
GM Super Zero |

The red-haired halfling evades the strike.
"Still, Luna," says the blond. He puts his hand over the wolf, whose bared teeth seem to glow for a moment. "Now!" And the wolf charges out of the foliage and over towards Folmyr.
** Cast magic fang, * Command an Animal
* Stride, * Stride
Falendral and Gorliche's turns.
Initiative:
Folmyr (34/34)
Jong (22/22)
Orion (17/17, shield)
Yellow Halfling Druid
>- Yellow Wolf (Minion, magic fang)
Falendral (28/28)
Gorliche (33/33)
Red Halfling Druid
>- Red Wolf (Minion)
Duncan (21/21, blood ward vs animals)

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Gorliche lifts their gun, leans out of the wagon cover, and takes a shot on red.
◆ Ranged shot vs flat-footed from starting hidden, against cover: 1d20 + 12 ⇒ (6) + 12 = 18 acid damage and precision damage: 1d10 + 1d6 + 1 ⇒ (3) + (5) + 1 = 9
◆ Followed by a risky reload and shooting at red again. Ranged shot with MAP against cover: 1d20 + 12 - 5 ⇒ (16) + 12 - 5 = 23 acid damage: 1d10 + 1 ⇒ (6) + 1 = 7
◆ He then reloads and slips out of sight again using his Sniper's way. Stealth to Hide: 1d20 + 9 ⇒ (1) + 9 = 10 Well... They technically still have to spend an action to Search for me to attack me... even with that crap roll.

GM Super Zero |

You need to succeed against their Perception DCs to become "hidden instead of observed." I assume you mean the Druid? Those both hit, and the second hit bloodies him.
While everyone else can tell that Gorliche's attempt to escape from sight is... not effective, his bullets are on target. The halfling winces through a clearly-painful new hole in his shoulder.
Falendral's turn.
Initiative:
Folmyr (34/34)
Jong (22/22)
Orion (17/17, shield)
Yellow Halfling Druid
>- Yellow Wolf (Minion, magic fang)
Falendral (28/28)
Gorliche (33/33)
Red Halfling Druid (-16, bloodied)
>- Red Wolf (Minion)
Duncan (21/21, blood ward vs animals)

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Not sure why Falendral was on the side of the wagon and not in front of it...going with that, but I thought I had him in front. If he was in front, the only likely change would have been one less stride, so he'd have had time to rage
Falendral growls as the sprite dashes off into melee, defeating his hope of having the wolves come closer instead. He sprints off afterwards, careful to avoid the trap, then stabs at the same druid, trying to put him down.
[ooc 2 actions: Stride 70 feet, 1 action strike]
1d20 + 9 ⇒ (7) + 9 = 16 1d8 + 4 ⇒ (7) + 4 = 11
This is assuming I can't be flanking with the sprite to get sneak attack.

GM Super Zero |

You absolutely said that. My fault if the token wasn't in the right place. Go ahead and include the Rage.
Too high--or perhaps too tall--a narrow miss. This halfling also lays his hands on his wolf, who lunges at Folmyr as its teeth also gleam with magic. Even pinned between the two wolves, Folmyr is too quick!
** Cast magic fang, * Command an animal
* Strike Jaws: 1d20 + 8 ⇒ (6) + 8 = 14 and * Strike Jaws (MAP): 1d20 + 3 ⇒ (13) + 3 = 16
Duncan, Folmyr, Jong, and Orion
Initiative:
Folmyr (34/34)
Jong (22/22)
Orion (17/17, shield)
Yellow Halfling Druid
>- Yellow Wolf (Minion, magic fang)
Falendral (28/28)
Gorliche (33/33)
Red Halfling Druid (-16, bloodied)
>- Red Wolf (Minion, magic fang)
Duncan (21/21, blood ward vs animals)

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◆ Sustain Blood Ward on Duncan
◆ Stride forward
◆ Recall knowledge on the halflings
I believe recall knowledge on Humanoids is Society: 1d20 + 8 ⇒ (20) + 8 = 28

GM Super Zero |

These halflings are clearly skilled in the wilderness and good with animals, and they're able to use primal magic. They're likely druids.
What would you like to know about them?

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◆ Rage
◆ Strike Red Hafling: 1d20 + 8 ⇒ (17) + 8 = 25for: 1d12 + 3 + 6 ⇒ (6) + 3 + 6 = 15
If Red Hafling is still up
◆ Strike Red Hafling: 1d20 + 8 - 5 ⇒ (18) + 8 - 5 = 21for: 1d12 + 3 + 6 ⇒ (10) + 3 + 6 = 19
Else
Five-foot step into Yellow Wolf space
Endif

GM Super Zero |

As typical humanoid spellcasters, the halflings' greatest strength is their strength of will. They're not physically hardy, though.
No resistance, weakness, or immunity. Their best defense is Will and the worst is Fort.
The halfling collapses as Folmyr slices into him. The little sprite with the big knife then advances on the wolf.
Duncan and Orion's turns
Initiative:
Folmyr (34/34)
Jong (22/22)
Orion (17/17, shield)
Yellow Halfling Druid
>- Yellow Wolf (Minion, magic fang)
Falendral (28/28)
Gorliche (33/33)
>- Red Wolf (Minion, magic fang)
Duncan (21/21, blood ward vs animals)

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What is the rectangle thing that is in front of Duncan?

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That was the trap that Falendral spotted, from previous page:
Falendral suddenly spots danger ahead and must halt the wagon--it looks like someone has dug dozens of small pits in the road and covered them with dirt and leaves to disguise them. Even assuming there's nothing nasty in the pits, they're a dangerous tripping hazard for the horses.
hazardous area marked on the map. Anyone entering must either step very carefully (one-quarter speed) or make an Acrobatics check (DC 14; on a failure, take 1d4 bludgeoning damage and a -5-foot penalty to speed for one hour; on a critical failure, double damage and speed is instead halved). Trees are difficult terrain and can provide cover.

GM Super Zero |

Falendral suddenly spots danger ahead and must halt the wagon--it looks like someone has dug dozens of small pits in the road and covered them with dirt and leaves to disguise them. Even assuming there's nothing nasty in the pits, they're a dangerous tripping hazard for the horses.
...
Hazardous area marked on the map. Anyone entering must either step very carefully (one-quarter speed) or make an Acrobatics check (DC 14; on a failure, take 1d4 bludgeoning damage and a -5-foot penalty to speed for one hour; on a critical failure, double damage and speed is instead halved). Trees are difficult terrain and can provide cover.

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Orion loads his crossbow, then fires on yellow wolf. He then reloads.
◆load
◆Strike: 1d20 + 4 ⇒ (20) + 4 = 24 Piercin: 1d8 ⇒ 2
◆reload

GM Super Zero |

A near-perfect shot--but the wolf is tough.
Duncan's turn.
Initiative:
Folmyr (34/34)
Jong (22/22)
Orion (17/17, shield)
Yellow Halfling Druid
>- Yellow Wolf (-4, Minion, magic fang)
Falendral (28/28)
Gorliche (33/33)
>- Red Wolf (Minion, magic fang)
Duncan (21/21, blood ward vs animals)

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Ah, I see. Thanks.
Duncan rages and charges at Yellow Hafling Druid, making sure he is going around to avoid the spot where the trap is. He then gives the druid a massive punch.
Fist Attack vs Yellow Halfling Druid: 1d20 + 7 ⇒ (15) + 7 = 22
Damage, Raging: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6 B damage
◆ Rage (-1 to AC, +2 temp HP)
◆◆ Sudden Charge

GM Super Zero |

"Hey--back off!" says the bruised halfling, using magic to emphasize his words. He spares a glance for his wolf. "Luna, keep it up!"
The wolf continues trying to catch Folmyr in its jaws--and manages it, landing a serious bite.
** Cast fear on Duncan, DC 16 Will save, * Command an Animal
* Strike Jaws (Magic Fang): 1d20 + 8 ⇒ (20) + 8 = 28 for 2xpiercing damage: 2d6 + 3 ⇒ (4, 2) + 3 = 9, * Strike Jaws (magic fang, MAP): 1d20 + 4 ⇒ (8) + 4 = 12
The other wolf is looking defensive now that its master has fallen, holding its ground but not pursuing any enemy.
All PCs' turns.
Initiative:
Folmyr (16/34)
Jong (22/22)
Orion (17/17, shield)
Yellow Halfling Druid (-6)
>- Yellow Wolf (-4, Minion, magic fang)
Falendral (28/28)
Gorliche (33/33)
>- Red Wolf (Minion, magic fang)
Duncan (21+2/21, Raging, blood ward vs animals)

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Orion shoots the yellow halfling druid with his hand crossbow.
◆ Strike: 1d20 + 4 ⇒ (20) + 4 = 24 Bolt P: 1d8 ⇒ 6
◆ Reload
◆ Strike MAP: 1d20 + 4 - 5 ⇒ (5) + 4 - 5 = 4 Bolt P: 1d8 ⇒ 7

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Grumble, grumble action economy
◆ Sustain Blood Ward for Duncan
◆◆ Cast Telekinetic Projectile to pick up a branch and try to spear the Red Wolf
Spell Attack roll: 1d20 + 8 ⇒ (6) + 8 = 14
Piercing Damage: 1d6 + 4 ⇒ (1) + 4 = 5

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Gorliche will move to the front of the wagon, and then take a shot at the halfling in a yellow vest.
◆ Stride
◆ Shooting to hit vs cover: 1d20 + 12 ⇒ (4) + 12 = 16 acid damage: 1d10 + 1 ⇒ (6) + 1 = 7
Grunting at the poor shot, he pets his rifle to soothe its raging spirit, before rapidly loading and firing again.
◆ Risky Reload Shooting to hit vs cover, MAP: 1d20 + 12 - 5 ⇒ (18) + 12 - 5 = 25 acid damage: 1d10 + 1 ⇒ (10) + 1 = 11

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DC 16 Will save vs Fear: 1d20 + 6 ⇒ (5) + 6 = 11 Failure, Frightened 2
The fear embedded in Duncan's mind is too much for him. He keeps punching the same druid. "What did you do to me?!" he exclaims.
Fist Attack, Frightened 2 vs Yellow Halfling Druid: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
Damage, Raging: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7 B damage
He also attempts to trip the druid.
Athletics, Frightened 2, MAP vs Yellow Halfling Druid: 1d20 + 7 - 2 - 5 ⇒ (1) + 7 - 2 - 5 = 1
And gives the druid another punch.
Fist Attack, Frightened 2, MAP2, Agile vs Yellow Halfling Druid: 1d20 + 7 - 2 - 8 ⇒ (4) + 7 - 2 - 8 = 1
Damage, Raging: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7 B damage
◆ Strike
◆ Trip
◆ Strike

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◆ Strike vs Yellow Wolf: 1d20 + 8 ⇒ (18) + 8 = 26for: 1d8 + 3 + 6 ⇒ (7) + 3 + 6 = 16
◆
If Yellow wolf is still alive...
Strike vs Yellow Wolf: 1d20 + 8 - 5 ⇒ (3) + 8 - 5 = 6for: 1d8 + 3 + 6 ⇒ (2) + 3 + 6 = 11
Else...
Move 20 feet toward remaining halfling
Endif
◆
If Yellow wolf is still alive...
Strike vs Yellow Wolf: 1d20 + 8 - 10 ⇒ (8) + 8 - 10 = 6for: 1d8 + 3 + 6 ⇒ (6) + 3 + 6 = 15
Else...
Move 20 feet toward remaining halfling (ending up in its space if possible)
Endif

GM Super Zero |

The druid barely keeps his feet after Orion's shot, and collapses after Gorliche's.
Duncan hits the wolf, and Folmyr slays it.
The remaining wolf backs away, growling. She maintains her defensive posture over where her master fell, and refuses to move.
The red wolf still lives, but the druids and their companions are defeated.

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Orion treats Folmyr's wounds.
Treat Wounds: 1d20 + 7 ⇒ (20) + 7 = 27
Heal: 4d8 ⇒ (8, 2, 7, 5) = 22
He then faces the captured and hogtied druid and says "Do you see what's happening? More death. How about you help us stop this?"

GM Super Zero |

"I did try to stop you!" the druid snarls.
Between the weather and the branches overhead it can be difficult to be sure, but darkness seems to be falling.
The Pathfinders could always make camp for the night. Or they could press on--they must have made it most of the way through the woods by now.

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We should probably press on. The sooner we get these artifacts delivered the sooner we can be done with them.

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Agreed. he chuffs in response to Jong, moving once more to lead the wagon on foot with his wayfinder light on.

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Duncan grunts, not sure if it is a yes or a no, but goes on to travelling.

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As someone who does not need sleep in the traditional sense, and only 4 hours of "relaxation" per day, Gorliche is quite fine with pressing on in general.

GM Super Zero |

It takes a bit of time to get the horses and wagon past the trapped trail safely, but a few hours later, the wagon draws near the wooded archway where the road leaves the Immenwood. The road exits the forest within sight of the sea. The howling wind and driving rain make travel difficult as you continue along.
All squares are difficult terrain due to the repeated lashing of the rain.
A centaur emerges from the forest behind you, holding a staff aloft into the storm. A thunderous voice booms from above as the figure shouts and gestures at the sky. “Pathetic weaklings! You dare to carry the power of the storm, as if it were a mere bauble? How dare you! I can feel the power of what you bear, even if you cannot! Surrender your cargo to me, and it is possible you may live to draw breath for another day. Resist, and the Storm shall wash you from the earth. Choose swiftly!”
At the edge of the shore near the wagon, two creatures emerge. Some kind of red and black snakey... lobster.. sharks? They watch the centaur with interest.
Please make sure you like where I've placed you on the map.

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I am good with my position.
The halfling mentioned a Centaur behind the attacks. Perhaps this is the leader. Jong whispers to her compatriots.

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I'm good with Orion's position
"If I remember correctly, the druid said his name was Thorn."

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Position is right.
You may take your case to the masters in the Grand Lodge at Absalom, Thorn, if you think you are the rightful owner! he shouts, then turns to the others, voice dropping much lower. If they attack, kill the water creatures first, 'fore they get into the wagon.

GM Super Zero |

"If that's your answer," says Vengeant Thorn, unfurling a scroll, "Take them!"
The centaur starts to cast from his scroll and the sea creatures his and start to advance--but Falendral is ready for them!
Falendral's turn.
Initiative:
Falendral (22/22)
Red Creature
Green Vengeant Thorn
Blue Creature
Orion (17/17)
Duncan (21/21)
Gorliche (33/33)
Folmyr (34/34)
Jong (22/22)
Folmyr: 1d20 + 7 ⇒ (4) + 7 = 11
Gorliche: 1d20 + 9 ⇒ (5) + 9 = 14
Jong: 1d20 + 5 ⇒ (4) + 5 = 9
Orion: 1d20 + 7 ⇒ (8) + 7 = 15
Falendral: 1d20 + 8 ⇒ (16) + 8 = 24
Vengeant Thorn: 1d20 + 7 ⇒ (9) + 7 = 16
Red Reefclaw: 1d20 + 8 ⇒ (12) + 8 = 20
Blue Reefclaw: 1d20 + 8 ⇒ (7) + 8 = 15

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Falendral may be ready to react for them, but as he prefers to have a partner to fight with, he will hold his ground!
Delaying until either A: One of them moves to a place that within a double stride (70 feet/2 difficult 35 feet) he can reach a spot where he can be flanking with someone with his 10 foot reach spear, likely if they move into melee with Duncan, or B: After they've all gone and he can move after an ally.

GM Super Zero |

The lobster-like creature with the brighter red shell moves forward, scurrying surprisingly quickly on land. It snaps at Duncan with its claws, but isn't able to get a hold on him.
* Stride, * Strike Claw: 1d20 + 8 ⇒ (7) + 8 = 15, * Strike Claw (MAP): 1d20 + 3 ⇒ (5) + 3 = 8
Falendral's turn.
Initiative:
Red Creature
Falendral (22/22)
Green Vengeant Thorn
Blue Creature
Orion (17/17)
Duncan (21/21)
Gorliche (33/33)
Folmyr (34/34)
Jong (22/22)

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Falendrel lets out a yell. This one first! as he pushes through the heavy rain skirting the edge of the shore before stabbing into the creatures rear.
2 actions for stride 70, 1 action strike
1d20 + 9 ⇒ (12) + 9 = 21 to hit Red's off guard AC 1d8 + 4 ⇒ (3) + 4 = 7 piercing + 1d6 ⇒ 2 piercing/precision

GM Super Zero |

Falendral's weapon takes a chunk out of the creature. At least, it should have--a monstrous gust of wind makes him slip, and his strike is off.
And that's probably the last time you'll be bothered by the Misfortune effect. The creature seems to have been unaffected.
The centaur activates his scroll. The grass and shrubs and trees around the wagon grow grasping tendrils that wend their way around the horses (who do not like this at all) and most of the Pathfinders, threatening to trip them up or bind them in place. He moves forward, struggling in the deep mud as much as anyone else. "You won't escape me. I can feel its presence!"
Entangle. All PCs other than Falendral are in the area, and must make a DC 17 Reflex save at the start of their turn, taking a -10 foot penalty to speed on a failure.
The darker and less red of the creatures slips back into the water, where it moves much faster. It approaches Falendral and flails its claws as it slips on the rock. Maybe these creatures are affected by the aura of ill luck after all?
* Swim, * Strike Claw: 1d20 + 8 ⇒ (1) + 8 = 9, * Strike Claw (MAP): 1d20 + 3 ⇒ (3) + 3 = 6
Orion, Duncan, Gorliche, Folmyr, and Jong's turns.
Initiative:
Red Creature
Falendral (22/22)
Green Vengeant Thorn
Blue Creature
Orion (17/17)
Duncan (21/21)
Gorliche (33/33)
Folmyr (34/34)
Jong (22/22)

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Reflex save versus Entangled: 1d20 + 6 ⇒ (15) + 6 = 21
◆◆ Cast Telekinetic Projectile to pick up a rock and try to bash the Red Creature
Spell Attack roll: 1d20 + 8 ⇒ (20) + 8 = 28
Bludgeoning Damage: 1d6 + 4 ⇒ (1) + 4 = 5
◆ Try to make a Knowledge check on the creatures from the sea. Possible bonuses: Arcana +8, Crafting +8, Occultism +8, Society +8, Absalom Lore +8
and minimum damage for the Crit

GM Super Zero |

The stone batters the creature. They seem to be reefclaw spawn. They can grab and restrict with their venomous claws.
Orion, Duncan, Gorliche, and Folmyr's turns.
Initiative:
Red Reefclaw (-10)
Falendral (22/22)
Green Vengeant Thorn
Blue Reefclaw
Orion (17/17)
Duncan (21/21)
Gorliche (33/33)
Folmyr (34/34)
Jong (22/22)

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DC15 Ref save: 1d20 + 6 ⇒ (10) + 6 = 16
Unentangled by the Centaur's spell, Folmyr rages, and Sudden Charges the Centaur.
Strike: 1d20 + 8 ⇒ (11) + 8 = 19for: 1d12 + 3 + 6 ⇒ (5) + 3 + 6 = 14 slashing damage.

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With the Rk check, would Jong know what type of foe (aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, fungus, monitor, ooze, plant, or undead) the reefclaws are for Blood Ward . I would guess animal or beast, but there are other possibilities.

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Can I hero point the strike to use the fortune tag to counteract the misfortune effect? If so, I will.

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DC 17 Reflex save: 1d20 + 6 ⇒ (17) + 6 = 23
Duncan rages and charges the Green one. It is too much for him after all that happened to them, then they are threatened if they do not give what this creature is asking. "You talk too much!"
Fist Attack w Raging: 1d20 + 7 ⇒ (12) + 7 = 19
Damage w Rage: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8 Bludgeoning damage
◆ Rage, -1 to AC, +2 temp HP
◆◆ Sudden Charge

GM Super Zero |

Jong: Sure, they're aberrations.
Falendral: Sure! In that case you wouldn't reroll, as the Fortune and Misfortune cancel out to no effect. But that means you just hit, so probably better than rerolling anyway.
Folmyr: The entangle DC is 17, and don't forget the muddy ground is difficult terrain. You can move out of the area so it won't affect you next turn, and reach the reefclaw? That kills it.
As Folmyr struggles out of the vines to finish off one of the reefclaws, Duncan lands a fist on the centaur. He looks offended, impressed, and slightly sore.
Orion and Gorliche's turns.
Initiative:
Falendral (22/22)
Green Vengeant Thorn (-8)
Blue Reefclaw
Orion (17/17)
Duncan (21+2/21)
Gorliche (33/33)
Folmyr (34+4/34)
Jong (22/22)

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Reflex Save: 1d20 + 4 ⇒ (17) + 4 = 21
@GM Super Zero, while I did roll and made the DC, my question is: there's fungi and plants ON the cart? Isn't it a requirement for the spell to work?
Orion casts three spells in succession. First, he calls for a Healer's Blessing to be put on Duncan. Then he calls for Sarenrae's Guidance for Gorliche and Jong.
◆ Healer's Blessing - Duncan
◆ Guidance - Gorliche
◆ Guidance - Jong

GM Super Zero |

There's less grass on the road squares than on the side, but it's not completely clear either--it's not a paved road.
(I did notice that it really doesn't look like there's much vegetation on the map, but I am trying to "interpret the rules listed tactics so that they do something.")

GM Super Zero |

Orion casts several spells to enhance his party member's efforts.
Gorliche and Falendral's turn. Red's defeat means another party member is next, missed that.
Initiative:
Falendral (22/22)
Green Vengeant Thorn (-8)
Blue Reefclaw
Orion (17/17)
Duncan (21+2/21, healer's blessing)
Gorliche (33/33, guidance)
Folmyr (34+4/34)
Jong (22/22, guidance)

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Letting out a bloodthirsty cry as the first of the reefclaws dies, he spins as he sees Gorlich engage the Centaur. With another wordless howl, he rushes down to his assistance, pressing through the pounding rain.
2 actions to stride: 70 feet, 5 diagonals worth of difficult terrain, sheesh. 1 action: Enter rage.