities granted her godhood as a reward for her valiant sacrifice. She watches over primarily elven lands, encouraging her followers to show everyone the strength of community and cooperation.
Most of this information was provided the innkeeper. He turned a shade of pale white as Libitina marched in and grabbed him by the collar.
The local police are watching the incident from a distance, wondering how to get involved when Isaku introduces himself and calms them down. The police have noticed a local gang of smugglers have ceased action perhaps a week ago- theft has virtually disappeared from Folien. Did the smugglers notice something the police didn't? Or were they early victims?
One of the officers shouts for help as runaway horses dash through the town, with Tao and Bedwick holding on for their lives. Nakgu quickly grabs some logs and knocks them into the roads to redirect the horses into a dead end where the only injury is Tao's pride. The police thank Nakgu for his quick thinking, and he is able to help Tao back up, and help guide the horses to someone with a bit more experience.

GM chadius |

Mork breaks off from the horses as he enters the marketplace to speak to an herbalist and a farmer. The farmer seems all to familiar.
"Bah! Everyone's so afraid recently. These Pathfinders only want to help." The middle-aged elven woman waves Mork over.
She sells all sorts of food, but specializes in sweets. "Listen, I'll tell ya'll about what's been happening around town recently. I wanted to go camping with my family, but it's way too scary out there."
"A lot of crystals have appeared, Don't know where they came from, but they have been following strange lines along the ground. And then the animals and plants have been acting strangely. Much more mean than usual. Game is harder and harder to catch recently." She pops a marshmallow into her mouth before pausing. "Hungry?"
Success

![]() |

In terms of how we do the encounters, I'm impartial for the most part since I'm also running this at a lower tier. Though I'd probably do the combat encounters last... so I'd vote for #3 next.

GM chadius |

Sitting at the edge of the camp, Venture-Captain Ciobanu perches on a barrel and thumbs through a book. He beckons for all to see as an idea apparently comes to him.
“When I still lived here long ago, there was a cleric of Yuelral named Marilindae who maintained the temple and grounds. You’ll most likely find him in the glassworks behind the inn. He’s been here longer than most, which gives him a leg up on knowing the rumors and transgressions of the past compared to the younger generations. Try and talk to him and see if he can give us some insight into how best to shore up this town’s defenses.”
Hundreds of crystal suncatchers surround the workshop. An elf with long black locs woven through with gemstones reflecting the colors of the rainbow is working to mold a metal rod around a large crystal.
"My apologies, outsiders." The man looks up from his work for a brief moment. "I am quite busy. Visions have guided me towards completing these projects as soon as possible. Dark clouds loom at the edge of my visions. So, unless you can aid me in my work, please be on your way."

![]() |

Fully recovered "You must be Marilindae blessed of Yuelral - I am Tao accursed of Andoletta" she smiles at her own quip "Outsider to wherever I roam, and thus, insider to the stars and all underneath. You have before you a skilled group willing to assist in whatever your Dark Visions call you unto. Let us know how we can get immediately started!"
Make an Impression (Diplomacy, Trained): 1d20 + 13 ⇒ (14) + 13 = 27

![]() |

If we have time to sneak in a combat event this section, I still vote for #2 (the omen one), which seems more interesting/thematic compared to #4 (the patrol one).
Mork thanks the farmer for her information on the odd natural phenomenon. When she offers a marshmallow, the well-built orc says, "Thank you, madam. Mork is growing boy and always hungry." He pats his belly, tips his fez, and returns to camp to share the info with the group.
Upon entering the Glassworks building, Mork looks around -- in awe of of the many beautiful gemstone jewelry and suncatchers. "Grretings, frriend. You seem quite busy here, doing excellent work. Mork has finest precious stone collection in tribe. Have you found that cutting the facets along the grain of stone provide greater light refraction?"
Gems Lore (via Diverse Lore): 1d20 + 14 - 2 ⇒ (2) + 14 - 2 = 14
HERO POINT
Gems Lore (via Diverse Lore): 1d20 + 14 - 2 ⇒ (11) + 14 - 2 = 23
If Gems Lore isn't appropriate, he'll try something else.

![]() |

Mandoo and Libitina enter the glassworks and see all the crystals.
[Didn't the lady at the marketplace tell us that a bunch of odd crystals had appeared along the ley lines]
{She did}
[And doesn't there seem to be an awful lot of crystals in here]
{There does}
[Could there be a connection?]
{You suspect this elf is behind the ley line crystals?}
[That would certainly be one possibility]
{True}
Mandoo turns to Marilindae. "My good elf. Marilindae is it? you seem to have a certain affinity for crystals and you certainly have an amazing collection of them here. We've heard rumors of strange crystals appearing along the ley lines in town. We believe they may be related to the corruption that is spreading in the area. Do you happen to know anything about this that might help us?"
Mandoo Action: Make an Impression with Diplomat's Badge vs Marilindae
Mandoo Diplomacy (Make an Impression): 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29
Libitina Action: Coerce with Demon Mask vs Marilindae
Libitina Intimidation (Coerce): 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28

GM chadius |

"If you are willing to help..." Marilindae lowers his tools. "My dreams have told me of disaster. A silver eagle landed on my shoulder, a sign from Yuelral herself. As I followed the eagle, it saw the village covered in odd crystals, and horrible demonic forces harvesting them, embedding them into their bodies, and tearing through elven defenders on their way to the capital. The queen herself, watching on in horror as the demons broke through the castle gates."
"I must prepare, I must fortify the town. If you are willing to help me with my gem placement and preparation, or perhaps help with the recovery efforts, I may gain some free time."
His tasks for the day include:
- dusting the shop’s suncatchers (Acrobatics or Thievery) (DC 20)
- resupplying his first aid kit (Crafting, Medicine, or Nature) (DC 20)
- and the daily aligning of the suncatchers so they glorify Yuelral by better reflecting the light (Acrobatics, Crafting, Yuelral Lore, Nature, Religion, or Thievery) (DC 20)
- You can also try to convince him to set aside his tasks to talk to you first with a Diplomacy or Intimidation check (DC 22).
You can make up to 2 checks to earn his favor. I'll consider Tao & Mork's checks as 1 of those 2.

![]() |

Isaku pulls out a notepad and makes the crystals the subject of his current investigation. Pursue a Lead - Crystals
Isaku restocks Marilindae's first aid kit Assurance Medicine - 20
He then readjusts the suncatchers.
Crafting, Pursue a Lead: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23

![]() |

"I'll help you align the suncatchers!"
Acrobatcis: 1d20 + 15 ⇒ (12) + 15 = 27 vs DC 20
Can we attempt the same check twice, or does it need to be different checks?

GM chadius |

You can repeat the same check twice.
Mandoo plays good cop. Libinita plays bad cop. Both are good at this. Tao manages to keep him calm and focused.
Emdi, Isaku and Mork make excellent work setting up the sun catchers.
Emdi, Tao and Mork can make an extra check. Nakgu can make 2.

![]() |

Tao joins Emdi and the gang "No no, face them this way to catch the light..."
Religion (Expert) vs DC 20: 1d20 + 13 ⇒ (15) + 13 = 28

![]() |

Mork continues chatting, "A silver eagle, you say? Mork doesn't personally worship Yuelral, but I've heard great things." He adjusts the suncatchers and suggests, "Perhaps the light will better glorify the great Yuelral?"
Yuelral Lore (via Diverse Lore): 1d20 + 14 - 2 ⇒ (17) + 14 - 2 = 29

GM chadius |

The gems shine brilliantly throughout the glassworks. Marilindae takes a moment to marvel it. "Ah, blessed be Yuelral. Now then, let me tell you more about this town's location: it is no mere coincidence."
“Folien is the perfect town for the worship of Yuelral because of the different ley lines that intersect on the very site where her temple stands. In return for this veneration, she helps protect us; the town’s main defenses are directly tied to these ley lines. At the edge of town, in the four cardinal directions, there are large crystals set into the ground that hum and resonate in tune with the crystalline statue of Yuelral in the town center. These protections can be reinforced by reattuning them, a process I maintain on a regular schedule.”
As you prepare to leave, he hands each of you a brilliant red crystal. "This crystal reflects the warmth of your inner spirit. Stay strong, and Yuerlral will aid you."
The crystal is a >Greater Flaming Star<.
Success. I'll start the next part after I wake up.

![]() |

Acrobatics: 1d20 + 15 ⇒ (3) + 15 = 18
Emdi's tricks only work once.

![]() |

Mork is quite satisfied with how well the suncatchers now reflect light. He echo's the shopkeeper, "Blessed be Yuelral." When Marilindae offers the crystal talismans, Mork gets emotional and wipes away a tear. "Are you sure? This is most generous. It is finest gift Mork has received while on a mission. Many thanks." As Marilindae explains the situation, Mork assures him, "We shall help attune your crystals!"
At camp, are there Pathfinders that can affix the Greater Flaming Star for us? Or can we do it ourselves as a 10min activity?

![]() |

Mandoo accepts the spellheart with a bow and a "Oh, thank you. How very generous." He gets it attached to his explorer's clothing when he gets back to camp.
Affix a Spellheart is identical to Affix a Talisman and requires the use of a repair kit. If we don't have a repair kit, then presumably someone back at camp does. That should be good for resistance 5 to fire damage as well as the Produce Flame cantrip and a 1/day Fireball spell if you are a spellcaster.

![]() |

If anyone has a repair kit Isaku can attach it. Crafting +14

GM chadius |

Mork, you'll need a 10 minute downtime activity to attach it. The Pathfinder Camp will gladly do it for you, or you can use a repair kit.
You return to the camp and see Eando Kline sighing in frustration as slams he slams his clenched fist—and the paperwork crumpled within it—onto the table. “I don’t like this one bit. Reports of unknown crystals, changes in the weather, water tasting funny, strange animals, and who knows what else. All of this has to have a source, we just need to pinpoint what it is. In the meantime, go poke around the edge of town and see if you can find evidence to support any of these reports- or better yet, a way to contain it."
Each of you should attempt one check against DC 20. Possible options include Perception to Search, Arcana, Nature, Occultism, or Religion to ascertain any magical influences, or Survival to look for tracks of creatures. Other skills can be used and may get a bonus to the roll.

![]() |

Occultism: 1d20 + 8 ⇒ (10) + 8 = 18
Emdi starts walking around the camp, but he is easily distracted.

![]() |

Tao pulls out her star charts, and begins tracing the boundary on the encampment, working progressively outward...
☆) Saoc Astrology ☑☑☑
Saoc Astrology (1 @ -1, 3/4/5 @ +1, 6/7/8 @ +2): 1d8 ⇒ 3
Religion (Expert) w/ Saoc Astrology (+1) vs DC 20: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33

![]() |

[How do you like my new spellheart, dearest?]
{The fire resistance it confers is useful}
[I know that. I meant, how does it look on me?]
{You are inquiring as to whether it provides an aesthetic benefit to your appearance}
[Yes. I hope it doesn't look too gaudy]
{I cannot help you. Fashion has changed much over the aeons and I have not bothered to keep up}
[As long as you're okay with, so am I]
{I can live with it}
Mandoo and Libitina head to the edge of town to see if they can find the source of the local corruption of nature. While Libitina stands guard over him, Mandoo takes a detailed inventory of the local plant life and looks for any signs pointing to the origins of the ruination.
Mandoo Nature vs DC 20: 1d20 + 12 ⇒ (16) + 12 = 28

![]() |

Back at camp, while Eando is having an episode, Mork slips out of his chainmail and has one of the blacksmiths attach his shiny new spellheart. He then tries to comfort the faction leader. "Mork and friends will find source of disturbance." Mork then heads to the edge of camp to commune with nature.
Nature DC 20: 1d20 + 10 ⇒ (15) + 10 = 25
If it's not appropriate to attach the spellheart on this visit to camp, he'll wait till the next overnight.

![]() |

Isaku marks the crystals as his new investigation.
Pursue a Lead - Mysterious Crystals
Arcana, DC 20: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
GAH!
Isaku will wait as well. I'll have the spellheart affixed to armor

GM chadius |

The corruption trails among plants throughout the forest, alongside rotting meat. Razor sharp teeth marks permeate throughout.
Eventually, you reach a clearing in the forest. The tracks are so odd- rabbit and wolf tracks cohabitating, alongside the purple pulsating crystals in the ground.
Wait a minute. This can only mean one thing: Demonic Wolves working alongside-
Bunnies.
...My god.
Demon bunnies.
Nakgu: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25
Tao: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Mandoo: 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34
Mork: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22
Isaku: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
Emdi: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Tis just: 1d20 + 12 ⇒ (16) + 12 = 28
A Flesh Wound: 1d20 + 10 ⇒ (3) + 10 = 13

GM chadius |

Round 1
Mandoo
Bunnies!
Nakgu
Mork
Isaku
Wolves
Emdi
Tao
Mandoo and Libitina notice the swarms of cute but deadly bunnies, and act quickly!
Anyone within 30 feet of the bunny swarms must make a DC 22 Will Save. Regardless of the result, you are immune to both auras 1 minute.
Frightened 1. Frightened 2 on a Critical Failure.
You cannot reduce the Frightened condition while within the aura.

![]() |

Posting ahead since my turn will probably roll around while I'm asleep
Isaku draws his dueling pistol and attempts to gain an angle on the wolf with a yellow stripe on its fur. He also tries to figure out what it is (well, what kind of wolf it is)
Devise: 1d20 ⇒ 13 Hits AC 28
Relatively sure of his target, he commits and shoots it.
Concussive, Precision: 4d6 ⇒ (5, 5, 6, 1) = 17
Crit? Fatal d10: 2d10 + 2d6 ⇒ (3, 9) + (6, 2) = 20 Doubled to 40
Fatal: 1d10 ⇒ 9
"Nakgu, go after this one! I've weakened it"
(Yellow will be FF to Nakgu)
◆ Interact to Draw
◆ Devise
◇ RK (Known Weakness)
◆ Bang!

![]() |

{These animals have a distinctly demonic aspect to them}
[Hmm. Yes. It appears that the bunnies have been affected by the corruption]
{The wolf is closest. I will attack it first}
[Go for it]
Mandoo casts some spells ("ବ୍ଲେଡ୍କୁ ତୀକ୍ଷ୍ଣ କର" and "ହାଡକୁ ହାର୍ଡେନ କରନ୍ତୁ") while Libitina closes with the wolf and lashes out at it twice with her scythe.
Action 1 (◆): Act Together
- Mandoo Action (◇): Cast a Spell: Extend Boost
- Mandoo Action 1 (◆): Cast a Spell: Boost Eidolon vs Libitina
- Libitina Action 1: Stride (35 feet)
Religion (Extend Boost) vs DC 22?: 1d20 + 14 ⇒ (3) + 14 = 17
Failure means that Boost Eidolon spell lasts 1 round, but you don't spend the Focus Point for casting this.
Unfortunately, Libitina is out of range of Protect Companion, so she'll have to do without.
Libitina Action 2 (◆): Strike (+1 Striking Ghost Touch Vanth Scythe) with Boost Eidolon and Spirit Touch vs Blue Wolf
Libitina Scythe Attack: 1d20 + 14 + 1 ⇒ (20) + 14 + 1 = 35
Libitina Scythe Damage: 1d8 + 1d8 + 4 + 4 ⇒ (5) + (8) + 4 + 4 = 21 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 negative damage
Libitina Action 3 (◆): Strike (+1 Striking Ghost Touch Vanth Scythe) with Boost Eidolon, Spirit Touch and MAP1 vs Blue Wolf
Libitina Scythe Attack: 1d20 + 14 + 1 - 5 ⇒ (15) + 14 + 1 - 5 = 25
Libitina Scythe Damage: 1d8 + 1d8 + 4 + 4 ⇒ (7) + (1) + 4 + 4 = 16 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 negative damage

GM chadius |

With 2 decisive strikes, Libitina tears the wolf apart before it can react.
But then... the bunnies move in.
Pink bites: 5d4 ⇒ (2, 2, 1, 3, 1) = 9
Gray bites: 5d4 ⇒ (3, 2, 3, 1, 1) = 10
Isaku's Reflex: 1d20 + 13 ⇒ (11) + 13 = 24
Isaku's Will: 1d20 + 11 ⇒ (11) + 11 = 22
Isaku manages to resist most of the bunnie bites and unloads on the wolf, critically wounding it and almost killing it. He's pretty certain it's a Dire Wolf of some kind. No major weaknesses to speak of.