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![Earthfather](http://cdn.paizo.com/image/avatar/PZO1124-Earth_90.jpeg)
@Tandang I did have selective attention. I can switch the damage to orange if you want, it will be the same amount. Let me know.
Let Orange take the damage.
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![Ancient Time Dragon](http://cdn.paizo.com/image/avatar/PZO1127-Time_500.jpeg)
@Graeyson everything gets a free check at the end of its turn to get rid of persistent damage, I was just narrating that it made it.
Marigold's arrow strikes true, then Ulfgar somehow finds enough of the misty creature to bury his war axe into to finally dispel it to the winds.
Round 4 - Bold can act
Marigold
Ulfgar -25 damage <hunt prey red>
Graeyson -24 damage <gravity weapon>
Tandang
Elsha -20 damage
Red weasel -78 damage <dead>
Czav -60 damage <moderate fire energy mutagen>
Orange weasel -53 damage <flying 5 feet up, 2 persistent fire>
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![Vampire](http://cdn.paizo.com/image/avatar/PZO9427-Transformation_90.jpeg)
Czav moves behind the last weasel and attacks it twice, hoping to end this fight quickly.
Attack: 1d20 + 11 ⇒ (16) + 11 = 27
Slashing damage: 1d12 + 6 ⇒ (1) + 6 = 7
Fire damage: 1d4 ⇒ 3
Attack: 1d20 + 6 ⇒ (11) + 6 = 17
His first attack strikes true for low damage, but his second attack only hits the air.
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![Magaambya Priest](http://cdn.paizo.com/image/avatar/PZO9264-Magaambya_90.jpeg)
Elsha is started as his teammates spread out a little and the air weasels move in.
A l-little too close for comfort...
He steps away and shuffles off to the other side of Czav, to administer the elixir he drew moments ago.
◆ Step (away from ORANGE)
◆ Stride
◆ Interact: administer less elixir of life to Czav: 3d6 + 6 ⇒ (2, 1, 3) + 6 = 12
He also gets a +1 item bonus to save vs diseases and poisons for 10 minutes
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![Ancient Time Dragon](http://cdn.paizo.com/image/avatar/PZO1127-Time_500.jpeg)
Graeyson and Czav try to down the final weasel as Elsha turns to a more beneficial task.
Round 4 - Bold can act
Marigold
Ulfgar -25 damage <hunt prey red>
Graeyson -24 damage <gravity weapon>
Elsha -20 damage
Czav -48 damage <moderate fire energy mutagen>
Tandang
Orange weasel -56 damage <dissociated form, flying 5 feet up, 2 persistent fire>
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![Earthfather](http://cdn.paizo.com/image/avatar/PZO1124-Earth_90.jpeg)
Tandang sends an icy blast at Orange! "Go away!"
Ray of Frost (2nd) Spell Attack vs Orange Weasel: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 2d4 + 4 ⇒ (3, 4) + 4 = 11 cold damage
He then follows Ulfgar to give the elixir he has.
◆◆ Cast a Spell, Ray of Frost
◆ Stride
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![Ancient Time Dragon](http://cdn.paizo.com/image/avatar/PZO1127-Time_500.jpeg)
His simple words echoing through the valley, the druid's icy ray is forceful enough to scatter the elemental into diminishing wisps that scatter away.
Combat Over!
Marigold
Ulfgar -25 damage
Graeyson -24 damage
Elsha -20 damage
Czav -48 damage
Tandang
Orange weasel -67 damage <dead>
I'll grant a hero point to Marigold at this point for the consistent damage in this fight and all the the successes with the dragon.
-------------------------------------
The griffons at the top of the ridge eye you with some suspicion, one even taking a few cautious steps out to investigate.
The gate appears to be along the path far enough away from the griffons that you could approach it without disturbing them.
What do you do Pathfinders?
Any attempt to approach the griffons will require either a DC 22 Nature check or a DC 17 Diplomacy check (to use wild empathy if you have it).
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![Vampire](http://cdn.paizo.com/image/avatar/PZO9427-Transformation_90.jpeg)
Czav calms down once the last enemy is down.
"I'll need either some healing or some time to heal this wound."
He happens to have a very nasty wound on the torso.
If the party speaks about approaching the griffons, Czav clearly prefers to stay away from the beasts.
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![Magaambya Priest](http://cdn.paizo.com/image/avatar/PZO9264-Magaambya_90.jpeg)
Elsha raises one hand and nods, the other reaching into his beltpouch for...
less elixir of life to Czav: 3d6 + 6 ⇒ (5, 2, 1) + 6 = 14
I had one more, and these seem safe for you. But the rolls, bleh
Elsha then stands at ease, eyeing the Griffons.
So... who is g-good with creatures of the natural world? I suspect we'll need an "understanding" with th-them to pass.
Marigold and Tandang appear best-equipped for treat wounds.
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![Fireworks](http://cdn.paizo.com/image/avatar/PZO9445-Fireworks.jpg)
Oh yeah, thanks for reminding me!
Marigold grabs her healer’s kit, and looks over Czav’s torso.
”This’ll be another flashy scar for your collection”, she says, as she tends to it.
Battle Medicine: 1d20 + 12 ⇒ (7) + 12 = 19
Healing: 2d8 ⇒ (1, 8) = 9
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![Dwarf](http://cdn.paizo.com/image/avatar/PZO9226-Dwarf.jpg)
Ulfgar gives a singular nod of accomplishment as he dispels one of the wind weasels.
He gives another nod of thanks to Tandang for the elixir before downing it.
Lesser Elixir of Life: 3d6 + 6 ⇒ (5, 2, 6) + 6 = 19
He then gets out his healer's gear to sew himself up, taking advantage of some of the lichen growing around to stop the blood flow and seal the wounds.
Natural Medicine (Nature): 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
Hero Point.
Natural Medicine (Nature): 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Well...THAT couldn't have gone any better.
He almost picks the Orange lichen by mistake but then finds some Red Lichen.
HP: 4d8 ⇒ (1, 1, 3, 5) = 10
Finally, he gives a nod, makes sure his weapons are put away but close at hand and carefully approaches the griffons.
Nature: 1d20 + 9 ⇒ (4) + 9 = 13
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![Earthfather](http://cdn.paizo.com/image/avatar/PZO1124-Earth_90.jpeg)
"Hush now, frightened griffons! We mean no harm. We just eliminated those that threaten you." Tandang tells the griffons in hush words,
Nature: 1d20 + 12 ⇒ (9) + 12 = 21
After trying to ease the instinctive worries of the griffons, Tandang can Treat Wounds w Natural Medicine feat.
Ulfgar: DC 15 Tandang Boreas's Nature (E) to Treat Wounds: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18 (Natural Medicine)
Healing: 2d8 ⇒ (3, 7) = 10 HP for Ulfgar
Graeyson: DC 20 Tandang Boreas's Nature (E) to Treat Wounds: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28 (Natural Medicine)
Healing: 2d8 + 10 ⇒ (1, 2) + 10 = 13 HP for Graeyson
Elsha: DC 20 Tandang Boreas's Nature (E) to Treat Wounds: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15 (Natural Medicine)
Hero Point! DC 20 Tandang Boreas's Nature (E) to Treat Wounds: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32 (Natural Medicine)
Healing: 4d8 + 10 ⇒ (4, 2, 7, 8) + 10 = 31 HP for Elsha
Not sure for Czav if Treat Wounds will apply to him, I don't have Stitch Flesh feat. If not applicable, please disregard this.
Czav: DC 20 Tandang Boreas's Nature (E) to Treat Wounds: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28 (Natural Medicine)
Healing: 2d8 + 10 ⇒ (8, 8) + 10 = 26
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![Ancient Time Dragon](http://cdn.paizo.com/image/avatar/PZO1127-Time_500.jpeg)
The group will heal up completely...
With Tandang's soft-spoken entreaty, the griffons allow your group to approach. At this point, you can recognize that one of the griffons is injured, although not life-threateningly so.
What do you do?
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![Earthfather](http://cdn.paizo.com/image/avatar/PZO1124-Earth_90.jpeg)
"I see you are injured," Tandang tries to communicate to the injured griffon. "I hope you don't mind checking that and patch you up." he adds in hush tones so he will not frighten them back as he approach. He then draws out his tools and some herbs to treat the wounds of the injured griffon.
Tandang Boreas's Nature (E): 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27 (Natural Medicine)
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![Vampire](http://cdn.paizo.com/image/avatar/PZO9427-Transformation_90.jpeg)
Czav is happy to get so much attention. He ends up fully patched in the blink of an eye (yes, you can heal Czav Tandang, he's no undead, he just has negative healing).
Czav feels that he can get to the gate without raising attention from the griffons, so he gets there and starts analyzing what this "gate" is.
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![Ancient Time Dragon](http://cdn.paizo.com/image/avatar/PZO1127-Time_500.jpeg)
natural healing: 4d8 ⇒ (8, 7, 6, 6) = 27
The griffons watch as Czav simply approaches the gate, but seem to allow it.
Tandang carefully mends the minor wound of the injured griffon. With full trust, the other two griffons part to allow entrance to their nest. The heads of nine wide-eyed griffon chicks pop up from over the edge of the nests within the cavern. With encouragement from the adults, the chicks scale the nests and approach you with curiosity, walking in turn toward each of you that approach. One carries a gold necklace in its beak with a pearl pendant. The chick drops it at Tandang's feet with a chirp and then scurries back to the nest.
Czav finds the ancient shrine gate is relatively intact, although wind erosion over the years has worn away at some of the stone elements. You can still make out two distinct faded carvings in the back wall of the gate: a katana framed by the sun, and a crescent moon etched with a depiction of the moon cycle.
At the center of the gate is a dais covered in carved channels, where Czav places the sky diamond. When he does so, the prism catches the afternoon light and refracts golden rays across the summit that flow through the dais’s channels into the mountaintop. Another wisp of the primal energy enters his pack. Remembering the previous shrine, he checks and sure enough, his mirror shines with golden light and dances lightly in the air for a few seconds when released.
------------------------------------------------
Returning to the center of the island, you can express your latest adventures to the tengu and prepare for the final gate.
Kukuha walks over to her campsite and returns bearing the small clay pot. Planted within the pot’s soil is a small sapling, with gossamer, rainbow-hued leaves sprouting from its budding branches.
“This is a rainbow cedar sapling, a magical tree attuned to the earth. It should make for an ideal focus for harnessing the power of the land.” Kukuha gestures toward the northwest. “It would seem the Forest’s Heart Gate rests within Makuzen. Journey deep within—this little one will let you know when you’ve reached the location.”
After deciding who shall bear the sapling, the team can set off on the path to the northwest.
In this direction, the forest grows dense, and as you travel, it becomes difficult to maintain a clear sense of direction. You spot occasional deer or birds darting between the trees and cross gentle streams, climb up root-ridden slopes, and pass by the countless trees. The path soon disappears into a tangle of vines and brush.
One of you must take the lead, though others can Aid. The lead can then attempt a DC 22 Perception check to find the way, DC 20 Nature or DC 17 Forest Lore check to study the undergrowth, or DC 18 Survival check to plot a path.
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![Vampire](http://cdn.paizo.com/image/avatar/PZO9427-Transformation_90.jpeg)
Religion: 1d20 + 9 ⇒ (3) + 9 = 12
Religion (Hero Point): 1d20 + 9 ⇒ (8) + 9 = 17
Czav heroically manages to be clueless about these 2 symbols.
------------------------------------------------
(unless someone says otherwise) Czav takes the focus.
In the forest, he follows the leader, as he doesn't know much about the nature.
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![Ancient Time Dragon](http://cdn.paizo.com/image/avatar/PZO1127-Time_500.jpeg)
Graeyson adeptly finds a quick route through the thicket. Near its center, an ancient guard tower is surrounded by trees that have grown since its abandonment. The tower consists of a crumbling staircase connecting the empty ground floor to a partially caved-in upper deck. Within its crumbling stone walls a rusted lockbox lies dormant that contains some ancient coins.
---------------------------------
Further ahead, a number of trees have fallen across the path, completely blocking the way.
Each of you must attempt one of the following: a DC 19 Acrobatics check to Squeeze through an opening, a DC 20 Athletics check to Force Open a path, or a DC 18 Crafting check to find points of leverage to move the trees.
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![Magaambya Priest](http://cdn.paizo.com/image/avatar/PZO9264-Magaambya_90.jpeg)
Before...
Religion: 1d20 + 9 ⇒ (14) + 9 = 23
Before Czav recovers the focus, Elsha explains that this as a shrine to the lovers Shizuru (goddess of the sun, honor, ancestors, and swordplay) and Tsukiyo (deity of the moon, jade, and spirits).
--------------------
And now...
Elsha is thankful Graeyson can lead them through the thicket so confidently.
DC20 Society: 1d20 + 11 ⇒ (12) + 11 = 23
Elsha pipes up when they come across the tower.
This guard t-tower is similar in construction to K-Kayajima Fortress.
Then they arrive at the fallen trees and Elsha watches, impressed, as Marigold squeezes through easily. He is neither so nimble nor particularly athletic.
He eyes the trees for several moments...
DC18 Crafting: 1d20 + 13 ⇒ (16) + 13 = 29
I think if we moved the trees like so...
He points at very precise spots, explaining
These are points of l-leverage that makes the problem easy to clear up!
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![Vampire](http://cdn.paizo.com/image/avatar/PZO9427-Transformation_90.jpeg)
Society: 1d20 + 7 ⇒ (15) + 7 = 22
Czav follows Elsha's directions and tries to clear the trees to grant safe passage (it's purely roleplay, I make a check as requested).
Athletics: 1d20 + 10 ⇒ (11) + 10 = 21
Once again, the coordination between Elsha and Czav proves excellent and both of them easily gets to the other side.
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![Ancient Time Dragon](http://cdn.paizo.com/image/avatar/PZO1127-Time_500.jpeg)
Tandang Athletics: 1d20 + 7 ⇒ (2) + 7 = 9
Ulfgar Athletics: 1d20 + 9 ⇒ (6) + 9 = 15
The two dwarves do get stuck between the trees but (with Elsha's sage guidance) eventually make it through to meet up with the other party members. Within the tangle of trees is the remnants of an ancient kiln. The bare remnants of its past use, notably bits of clay with carved channels and a small glazed clay toy (shaped like a dog) lie scattered around it.
------------------------------------------------
The trees themselves open into a field that has turned to mud in recent rains.
Each of you must attempt either a DC 18 Acrobatics check to Balance across logs and solid patches, a DC 20 Nature or DC 17 Swamp Lore check to recognize solid ground, or a DC 22 Perception check to find another way through the muck.
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![Dwarf](http://cdn.paizo.com/image/avatar/PZO9226-Dwarf.jpg)
Ulfgar nods his thanks as he is helped through the trees.
He examines the abandoned kiln thoughtfully.
Nature: 1d20 + 9 ⇒ (5) + 9 = 14
But sees nothing but interesting, if ancient craftsmanship.
At the swamp, he spits into the water, looking around carefully before trying to pick his way through. After all, a shallow bog to a human is neck deep trouble for a dwarf.
Nature: 1d20 + 9 ⇒ (16) + 9 = 25
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![Earthfather](http://cdn.paizo.com/image/avatar/PZO1124-Earth_90.jpeg)
I'm back.
DC 18 Nature: 1d20 + 12 ⇒ (19) + 12 = 31
Tandang recognizes the clay toy that is shaped like a dog. He picks it up and easily activates it before returning to the ground, causing energy to flow through the dog and cause its head and legs to move. The dog runs around in a playful pattern and wags its tail. "This dog is sure worth something! Let's bring it back in the Lodge!"
DC 20 Nature: 1d20 + 12 ⇒ (20) + 12 = 32
Tandang easily finds solid ground to avoid muds and bogs.
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![Magaambya Priest](http://cdn.paizo.com/image/avatar/PZO9264-Magaambya_90.jpeg)
Elsha appreciates the toy as explained by Tandang.
I used to s-see a lot of toys like that back in Qauntium.
He then moves to follow his teammates to solid ground. Seemingly they all proceeded smoothly.
DC20 Nature: 1d20 + 9 ⇒ (1) + 9 = 10
He gets a little over-confident in picking a patch near Ulfgar that's less solid than what the dwarf is standing on.
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![Vampire](http://cdn.paizo.com/image/avatar/PZO9427-Transformation_90.jpeg)
Religion: 1d20 + 9 ⇒ (19) + 9 = 28
Czav smiles at Tandang playing with the dog but very quickly changes mood when seeing the swamp.
Acrobatics: 1d20 + 6 ⇒ (7) + 6 = 13
As expected, Czav is heavy and clumsy. He stumbles with difficulty through the logs, falls multiple times and gets increasingly more annoyed by the whole thing. At some point, pissed by his inability to get through, he draws his sword with anger and starts hacking things around... to no avail. With resignation, he calms down and goes on.
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![Ancient Time Dragon](http://cdn.paizo.com/image/avatar/PZO1127-Time_500.jpeg)
Tandang and Graeyson are confident enough to even help Elsha and Czav through the worst of the gunk. Not all is well, as Marigold and Elsha have cut themselves on rocks and sharp branches hidden under the mud when they faltered.
piercing damage to Marigold and Elsha: 4d10 ⇒ (5, 8, 6, 4) = 23
Feel free to heal up before proceeding
---------------------------
As the group leaves the mud field, a magical mist rolls in that limits vision and threatens to waylay the party.
At the edge of the mist, a crumbling shrine and trickling fountain hidden among the trees. Those of you who examine the ruins can notice faint imagery of what seems to be of a nine-tailed fox.
One of you can then take the lead and attempt either a DC 22 Perception check to find their way into and through the mist, a DC 18 Arcana, Nature, Occultism, or Religion check to navigate by magical traces in the mist, or a DC 20 Survival check to feel their way through. Others may assist the check if they wish.
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![Vampire](http://cdn.paizo.com/image/avatar/PZO9427-Transformation_90.jpeg)
Religion: 1d20 + 9 ⇒ (3) + 9 = 12
Czav fails to recognize the meaning of the nine-tailed fox, his knowledge of Tian faith is really limited.
I think Elsha or Tandang are the best suited considering the skills involved with the lower DC. Czav will let them do their thing.
Religion: 1d20 + 9 ⇒ (19) + 9 = 28
Czav helps with his knowledge of Religion.
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![Fireworks](http://cdn.paizo.com/image/avatar/PZO9445-Fireworks.jpg)
”Ow! Stupid swamp!”
Medicine: 1d20 + 12 ⇒ (15) + 12 = 27
Healing: 2d8 ⇒ (2, 2) = 4
Marigold looks over the mysterious fox.
Religion: 1d20 + 10 ⇒ (19) + 10 = 29
”Oh, it’s a shrine to Daikitsu. She’s all about the making and the growing”
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![Dwarf](http://cdn.paizo.com/image/avatar/PZO9226-Dwarf.jpg)
Ulfgar just quirks a bushy eyebrow at the yapping dog and the other when they find the shrine to a kitsune deity.
As the fog rolls in, he looks to the others to lead the way, but lends what assistance he can with his knowledge of the natural world.
Nature: 1d20 + 9 ⇒ (15) + 9 = 24
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![Magaambya Priest](http://cdn.paizo.com/image/avatar/PZO9264-Magaambya_90.jpeg)
Elsha grunts in pain after slipping and getting cut on the rocks. He finds a treestump to sit on and takes out his healer's tools.
Treat wounds (DC15 medicine): 1d20 + 9 ⇒ (9) + 9 = 182d8 ⇒ (4, 7) = 11
Marigold I think you get 4d8 with a crit success on medicine
Then it's time to navigate the mists.
I think tracing the magic makes the most sense.
Arcana: 1d20 + 13 ⇒ (9) + 13 = 22
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![Earthfather](http://cdn.paizo.com/image/avatar/PZO1124-Earth_90.jpeg)
Treat Wounds of Marigold: Tandang Boreas's DC 20 Nature (E): 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30 (Natural Medicine)
Healing: 4d8 + 10 ⇒ (6, 7, 2, 8) + 10 = 33 HP for Marigold
Treat Wounds of Elsha: Tandang Boreas's DC 20 Nature (E): 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33 (Natural Medicine)
Healing: 4d8 + 10 ⇒ (8, 5, 4, 1) + 10 = 28 HP for Elsha
DC 18 Nature to Aid: 1d20 + 12 ⇒ (14) + 12 = 26
"Careful, everyone. This mist, it is not natural." Tandang helps them as they navigate the misty area after treating his allies.
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![Ancient Time Dragon](http://cdn.paizo.com/image/avatar/PZO1127-Time_500.jpeg)
The group combines talents to push through the magical mists easily. When the last of you has past the edge of the mist, an odd chime rings out behind you.
The dense forest gives way to a small clearing, the sun dappling through the foliage. The sounds of wildlife fade, leaving a serene silence. At the center of the clearing stands a menhir circle composed of weathered, dark stone. The rainbow cedar hums, its gossamer leaves shimmering in the light. The menhir circle contains etchings of trees with depictions of thin faceless spirits interspersed.
What do you do, Pathfinders?
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![Vampire](http://cdn.paizo.com/image/avatar/PZO9427-Transformation_90.jpeg)
Religion: 1d20 + 9 ⇒ (18) + 9 = 27
For once, Czav manages to recognize what he has in front of him. But he stays silent, leaving his more social comrades speak about it.
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![Vampire](http://cdn.paizo.com/image/avatar/PZO9427-Transformation_90.jpeg)
As usual, Czav will take some time to investigate the place to be sure he doesn't disrupt anything. When getting closer, he tries to appease the spirits with gestures and words that, despite their simplicity, seems to be rather relevant.
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![Dwarf](http://cdn.paizo.com/image/avatar/PZO9226-Dwarf.jpg)
Ulfgar shrugs. He pulls out his clan dagger and goes to the side of the menhir. Giving it a little space he starts to dig with the weapon/tool.
Once he gets a big enough hole, he takes the sapling, carefully removes it from it's pot and places it in before then sweeping the dirt back over the roots.
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![Ancient Time Dragon](http://cdn.paizo.com/image/avatar/PZO1127-Time_500.jpeg)
@Elsha Pretty close...
With the others gathered around, Ulfgar plants the delicate sapling. A lone bird cries out in the distance.
The sapling’s latent magic restores the gate, energy flowing from the sapling and illuminating the etchings of the menhir with lines of green light that plunge back into and course through the earth. A wisp of that energy intercepts the dwarf's pack and he finds his multitool now shines with a dull green light and exudes a pleasant warmth when handled.
From the trees bordering the clearing, hundreds of small, vaguely humanoid shapes materialize into existence, each with a featureless stone face and wearing a rope made of braided straw. Interspersed through the branches, peeking from behind trunks, standing among the roots, the blank-faced spirits stare with hollow eyes into the clearing. Then, in unison, their heads begin to shake, drowning the silence with a cacophony of chimes and rattles. Suddenly, the noise stops, and the spirits are still.
These spirits are likely curious about the rainbow cedar and wonder what you are doing here. One of you could try to lead a series of Diplomacy checks (it will take more than one success) to befriend the creatures. Others can aid these rolls with a Diplomacy, Nature, Religion, Society, Survival, or applicable lore (such as forest lore).
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![Dwarf](http://cdn.paizo.com/image/avatar/PZO9226-Dwarf.jpg)
When the embodied spirits appear, Ulfgar clutches the dagger in his hand tighter for a moment. But as they do not leap to the attack, he wipes the blade clean then sheaths the weapon.
He gives them a nod, then tamps down the loose soil around the sapling a little more before pointing to the menhir, then the tree then making an expansive upward gesture to indicate growth.
Nature (Aid): 1d20 + 9 ⇒ (1) + 9 = 10