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Nykor steps through the door and fires at the remaining enemy.
◆ Stride
◆ Stride
◆ Fire shortbow Shortbow: 1d20 + 7 ⇒ (9) + 7 = 16Piercing dmg: 1d6 ⇒ 1

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"YOU NEED TO STOP STEALING NOW" our infected mushroom hero shoots a pod of death at the remaining bandit, using his perverse eye to aim with scary deadliness!
Pink Thief to Will Save vs DC: 18 = 18
Range 30 feet
Defense Will
Targets 1 creature
Duration sustained up to 1 minute
Target is sickened 1 if it fails (sickened 2 w/ critical failure). This condition can't be reduced below 1 while the spell is active and you can see the target.
◆) Stride
◆) Sustain Evil Eye
◆) Strike
Seed Pod (blunt, 30-ft) vs Pink Thief: 1d20 + 6 ⇒ (16) + 6 = 221d4 ⇒ 1

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will(magenta): 1d20 + 3 ⇒ (8) + 3 = 11
Both of those shots hit but, much to Magenta's surprise, she's still alive (-7). So she runs for the exit. Unfortunately, her path takes her past BK, Lendaru and Horul who may take AOO's if they have them.
And since she didn't make it to the door, everyone is up.

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No AoO here. Just a lowly bard.
BK 'chases' the fleeing thief with a frosty spell in an attempt to slow him down.
to hit, inspire: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
damage, inspire: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7
*cast inspire courage
**cast ray of frost

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BK crits the fleeing thief with a well aimed ray. Magenta falls down dead.
--- Combat Over ---
Searching the bodies reveals that one of them was carrying two minor potions of retaliation and 10 gp. The potions appear to be in flux.
Shortly after the fight ends, there is banging from the other side of the locked door into A3. The door locking mechanism has been broken so the thieves added their own locks. It will take two Thievery checks to open or an Athletics check to bust it down.

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Nykor takes out his tools... "I think I have this.. let's not do further damage to this place..."
Thievery: 1d20 + 7 ⇒ (5) + 7 = 12
Thievery 2: 1d20 + 7 ⇒ (3) + 7 = 10 (if allowed)
Nykor grumbles. "These locks are kind of unusual to me... "

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Nevermind. Balafra or Lendaru will open the door for us.instead.

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BK is distracted by the potions and stares at them briefly as they 'flux'.
"How fascinating!"
Any keys on the fallen foes, or did they use locks without having any keys? Or perhaps there is yet another member of their party out there that has keys, hmmmm.
It takes a few seconds to come out of his reverie, but when he does he bounces up to the locks and applies his own skills.
thievery: 1d20 + 7 ⇒ (10) + 7 = 17

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The door stands firm against Lendaru. BK thinks one more check will get it open.

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thievery: 1d20 + 7 ⇒ (6) + 7 = 13
thievery: 1d20 + 7 ⇒ (5) + 7 = 12
"Your turn, Nykor."

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But nope - that doesn't do it.

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On a failure can you continue to try? I figured BK had three tries, so Nykor could try a couple of additional times now. Or is it smashing time?

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"I think that's loosened it.." Nykor says.
Thievery: 1d20 + 7 ⇒ (4) + 7 = 11
Thievery: 1d20 + 7 ⇒ (15) + 7 = 22

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Which it has. The door finally opens. On the other side is a humanoid female who almost looks like a willow dryad. ((see slides)) She is tired from her ordeal with the robbers but glad to see friendly faces. She also has some visible injuries from being attacked.

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Poking his head around the side of the doorframe, BK waves at her. His hat slips a bit, revealing his bleaching, and he hurries to restore it.
"Hello. I'm Banterknell. Bard extrodinaire! You look like you could use some cheering up! Would you like me to play my flute?!"
His eyes are a bit feverish and his grin a bit too wide as he waggles the aforementioned flute.

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Actually that would be nice
I'm Lin Selan, or is it Selan Lin in Avistan? Pathfinder of the 4723 ar cohort, currently active at Woodsedge on a project to locate some elemental portals. And before you guess, no I’m not a dryad. I’m an ardande, an ancestor of mine was a wood genie. Selan says without batting an eye. I’m a kineticist. Move the elements. Make them into other things or each other. All that exciting stuff.

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My name’s Horul and with my soldiers we came inside the lodge to investigate. We found some thieves which we dealt with and now you. What are you doing here please?

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I was babysitting some wisp familiars for my teachers and coworkers. I had a chronicle to finish writing, so I offered to stay and watch the rascals. Got outsmarted though. The wisps took off for the maze, I ran in after them. I have been looking for the past... five hours or so? A slight shade of despair falls over Selan’s face. Ashasar is never going to let me live this down.

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"That must be convenient.. moving stuff around. Kind of like a poltergeist! Well we took care of the thugs... Now those wisps. Let's go find them! They can't be far... I hope." Nykor says, still looking for rats to speak to.

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"I'm Balagos, a pleasure." As he introduces himself, the barbarian looks back at Tailawei wondering if their guest would mind taking a small detour on their travel to go and find the missing wisps.
"Would you mind if we go on a little adventure while we show you the place?" he asks the man.

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OH! ... The trees were kind enough to help us find some elemental portals days ago, at least. They may have gone there. I can't remember where they are exactly but I'll ask the trees again and write down what they say. Selan says.
When Taiwalei returns with guards he rescued, he lets you know he’s already informed the Grand Lodge of what was going on and that the other
lodges have also been checked on and secured. Learning about the elemental portals, Taiwalei shows an incredible interest and is agreeable to explore the area and find the wisps. Selan gladly goes and speaks with the trees (in Muan, the elemental language of wood) and obtains the instructions for three portals. (The trees response are on the slides). She reminds you that the trees’ instruction shouldn’t be taken at face value, as they do like to see people get lost sometimes. She then goes back to Woodsedge Lodge to rest.
Following the instructions provided by Selan, you and Taiwalei set off in search of the elemental portals. The trees of the hedge maze are 15 feet tall and too dense to move through. They can be climbed up to 10 feet before the branches become too weak to hold your weight. Even if you manage to fly up or otherwise gain a birds-eye view, the dense trees obscure which paths connect to each other and which are dead ends.
The paths are all exposed to the sky and thus under bright light, but the paths muffle sound more than normal for a hedge maze. If a straight line between a sound source and receiving point passes through two walls, it cannot be heard.
The main pathway of the hedge maze is a circular path that ultimately comes back to the starting point. While you wander, you come across B2, This small artificial pond gives a calm and peaceful aura and is the perfect place to rest in. The water is clear, easily letting the viewer see what is at the bottom of the pond, a rucksack.
To navigate the Maze to get to a specific location, you need to spend 10 minutes following instructions given to you.
Attempt a Survival check to Sense Direction, a Scouting Lore check, or another skill check which the text specifies can be used in place of Survival.
The PCs have two opportunities to take the Navigate the Maze of the Open Road activity as they explore the main path. One check is used to discover area B3, while the other is used to discover area B4. As the PCs are seeking elemental portals, they can use Arcana and Nature for these Navigate activities. If they want to take a more physical approach, they can also use Acrobatics and Athletics; on a critical failure, however, the PC become sickened 1 for 1 minute for pushing through the maze’s disorientating dimensions.

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Let the mood music begin. Just like in the plays, the flute accompanies the dialog, turning exited when relating exciting themes, subdues, ominous, whatever fits. having been encouraged, he continues to play as they explore the maze, though he finally stops when they reach the pond.
"Look!" he exclaims, pointing at the rucksack at the bottom of the pond, as it were not obvious.
"I'll get it!"
At that point he starts stripping down to his skivvies unless someone has a better idea. Which would be good because he is a mediocre swimmer at best.

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Well I go the pick up the sack. No need to go into the water nude for this.
And the hobgoblin swims to take the rucksack underwater.
Athletics: 1d20 + 7 ⇒ (17) + 7 = 24

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The rucksack is retrieved without difficulty. It contains a glamorous buckler

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"Ooh.. pretty..." Nykor says.
Don't have a great skill for the navigation.

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Not the brightest torch in the courtyard, BK will resort to nimble acrobatics to scout for a way to the next portal.
acrobatics: 1d20 + 6 ⇒ (14) + 6 = 20
He actually enjoys the disorienting effect, much like a child on a roller coaster.

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BK detects the way to the nearest elemental portal which will be referred to as B3

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"I see it! I see it!"
BK climbs down from his perch and starts leading the way.

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So soldiers. Let's move in this direction. In order.
The hobgoblin shows the direction where Banterknell is going to.

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BK leads you to B3
Due to the proximity of the planes, the area leading up to the currently inactive portals of the Planes of Earth and Fire have merged into one stony and fiery path whose rocks give off considerable heat. Runes pulsing with light litter the surfaces of the stones. Occasionally, flames flicker
from the carved symbols.
Perceptions to Search.

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Nykor looks around, wary of the flames.
Perc: 1d20 + 6 ⇒ (8) + 6 = 14

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Search (Perception, Trained) w/ Darkvision: 1d20 + 5 ⇒ (16) + 5 = 21
Hyphy gets close to the flames, tests them with his mushy tendrils...

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1d20 + 6 ⇒ (12) + 6 = 18
Reaching the gate Bk does not even pause but hurries up to the path and peers intently at it, as if by looking hard enough the runes will make sense to him. But, sadly, runes are not his thing.
'I wonder what the runes say."

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Hyphae is the first to find small loose agates fragments on the floor, worth about 7 gp, and a hunter’s bane talisman. No sign of the wisps though.
Maybe you may need to do more Navigate the Maze of the Open Road activities to find more portals.

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BK eyes the ring of leaves curiously.
Note: BK will take everything if you let him, so speak up if you want the hunter's bane as it would probably be better used by someone else.

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Let's find another portal. I follow you.

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Lendaru detects the location of another elemental portal and can lead you there.

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Bk follows, of course, and since nobody claimed the talisman, BK does.

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Nykor follows behind, wondering about this strange place and how far one can go here..

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As you enter this area - a mixture of air and water - a strong gale threatens to push them to look down or up. All of you must make an Athletics check to keep firm.
It also looks like you are looking at an inverted waterfall, or water-rise, that is 5ft high.

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athletics: 1d20 ⇒ 14

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"Whoa!!!" Nykor says. The ratfolk grabs onto a rock.
Ath: 1d20 + 3 ⇒ (19) + 3 = 22

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Athletics: 1d20 + 7 ⇒ (3) + 7 = 10

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BK fail - up or down?
Nykor - success
Horul - failure - up or down?