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Sense Motive: 1d20 + 10 ⇒ (2) + 10 = 12
Hah!
"Really? I wouldn't have thought... Well, I'm certainly not going to turn away a second set of eyes. You can take point with me."

GM Jhaeman |

No skilled woodsman or bounty hunter would be needed to find the trail of destruction the band of giants left on their march to Zoarth's castle; indeed, even the most narrow-sighted scribe couldn't help but notice the massive footprints, downed trees, and piles of refuse (bones and shredded hides) from meals had along the way.
Near sunset, a dark shape becomes visible above the horizon. It is serpentine and winds its way across the sky, wingless. It must be close to sixty feet long, with grayish-brown flesh like the rocky crags all around it. The creature has a massive reptilian head with black, angular horns and a single pair of claws. Scales like crusty armored plates cover its body. Most of the beast appears to be a long tail that ends in three spiky tendrils. Fortunately, it doesn't appear to be heading in your direction.
Because the signs are so obvious, you don't actually have to use Survival (Track) to follow them, and can move at normal speed.

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Part way through the afternoon Farrokh will have cast mage armor and overland flight on himself. If we don't run into any trouble before we make camp, he will also plan on casting the same set of overnight spells that he had been casting on himself during the trip to Zoarth's castle.
Farrokh gazes at the flying creature in the distance "I'm guessing that could be the dragon that Zoarth warned us to flee from or avoid?" he speculates. "We should keep a low profile until it's time to camp and then see if we can find somewhere to overnight that is not out in the open or is at least easy to hide. Xilt are we still able to make use of your pocket dimension?"
Farrokh will also see if he knows any more about the serpentine creature (I assume it's knowledge arcana?)...
knowledge (arcana) taking 10: 10 + 21 = 31

GM Jhaeman |

The Pathfinders discuss what to do--if anything--about the massive flying creature in the distance.

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"Hmm... Looks like some sort of crag linnorm." adds the wizard, squinting in the creatures direction before sharing his knowledge of such beasts (i.e. the information in the spoiler above).

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The wizard nods politely but wonders if the party could learn a little bit more about the creature than simply some cursory information.
Xilt casts a few spells of his own to get the skinny on the flying creature.
46 Knowledge arcana on a take 10.
Spells cast:
Heightened Awareness
Heroism
Page Bound Epiphany
Tzleztor (Overnight):
Endure Elements (24 hours)
Mage Armor (22 hours, CL 11, Extended)
False Life, Temp HP, CL 11, 22 hours extended: 1d10 + 10 ⇒ (5) + 10 = 15
Ablative Barrier (22 hours, CL 11, Extended)
Xilt (Overnight):
Endure Elements (24 hours)
Mage Armor (22 hours, CL 11, Extended)
False Life, Temp HP, CL 11, 22 hours extended: 1d10 + 10 ⇒ (5) + 10 = 15
Ablative Barrier (22 hours, CL 11, Extended)
Life Bubble (26 hours, CL 13)
Xilt (spells cast in the morning):
Overland Flight (11 hours)
Xilt (cast now):
Heroism (110 minutes)
Heightened Awareness (110 minutes)

Tzleztor |

Tzleztor looks on with curiosity as the two mages compare notes on the strange dragon-like creature.

GM Jhaeman |

Xilt ponders the distant creature for a moment.
@Everyone: The linnorm is currently flying parallel to the path you're taking. You can tell the mountainous terrain you're passing through provides ample cover if you want to try to keep out of sight while moving; if you stay in the open, of course, there's a chance it might notice you.

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For her part, Adeah tucks in her wings and stays among the boulders and foliage to avoid being noticed. Although it's certainly possible their group will end up squaring off against the enormous beast, she doesn't want to make that fight any more likely.
Stealth (if required), full speed: 1d20 + 15 ⇒ (18) + 15 = 33
Will go ahead and take the speed penalty so the trip doesn't take even longer.

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Xilt relays his extensive knowledge on the Craig Linnorm after confirming the information shared by Farrokh.
"Yes, we should take our time and stay hidden as we move forward. This creature is extremely dangerous. Its bite is deadly poisonous, it can see invisible and even ethereal creatures and cold iron weapons must be used to bypass its incredible recuperative powers."
I suggest that we move at half speed so that most people will be able to attempt to use stealth properly.

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"Agreed. We should use the cover provided by this terrain to keep out of sight of it." nods Farrokh.

GM Jhaeman |

Moving carefully and taking advantage of the terrain, the Pathfinders are able to advance while staying out of sight of the crag linnorm. Soon, it can be seen descending and then is out of sight. After a few more hours of walking, the sun begins to set.
Okay, that's Day 1 of following the tracks completed. Please state your nighttime routine/precautions. I'll quickly move us on to the next day if nothing unusual happens overnight.
Why are you reading my Super Sneaky GM Dice? Can't a guy have a little privacy?

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"I can attempt to be stealthy, but I'm not particularly good at it."
Anthys has a +3 Dex and -3 ACP, for a net +0 Stealth.
"I have few options against such a beast at range, unfortunately. I can use a bow but I am not a specialist in archery."

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"Thankfully the Decimverate carefully selected our team to make sure we had ranged capabilities, dear Anthys," answers Berato, looking at the two wizards and gunslinger walking with them. "Your role is to be the our unflinching shield and sword. It also helps that you are a tactical genius. Do not sell yourself short my friend."

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"To be fair I'm fairly sure Anthys is considerably more effective than me at at range. While my crossbow may have been extremely deadly in Adeah's hands that was all very much down to the skill of the user."
Once the party make camp Farrok will resume his usual routine of memorising and casting his standard set of long running spells right before sleeping (i.e. right of centered mind (24hrs), lucky number (24hrs), endure elements (24hrs), extended delay poison (20hrs), extended false life (20hrs), minor reversion x2 (24hrs), life bubble (20hrs))...
false life THP: 1d10 + 10 ⇒ (7) + 10 = 17
lucky number: 1d20 ⇒ 10
I assume we're using Xilt's pocket dimension again for camping?

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Adeah blushes and smiles. "Long hours of practice, that's all. But to Anthys's point, our ranged capabilities aren't great. My musket is only effective at a much closer range than most bows. I can't hope to hit the linnorm if it's more than 200 feet away-- and best if it's 40 or less. It's a deadly weapon, but lead bullets lose their speed quickly."

GM Jhaeman |

The second day's travel sees steady progress. Although there are rarely any real roads and rough terrain to navigate, there's no risk of losing the clear trail of the Jurn tribe--a score of giants makes a path like a herd of elephants!
Soon, burned cabins and slain farm animals come into view. Out of the corner of your eyes, you can see farmers and their families watching you warily at a distance. For them without shelter, the cold winds blowing across gray skies bring promise of even more suffering: sleet and freezing rain.

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"We should see if there is anything we can do to help them." suggests Farrokh, indicating with his head in the direction of the farmers.

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Adeah, servant of the goddess of championing the downtrodden, has already started to head in the farmers's direction, holding her arms up in a gesture of peace. "What happened?" she calls out from a safe distance (both to the farmers and to her company).

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"As it happens," Adeah responds, relaxing slightly and continuing forward, "my hunting party and I are after some giants ourselves. The ones that came this way. A bite or two would be most welcome, we've been living on trail rations for quite a while now. Did they take anything valuable we should look for?"

Tzleztor |

Tzleztor stays next to Xilt hovering easily in the air. He cannot resist the urge to boast a little.
"Giants. Yes, we kicked a raiding party's butts a couple days back. A whole bunch of them and a huge dinosaur too. They are big but most of them are pretty dumb."

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Xilt weakly shrugs seeing no need to parade his accomplishments.
"Well, if we are going to rest here anyways tonight I can summon some magical workers to help clear up the mess and maybe build some crude shelters for them. It is not much but it is something."
Tzleztor (Overnight):
Endure Elements (24 hours)
Mage Armor (22 hours, CL 11, Extended)
False Life, CL 11, Extended: 1d10 + 10 ⇒ (3) + 10 = 13
Ablative Barrier (22 hours, CL 11, Extended)
Xilt (Overnight):
Endure Elements (24 hours)
Mage Armor (22 hours, CL 11, Extended)
False Life, CL 11, Extended: 1d10 + 10 ⇒ (6) + 10 = 16
Ablative Barrier (22 hours, CL 11, Extended)
Life Bubble (26 hours, CL 13)
Xilt (spells cast in the morning):
Expended third level slot used to recharge Ember Staff.
Overland Flight (11 hours)

GM Jhaeman |

The farmers welcome you in and share what supplies they have. Obviously bitter and vengeful about the destruction of their homes and livelihoods (most of their livestock was slain and eaten), they're eager to hear about every cut, thrust, and parry that led to the demise of the giant raiding party. Xilt's offer to build crude shelters is eagerly assented to, with the incoming inclement weather making for an otherwise miserable night.
In the morning, six of the stouter farmers huddle together and agree on something. With clubs and pitchforks in hand, one of them announces: "We're going with you to hunt the rest! All those dumb brutes will learn they can't get away with marauding through the countryside!"
New day, but you don't have to worry about deducting a ration for this one if you share the farmers' fresh food.

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Anthys gratefully accepts the offer of hospitality.
The stories are all too familiar. Lastwall lacks the strength to fully defend every community, and the retreat of the Hordelines to the current borders serves as a record of the continued surrender of territory to the deprivations of marauders.
Here, at least, I will bring these marauders to justice.
"I understand your desire to join us. But please understand... we are not like you. We have training, weaponry, and magic beyond anything you can conceive of. I know this sounds arrogant, but it is the truth.
Let me put it this way: As a warrior, I stand a chance against a hill giant in single combat; as a raw recruit, I did not. Bravery and courage do matter, that is true, and I had them then, but so too do tactics, strategy, experience, and equipment.
I do not think you should come with us. I am sorry. If you would ignore me and insist on joining, then we should equip you with crossbows or the like."

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"I disagree strongly, my friend," Adeah says to Anthys. "Never let it be said that I discouraged fighting the good fight!"
She addresses the farmers. "You should know before we leave-- we're from the Pathfinder Society. Hunts like this one are what we do; what we're paid to do. But I think you're well aware of the danger ahead of you, and if you're willing to face it with us, I want to do everything I can to help you."

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As on previous nights Farrokh will cast his usual set of spells before sleeping (including extended ablative barrier this time which I managed to miss of my list last time)...
false life THP: 1d10 + 10 ⇒ (1) + 10 = 11
lucky number: 1d20 ⇒ 6
Farrokh looks at the farmers and then at their damaged homes and slain animals. He turns to his companions "If we are thinking of bringing these farmers with us I think we need to ascertain if they are likely to be a help or a hinderance to both us and themselves." he says in a low voice to avoid the farmers hearing his comments. "As I see it our main goal in following these giants is to find out why they attacked Zoarth's castle, and I wonder if bringing along a group of vengeful farmers could make that more tricky? It also occurs to me that if they come with us they will not be able to use their skills in repairing their damaged farms, and could even end up maimed or killed, which would leave their community in an even worse situation. On the other hand maybe they have skills an knowledge which could prove beneficial to our mission?"
Looking at the farmers do we get any idea of how competent they are as giant hunters?

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Berato thanks the village elders for the hospitality. After making a few rounds looking after the village's sick, he returns to the fold of the party and finds them in conversation with half a dozen stout men.
After listening in for a few moments, Berato says, "But what of your village, dear warriors? we surely appreciate your offer, but I believe your village needs you more at this moment. They'll need you to fight back any straggling giants coming this way should we be successful in breaking their horde. They'll also need you right now in preparing defenses, raising a palisade, and digging trenches and spiked pits in the meantime, before any giants even make their way here. I truly appreciate your offer though, and since you seem to be freemen not answering to any lord or mayor at this moment, we have no authority to stop you. Know that if you do insist in hunting giants with our party, however, then I will have the moral obligation to stay here with your elders, women and children trying to protect them and healing them should an attack fall unto your homes..."
Nodding to the village warriors, Berato turns to Anthys, and says, "Please inform me of their final decision; in the meantime I will try to help them establish a semblance of a field hospital should some action come their way."

GM Jhaeman |

"We want to fight!" shouts one, and the others raise their farm implements and shout "Huzzah!"
In game terms, you could assess these farmers as low-level commoners with only NPC class levels. Although certainly no match for a giant in combat, they may have their uses depending on what tasks you assign them. They seem bound and determined to come with you, so I'd need a Bluff, Diplomacy, or Intimidate check to dissuade them (I'm going to set a -2 circumstance penalty to the check as Adeah has already invited them).
Please continue the RP discussions amongst yourselves. You've all done a great job with your characterization, thanks. I'm now off on my training course, but I'll be back on the 25th to see what you decide.

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Xilt suspects that these farmers might be of some use after all. It would seem that providence has placed them directly on the party's path.
Never underestimate the power of the subplot of a module. :)
"Yes these people should certainly come with us. They must know the terrain much better than we do and might be of some help in the future. I will prepare some defensive magics in case they get into trouble in the upcoming combats."
Tzleztor (Overnight):
Endure Elements (24 hours)
Mage Armor (22 hours, CL 11, Extended)
False Life, CL 11, Temp Hp: 1d10 + 10 ⇒ (9) + 10 = 19
Ablative Barrier (22 hours, CL 11, Extended)
Xilt (Overnight):
Endure Elements (24 hours)
Mage Armor (22 hours, CL 11, Extended)
False Life, CL 11, Temp Hp: 1d10 + 10 ⇒ (2) + 10 = 12
Ablative Barrier (22 hours, CL 11, Extended)
Life Bubble (26 hours, CL 13)
Xilt (spells cast in the morning):
Expended third level slot used to recharge Ember Staff.
Overland Flight (11 hours)

Tzleztor |

Not one to be left out the jocular mephit pipes in.
"Sure Xilt. I can look out for them as well. Tell them when to jab and when to dodge and how to take cover."

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Berato thanks the village elders for the hospitality. After making a few rounds looking after the village's sick, he returns to the fold of the party and finds them in conversation with half a dozen stout men.
After listening in for a few moments, Berato says, "But what of your village, dear warriors? we surely appreciate your offer, but I believe your village needs you more at this moment. They'll need you to fight back any straggling giants coming this way should we be successful in breaking their horde. They'll also need you right now in preparing defenses, raising a palisade, and digging trenches and spiked pits in the meantime, before any giants even make their way here. I truly appreciate your offer though, and since you seem to be freemen not answering to any lord or mayor at this moment, we have no authority to stop you. Know that if you do insist in hunting giants with our party, however, then I will have the moral obligation to stay here with your elders, women and children trying to protect them and healing them should an attack fall unto your homes..."
Nodding to the village warriors, Berato turns to Anthys, and says, "Please inform me of their final decision; in the meantime I will try to help them establish a semblance of a field hospital should some action come their way."
Diplomacy: 1d20 + 17 ⇒ (15) + 17 = 32

GM Jhaeman |

There's some grumbling from the farmers full of righteous vengeance, but Berato's calm, sustained reason finally persuades them to relent and stay to rebuild what they can.
The remainder of this third day following the giants' tracks proves uneventful, and soon the sun begins to set once again . . .

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Assuming nothing happens before the party turn in for the night...
Just prior to going to sleep Farrokh completes his usual evening spellcasting routine.
false life THP: 1d10 + 10 ⇒ (9) + 10 = 19
lucky number: 1d20 ⇒ 14

GM Jhaeman |

A good night's sleep buoys the party's spirits as the Pathfinders set off on a fourth day retracing the giants' tracks.
Shortly after the midday meal, the routine of walking is disrupted: up ahead, a woman sits in front of a large tree, head bowed. Leaves and twigs tangle in her wild, brown hair and she appears to be sobbing! When she looks up, her face is stunningly beautiful despite her tears. “Please help me,” she implores. “I am a prisoner here.”
Usual morning routine: deduct a ration, restore HP=level, spells, etc.
The module does provide a picture of this woman, which I'll put on the Slides tomorrow.

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Is that a... dryad? Adeah examines the situation from a distance. "By, um, what exactly?"
Knowledge (nature?): 1d20 + 7 ⇒ (5) + 7 = 12 (+4 to identify abilities and weaknesses)
Perception: 1d20 + 16 ⇒ (11) + 16 = 27
Specifically wanting to know if the creature has any abilities that would give her statement some context. Also looking for anything tangible keeping her here.

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Xilt prepares his typical selection of spells for the day.
Tzleztor (Overnight):
Endure Elements (24 hours)
Mage Armor (22 hours, CL 11, Extended)
False Life, CL 11, Extended,Temp HP: 1d10 + 10 ⇒ (6) + 10 = 16
Ablative Barrier (22 hours, CL 11, Extended)
Xilt (Overnight):
Endure Elements (24 hours)
Mage Armor (22 hours, CL 11, Extended)
False Life, CL 11, Extended,Temp HP: 1d10 + 10 ⇒ (6) + 10 = 16
Ablative Barrier (22 hours, CL 11, Extended)
Life Bubble (26 hours, CL 13)
Xilt (spells cast in the morning):
Expended third level slot used to recharge Ember Staff.
Overland Flight (11 hours)
The wizard casts a spell to heighten his senses before examining the woman at a distance. He has encountered plants that look like trapped women on previous adventures so he is naturally wary.
Heightened Awareness is cast.
24 Knowledge Nature (on a take 10).
Knowledge Local check would be 27, Knowledge Arcana or Planes would be 34, Knowledge Dungeoneering would be 31.

Tzleztor |

Tzleztor is no fool either but he understands that it is at least theoretically possible that this woman is actually for real. Still his voice drips with sarcasm at the cliche situation.
The mephit just shrugs.
"Your typical damsel in distress. I guess for a humanoid she would be considered pretty but honestly you people just all look weird to me."
Knowledge Nature: 1d20 + 1 ⇒ (2) + 1 = 3

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Farrokh likewise makes use of his wand of heightened awareness seeing if he can discern anything about the woman...
knowledge (taking 10) + HA: 10 + 2 = 12 +21 for arcana or nature, or +8 for dungeoneering, local, planes or religion.
He also glances around to see if he spots anything else of note in the area...
perception (taking 10): 10 + 23 = 33

GM Jhaeman |

The woman responds to Adeah: "By a satyr named Naazza! He has kidnapped me, Th'telis, and forced me to be his wife through enchantment magic! Because of this magic, I must stay in this spot until he returns, and the only way the spell can be broken is if I were to give him a magical ring!"
A picture of this woman is now on Slide # 3.

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Farrokh looks puzzled "How was he able to kidnap you, I thought dryads were unable to stray from their tree?".

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Upon hearing Farrokh refer to her as a dryad, Berato shakes his head in disappointment, and says, "Milady, our quarrel is not with the fey, but with giants of the Jurn tribe. We wish not to play games of deception with you, but if you could help us with information about the Jurn tribe, we could be very generous unto you or your cause, and that, willingly."
Diplomacy, vs fey: 1d20 + 17 + 2 ⇒ (17) + 17 + 2 = 36

GM Jhaeman |

Th'telis nods at Farrokh. "I am indeed a dryad, and that's why his magical tricks work on me! I've been able to slip free of his mind-control enchantments these past few minutes, but he must be on his way back! Please hurry and give me a magical ring before it's too late!"
Then, from somewhere deeper in the forest, comes a shout. "Who's speaking to my slave-wife?!? Do not give her anything, as she must remain bound to me forever!" A haunting melody is carried toward you by the wind, sending a shiver down your back just before a figure emerges about sixty feet away: a man with the furry legs of a goat and a set of curling ram horns extending from his temples!
Everyone needs to attempt a DC 20 Will save vs a mind-affecting fear effect. If you fail the save, you are panicked. If you make the save, you are shaken for 1 round.

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will save: 1d20 + 12 ⇒ (8) + 12 = 20

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Will save: 1d20 + 16 ⇒ (1) + 16 = 17

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I swear I've never played this adventure, it's just that she claimed she was trapped while sitting next to a tree so that was where my brain went.
Adeah's first instinct is more correct than her own eyes. The strange woman, who is to all appearances a perfectly normal human, admits to being a dryad after all.
Will: 1d20 + 12 ⇒ (17) + 12 = 29
"Hey, don't go far!" she calls out to Berato.
Casting remove fear on Berato, suppressing the panic for 10 minutes.
"I don't have any magic rings to give you," she tells the dryad. "But I do want to free you." She manifests her musket from out of her glove. "Should we get rid of your husband for you? Permanently?"

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Xilt attempts to resist. He is shook up a little bit but he holds his ground.
Will save: 1d20 + 13 ⇒ (17) + 13 = 30

Tzleztor |
1 person marked this as a favorite. |

Tzleztor tries to resist the fey magics. Like his master he does not need to flee.
Will Save: 1d20 + 7 ⇒ (19) + 7 = 26
The plucky mephit tries to act all tough but it is quite obvious to all that he is still at least a little frightened by the haunting melody.
"Hmph. That satyr is not all that. I have heard scarier."
I thought that he would be running for sure. The dice surprise you sometimes. :)

GM Jhaeman |

Berato starts to panic from the unnerving, haunting melodies of the panpipes before Adeah quickly counters it with courage-inspiring magic.
The dryad, Th'telis, looks startled as she replies to Adeah's offer to "permanently" deal with the danger. "There's . . . no need for violence. If you don't have a magic ring, I think any magical jewelry will be enough to set me free. Please hurry, I can feel his mental domination returning to cloud my mind already!"
Meanwhile, the sound of the haunting melody grows more distant as the goat-legged figure turns and sprints away into the brush, disappearing from sight!
Anthys, we still need a Will save from you.
Naazza S: 1d20 + 19 ⇒ (4) + 19 = 23
Th'telis B: 1d20 + 13 ⇒ (18) + 13 = 31

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No map, so I'm going to assume Anthys was adjacent to 2 PCs, for a +3 Shake it Off bonus with the Ring. He'll also use Scion of the Lost Empire for another +3.
Will: 1d20 + 8 + 3 + 3 ⇒ (17) + 8 + 3 + 3 = 31
Anthys is a bit rattled, but not panicked.