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Please dot (add a post) in here and then delete your post to add yourself to this campaign.
1) I am based in Southeast Asia (UTC +8) so my posting hours may be unusual (especially for those in North America). I usually update at least one or twice per day. Just to keep the game moving, please post at least once every day and at least once during the weekend.
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Tuesday/Thursdays - all day, as they are the 2 busiest days of my work week
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8) Let's have some fun and tell a great story together! After all, that's what we are here for.

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Your adventure begins in the Pathfinder encampment located near the Tskikha iruxi enclave. While waiting for the Venture Captain to arrive, you take the time to get to know your traveling companions.
Please introduce yourselves here
If you've played the 2 Intros from Season 3 (99-01 and 99-02), you're bound to remember these folks :)

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A halfling woman with a headscarf and plain clothes waves. There appears to be a fish in her hands.
"Greetings! I'm Glenda. Was down on my luck and moping next to a river after my food cart burnt down when a fish flew up and slapped me. Not sure why it chose me to get attached to. Been using it to earn some coin as it likes being thrown around and well.. slapping folks. For some reason it also produces vegetables. Pleasure to meet you all!" the halfling woman says.

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Wearing a breastplate and carrying an orc necksplitter at the belt the orc appears threatening but this gear is in fact intented to protect himself because héla a wandering merchant looking to open new roses and markets.
Nice. On my side it’s less exotic. We the orcs are moré common indeed. But my name’s Loommpecker. I’m a wandering merchant on the whole Golarion.

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An elven cleric of Nethys eyes the others critically, not at all thrown by a magical fish.
Achurius is a middle aged elf, though, as with most elves, that is not immediately apparent. He is dressed in worn and comfortable clothes and about the only weapon you can see is a staff with the emblem of Nethys on the head of it.
"Greetings. I am Achurius, a scholar, mostly of the ways of magic, but all knowledge is useful. What forms of magic do you all use? Is the fish your magical focus, Glenda?"
He casts a Read Aura to examine the fish.

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"Pleased to meet you two! I'm not sure about forms of magic. I guess Fishy is... water is the main form I suppose!" Glenda says.

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Cirri shoots right up. "I'm awake! I'm awake!" She stretches her gray wings.
"Oh, I didn't see you! I'm Cirri Merryweather. Pleased to meet you." She hops around and shakes everyone's hands (or politely bows if they would prefer not to shake.)
"Water? Cool!" Cirri conjures a few bubbles within her hands. "I've been learning a lot about water and air manipulation- Parent says it comes from deriving sound and causing vibrations. Uncle thinks it could be used on metal, but I'm still working on that."
"If you have any staves, scrolls or wands that manipulate water or air, I can probably use them. I wanted to buy a few scrolls but this was a bit more interesting." She taps the circular amulet around her neck, currently sporting the image of a winged person flapping and shooting gusts of wind around the perimeter. "Useful if we need a sudden gust of wind."

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Achurius is not sure how a sudden gust of wind might help, unless it is a pretty big gust, but since it is magic he nods his head approvingly.

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Lesley finishes cleaning her weapon before she joins the group. She then ties her hair into a bun and puts on her shieldmarshal hat.
"Lesley Hart. A pleasure to be part of this group for this mission." she introduces herself. Her eyes then shift to the fish Glenda is holding. She is curious about what it looks like when the fish is slapping people.

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A small green creature composed of plants and topped with a lotus blossom bows deeply.
"Hello! My name is Cascading Rapids, though you may call me Cascade or Cas or Cade or essentially anything else you wish. I am acquainted with iruxi enclaves, and will endeavor to keep everyone safe on this mission. Most of you are very tall!"
This observation may not seem correct to people who are more than three feet tall themselves.

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"Ah, Pathfinders! Apologies for the delay. I was just informed of your arrival. Shall we head over to the Iruxi enclave?"
Venture-Captain Lolly Adafish leads the way from the Pathfinder encampment to the Tskikha iruxi enclave. The iruxi village takes advantage of any raised areas it can find, all structures built upon raised platforms. At the edge of town stands a pyramid with a fan placed atop that shimmers with energy. An iruxi stands guard at each side of the pyramid's base. Lolly leads the way through a town in chaos as groups of elemental scamps fly about. She stops when she arrives at Chief Thakik's hut. After politely announcing her arrival, she beckons to be followed as she enters.
Inside the hut are the village leader and another iruxi. Chief Thakik greets the new Pathfinders, introducing herself and her trusted advisor Kazuuk. She then lays out the problem. "Pathfinders, I apologize that we must ask for your help again, but we are at our wit's end with these scamps. At first, it was just a few, but it's as if the elemental fan draws these creatures to it. Each day, more arrive. They seem to be competing with each other to both be closest to the fan and to be in a position to protect it." She sighs, rubbing her temple as if fighting a headache. "These scamps are causing such a ruckus, and even if their intentions are good, the chaos they bring to my village is not! I have asked Kazuuk to guide you through town and pinpoint areas where your assistance would be appreciated."
"Please, take care; do not just attack these creatures. They can be reasoned with. We'd rather have them around than some larger, less-friendly threat. It's only their inclination towards mischief that's a problem. Any questions?"

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Achurius's Lore 1 (T): 1d20 + 6 ⇒ (18) + 6 = 24 (PFS)
Cascading Rapids's PFS Lore (T): 1d20 + 5 ⇒ (12) + 5 = 17
Lesley Hart's Society (E): 1d20 + 9 ⇒ (20) + 9 = 29
Cirri Merryweather's Pathfinder Society Lore (T): 1d20 + 5 ⇒ (16) + 5 = 21
Loompecker's Pathfinder Lore (T): 1d20 + 5 ⇒ (5) + 5 = 10
Achurius's Nature (T): 1d20 + 9 ⇒ (12) + 9 = 21
Cirri Merryweather's Nature (T): 1d20 + 5 ⇒ (6) + 5 = 11
Cascading Rapids's Nature (T): 1d20 + 9 ⇒ (5) + 9 = 14
Glenda Huckleberry's Nature (T): 1d20 + 7 ⇒ (8) + 7 = 15
Loompecker's Arcana (T): 1d20 + 5 ⇒ (19) + 5 = 24
Lesley Hart's Arcana (T): 1d20 + 7 ⇒ (5) + 7 = 12
This knowledge grants you a +1 circumstance bonus to any check made against a planar hazard.

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"Mmm. I see..." Cirri is transfixed on the fan. "An elemental fan, you said? I guess it would attract forces of the elemental planes. It brought some of us over, didn't it?" She giggles and winks at Glenda.
"We'll do what we can to make sure the elementals know their limits. I'm ready."

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Not understanding what is meant when Cirri said 'brought some of us over', but makes a mental note to follow up later.
"We will do our best to sooth these creatures."

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"Sounds doable. Would be interesting to see what this fan is like... can one be a fan of a fan?" Glenda says. Fishy jumps around, excited.

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"I am prepared for peaceful interaction with adorable creatures. This elemental fan is a new addition?"

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"It looks to me that the fan has made your village safe, but planar instabilities are still possible. I assume your village is periodically plagued by planar incursions? Like these scamps, perhaps." Lesley shars what she knows to the group.

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Chief Thakik is attempting to convince the scamps of her plans of cooperation with you in earshot, and participating if they choose, when some of the younger scamps begin to get into a heated argument. They begin pushing and shoving each other, causing the iruxis and elemental creatures present to move away.
The argument seems to be getting worse when Lolly gets your attention. "Well, don’t just stand there," she exclaims, "try to get them to stop!"
You can calm the scamps down with Diplomacy, Athletics or Intimidation. Each PC has time to make 2 checks. You need 6 successes to prevent a fight from breaking out

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"Now.. calm down! Let's discuss this.. unless someone wants to get slapped by a fish..."
Diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14
Intimidation: 1d20 + 10 ⇒ (6) + 10 = 16

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The orc remains calm and asks them simply: Please it’s not fair to act like this. You should calm down and Côme here to discuss.
Diplomacy, first attempt: 1d20 + 11 ⇒ (16) + 11 = 27
Diplomacy, second attempt: 1d20 + 11 ⇒ (3) + 11 = 14

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"I shall intervene physically to separate them!"
Athletics: 1d20 + 7 ⇒ (8) + 7 = 15
Athletics: 1d20 + 7 ⇒ (18) + 7 = 25

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More inclined to peaceful interventions, Achurius attempts to distract and persuade them with elemental manipulations. Well, kind of elementals as he uses Void Warp to try to focus their attention.
diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27
diplomacy: 1d20 + 7 ⇒ (8) + 7 = 15
"Fascinating, no? You can always play later, but give the man your attention for now."

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"Oh! Dad would be great at this. So would Par, just not as much. Me, even worse."
Athletics: 1d20 + 1 + 2 ⇒ (16) + 1 + 2 = 19
Athletics: 1d20 + 1 + 2 ⇒ (2) + 1 + 2 = 5
Untrained Improvisation: Cirri has a level-2 Proficiency bonus to all of her Untrained skills.
Cirri leaps in to assist Cas and separate the scamps, generating waves of water to keep them away. "Everyone relax, or no fan for anyone!"
Then she falls flat on her face and squawks.

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Athletics, Hero Point: 1d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Cirri's face is still in the ground, but maybe she didn't annoy the scamps along the way.

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Lesley is untrained on all those skills with +0 modifier
Lesley looks at the situation at hand. She scratches her head, unsure on what she can do.
She will pass to Fail this part, rather than take the chance to get a Crit Fail.

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Glenda attempts to talk the scamps down, even going as far as threatening to smack them with Fishy. The scamps pointedly ignore her.
Loompecker and Achurius both manage to calm the scamps down... for about five minutes before they start pushing and shoving each other again. Cascading Rapids wades into the fray and begins trying to separate the scamps but there are simply too many to physically manhandle.
Cirri attempts to aid Cascading Rapids but slips and face plants in front of the scamps. Lesley looks on but can't really figure out what to do.
Finally the scamps have had enough of the tall humans trying to get them to stop. They form a swarm and gang up on the Pathfinders. Two other scamps notice the upcoming chaos and join the fun.
Achurius's Initiative using Detect Magic: 1d20 + 18 ⇒ (8) + 18 = 26
Cirri Merryweather's Initiative using Scout: 1d20 + 6 ⇒ (19) + 6 = 25
Loompecker's Initiative using Search: 1d20 + 8 ⇒ (10) + 8 = 18
Cascading Rapids's Initiative using Defend: 1d20 + 10 ⇒ (8) + 10 = 18
Lesley Hart's Initiative using Avoid Notice: 1d20 + 9 ⇒ (10) + 9 = 19
Glenda Huckleberry's Initiative using Search: 1d20 + 8 ⇒ (2) + 8 = 10
Swarm: 1d20 + 8 ⇒ (9) + 8 = 17
Blue: 1d20 + 3 ⇒ (15) + 3 = 18
Green: 1d20 + 3 ⇒ (10) + 3 = 13
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COMBAT TRACKER
Round: 1
Tactical Map
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Those with ** may go
**Achurius - AC 16, 33/33
**Cirri Merryweather - AC 19, 44/44
**Lesley Hart - AC 19 (20 w/buckler), 28/28
Blue
Loompecker - AC 20, 42/42
Cascading Rapids - AC 22 (24 w/shield), 56/56
Swarm
Green
Glenda Huckleberry - AC 21, 54/54

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"Oh, that's bad! Um... try to just knock them out."
Cirri calls upon the sea and bubbles begin to form within 10 feet of her. They coalesce into a ball of water and she hurls it at the swarm like a boulder.
Water Blast, Nonlethal: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11
Bludgeoning Damage, Thrown 20 ft: 1d8 + 2 ⇒ (3) + 2 = 5
It splashes against a rock outside of the camp. "Wind, heed my call! Help me and my allies move with haste!"
Cirri gets herself a bit closer. Glenda, Cascading Rapids and Leslie Hart feel the wind beneath their feet. Where will they move?
RIGHT NOW, Glenda, Cascading Rapids and Leslie Hart can Stride up to half of their speed.
◆ Raise Kinetic Aura
◇ >Weapon Infusion<: Thrown
◇ Elemental Blast vs Swarm
◆◆ >Four Winds<: Cirri, Glenda, Cascading Rapids and Leslie Hart
◇ Cirri Strides via Four Winds

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Achurius sighs and moves back, looking for weaknesses in their opponents, and preparing himself to cast one of his healing spells when necessary.
*move
*recall knowledge (arcana) on swarm: 1d20 + 8 ⇒ (1) + 8 = 9
*recall knowledge (arcana) on scamp: 1d20 + 8 ⇒ (7) + 8 = 15

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Arcana vs Swarm: 1d20 + 8 ⇒ (18) + 8 = 26
Arcana vs Scamp: 1d20 + 8 ⇒ (4) + 8 = 12
Stealth: 1d20 + 8 ⇒ (7) + 8 = 15
Cirri hurls a ball of water at the swarm but misses. She also summons the winds to help her party.
"Whee!!" the baby scamps cheer as they see the water ball fly by.
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COMBAT TRACKER
Round: 1
Tactical Map
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Those with ** may go
Achurius - AC 16, 33/33
Cirri Merryweather - AC 19, 44/44
**Lesley Hart - AC 19 (20 w/buckler), 28/28
Blue
Loompecker - AC 20, 42/42
Cascading Rapids - AC 22 (24 w/shield), 56/56
Swarm
Green
Glenda Huckleberry - AC 21, 54/54

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Lesley sighs. She thinks it is inevitable. She quickly draws her weapon and moves past behind the hut closest to them and shoots Blue. "I will handle those behind." she shouts to others. She makes sure she only hits them to impale rather than kill them.
+1 Triggerbrand - Ranged Attack, Nonlethal: 1d20 + 11 - 2 ⇒ (14) + 11 - 2 = 23 vs Blue
Damage: 1d4 + 1 ⇒ (4) + 1 = 5 B/P (concussive) damage (nonlethal)
She then gets closer while reloading.
◇ Spring the Trap - Interact to draw a combination weapon and set it to melee or ranged mode. On your first turn, your movement and ranged attacks don't trigger reactions that are normally triggered by movement or a ranged attack (such as Reactive Strike).
◆ Stride
◆ Strike (with Triggerbrand on ranged mode)
◆ Touch and Go - Step toward an enemy, you can Interact to change your weapon between melee or ranged modes, and you then Interact to reload.

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Lesley moves to get a better shot and shoots Blue, hitting it.
Blue moves up to return the favor.
Claw vs Lesley AC 19: 1d20 + 8 ⇒ (14) + 8 = 22 for Piercing: 1d6 ⇒ 4 plus Thorn Puncture
Blue swipes at Lesley with a claw. The claw connects. The scamp breaks off the claw and leaves it in the wound, causing it to bleed.
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COMBAT TRACKER
Round: 1
Tactical Map
After your Turn:
DC 15 Flat Check vs 1 Persistent Bleed: Lesley
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Those with ** may go
Achurius - AC 16, 33/33
Cirri Merryweather - AC 19, 44/44
Lesley Hart - AC 19 (20 w/buckler), 24/28 (1 persistent bleed)
Blue (-5)
**Loompecker - AC 20, 42/42
**Cascading Rapids - AC 22 (24 w/shield), 56/56
Swarm
Green
Glenda Huckleberry - AC 21, 54/54
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CONDITIONS AND EFFECTS REFERENCE
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The scamp breaks off one of its thornlike claws in the target's skin, dealing 1 persistent bleed damage until the thorn is removed, which requires an Interact action. This damage is cumulative with each thorn caught in a creature's skin.

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"Small adorable plant, your current behavior is not acceptable. It is not tolerable for your to harm the iruxi, who have not harmed you."
The leshy moves forward to help Lesley, mostly keeping his shield between himself and the scamp. Except his fist. That goes in front of his shield to pummel the scamp.
◆ Raise Shield
◆ Stride
◆ Cast Inner Upheaval Fist (nonlethal): 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18 for bludgeoning damage: 2d6 + 1 ⇒ (6, 4) + 1 = 11 and force damage: 1d6 ⇒ 5 and Fist (nonlethal): 1d20 + 11 + 1 - 4 ⇒ (8) + 11 + 1 - 4 = 16 for bludgeoning damage: 2d6 + 1 ⇒ (5, 3) + 1 = 9 and force damage: 1d6 ⇒ 1. If both attacks hit, combine the damage for resistance/weakness. If at least one attack hits, DC 20 Fort vs Stunned 1 (Incapacitation, Stunned 3 on crit fail) from Stunning Blows.
↺ Shield Block or Stand Still, whichever comes up first
On a crit, the move action is disrupted.

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Unsure seeing some of his companions trying not to hurt the enemies the orc draws his necksplitter, searches for the swarm's weaknesses and moves himself.
Esoteric lore: 1d20 + 11 ⇒ (2) + 11 = 13
If needed ↺ Amulet's Abeyance (Resistance 5 to all damage)

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Cascading Rapids steps up and smacks some sense into Blue. Blue immediately screams "Ok ok!! I'm sorry!" and surrenders.
Loompecker moves in and draws his weapon
As the swarm moves, a rift opens between the Universe and the Elemental
Planes, hovering above the battlefield. The wind grows fierce as a small planar fissure opens, blowing around leaves and creatures alike
N, NE, E, SE, S, SW, W, NW: 1d8 ⇒ 3
The wind suddenly picks up, blowing hard from the east. It's difficult for you to keep your footing.
Each player needs to make a DC 18 Reflex Save
The swarm heads for Cirri and surround her, buffeting her with their wings.
Energy Damage; DC 17 Basic Reflex: 3d4 ⇒ (2, 3, 1) = 6
Energy Damage; DC 17 Basic Reflex: 3d4 ⇒ (2, 2, 4) = 8
Green moves up and slashes at Lesley and Cascading Rapids with its claws.
C,L: 1d2 ⇒ 1
Claw vs Cascading Rapids AC22 : 1d20 + 8 ⇒ (17) + 8 = 25 for Piercing: 1d6 ⇒ 3 plus Thorn Puncture
Claw vs Lesley AC 19, MAP: 1d20 + 3 ⇒ (12) + 3 = 15 for Piercing: 1d6 ⇒ 5 plus Thorn Puncture

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COMBAT TRACKER
Round: 1-2
Tactical Map
Special Conditions:Disable the Instability
DC 18 Arcana/Nature/Thievery (trained) to disable the planar energies (2 actions)
Successes: 0/3
Before your Turn:
DC 18 Reflex vs Wind: Cirri, Lesley, Achurius, Loompecker, Cascading Rapids, Glenda
DC 17 Basic Reflex vs 6 Energy: Cirri
DC 17 Basic Reflex vs 8 Energy: Cirri
After your Turn:
DC 15 Flat Check vs 1 Persistent Bleed: Lesley, Cascading Rapids
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Those with ** may go
-2-
**Achurius - AC 16, 33/33
**Cirri Merryweather - AC 19, 44/44
**Lesley Hart - AC 19 (20 w/buckler), 24/28 (1 persistent bleed)
**Loompecker - AC 20, 42/42
**Cascading Rapids - AC 22 (24 w/shield), 53/56 (1 persistent bleed)
-1-
Swarm
Planar Instability
Green
**Glenda Huckleberry - AC 21, 54/54
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CONDITIONS AND EFFECTS REFERENCE
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CS: Unaffected
S: Moved 5' in the direction the wind is blowing
F: Moved 10' in the direction the wind is blowing; Knocked Prone
CF: As F plus Stunned 1
The scamp breaks off one of its thornlike claws in the target's skin, dealing 1 persistent bleed damage until the thorn is removed, which requires an Interact action. This damage is cumulative with each thorn caught in a creature's skin.

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DC 18 Reflex save: 1d20 + 10 ⇒ (9) + 10 = 19 vs Wind
Lesley stands her ground against the blowing wind, but still not strong enough that she is pushed toward Cascading Rapids.
Lesley steps back. She shoots her target one more time.
+1 Triggerbrand - Ranged Attack: 1d20 + 11 ⇒ (15) + 11 = 26 vs Green
Damage: 1d4 + 1 ⇒ (4) + 1 = 5 B/P (concussive) damage
If Crit: Fatal d8: 1d8 ⇒ 8 B/P (concussive) damage plus 1d8 ⇒ 6 additional damage
"Can somebody turn off that big blower?" Lesley tells her allies. shrugging at the thorn pierced on her skin.
◆ Step
◆ Strike
◆ Touch and Go - Step toward an enemy, you can Interact to change your weapon between melee or ranged modes, and you then Interact to reload. (change to melee mode)
DC 15 Flat check: 1d20 ⇒ 15 vs persistent bleed

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Lesley is blown against one of the buildings but manages to shoot Green. Green screams, "You are better!! I'm sorry I caused trouble!" and surrenders.
Oh shoot. Sorry, stopping the persistent bleed requires removing the thorn (1 interact action). So Lesley is still bleeding.
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COMBAT TRACKER
Round: 1-2
Tactical Map
Special Conditions: Disable the Instability
DC 18 Arcana/Nature/Thievery (trained) to disable the planar energies (2 actions)
Successes: 0/3
Before your Turn:
DC 18 Reflex vs Wind: Cirri, Achurius, Loompecker, Cascading Rapids, Glenda
DC 17 Basic Reflex vs 6 Energy: Cirri
DC 17 Basic Reflex vs 8 Energy: Cirri
After your Turn:
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Those with ** may go
-2-
**Achurius - AC 16, 33/33
**Cirri Merryweather - AC 19, 44/44
Lesley Hart - AC 19 (20 w/buckler), 23/28 (1 persistent bleed)
**Loompecker - AC 20, 42/42
**Cascading Rapids - AC 22 (24 w/shield), 53/56 (1 persistent bleed)
-1-
Swarm
Planar Instability
**Glenda Huckleberry - AC 21, 54/54
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CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: Unaffected
S: Moved 5' in the direction the wind is blowing
F: Moved 10' in the direction the wind is blowing; Knocked Prone
CF: As F plus Stunned 1
The scamp breaks off one of its thornlike claws in the target's skin, dealing 1 persistent bleed damage until the thorn is removed, which requires an Interact action. This damage is cumulative with each thorn caught in a creature's skin.

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Reflex: 1d20 + 8 ⇒ (18) + 8 = 26
The orc tries to resist to the wind but is quite pushed away a bit.
Then he tries to disable the instability but he was not concentrated because of the wind.
Nature: 1d20 + 5 ⇒ (4) + 5 = 9

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The winds are picking up.
Reflex: 1d20 + 9 ⇒ (4) + 9 = 13
Cirri naturally spreads her wings to catch it and let it hurl her Westward. Never let a good gust go to waste. Even if it topples you over.
Her face in the mud, Cirri realizes she has to calm the winds. But first, elemental critters descend upon her.
Reflex: 1d20 + 9 ⇒ (19) + 9 = 28 0 damage
Reflex: 1d20 + 9 ⇒ (1) + 9 = 10 16 damage
Still prone, she crawls towards the planar rift. "Okay, okay. Everything should be in moderation. Calm down."
Thievery: 1d20 + 7 ⇒ (7) + 7 = 14
"...or not..."
◇ Fail Reflex Save vs Nature, knocked Prone, forced 10 ft West (left)
◇ Crit Success vs Swarm
◇ Crit Failure vs Swarm
◆ Crawl
◆◆ Disable Planar Instability, Failure

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reflex save: 1d20 + 6 ⇒ (5) + 6 = 11
Achurius is knocked on his derrière and flung 10' west (icon updated on map). He decides it is not worth getting up and remains on the ground. Seeing Cirri take damage, he concentrates on a healing spell and heals her for 2d10 + 16 ⇒ (7, 6) + 16 = 29 (all better!)
**heal
*crawl closer

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Reflex: 1d20 + 12 ⇒ (17) + 12 = 29
↺ Shield Block; does preventing the damage prevent Thorn Puncture?
"My, what a delightful breeze!" Cascade cheerfully bellows into the wings as he deflects a thorny claw with his shield, "Though that is quite rude, you know."
He hurries towards the rift as he sees the other Pathfinders scattered. "Well, if you insist."
◆ Stride
◆◆ Disable Nature: 1d20 + 9 ⇒ (11) + 9 = 20

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Reflex: 1d20 + 11 ⇒ (20) + 11 = 31
"Whoa.. these winds!" she says. She lowers her head and steps in. "What do you think Fishy.."
◆ Stride
◆◆ Disable Nature: Nature: 1d20 + 7 ⇒ (18) + 7 = 25

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Cascading Rapids blocks the claw with his shield, causing the scamp to break off its claw in the steel. No damage, hence no bleed. Still, if you think about it, it's quite a hit!
Cascading Rapids enjoys the breeze and attempts to disable the planar instability. You note that the wind appears to be a bit weaker. Glenda is also unmoved by the winds and attempts to disable the rift. She succeeds and the winds appear to weaken still.
Cirri gets knocked down and moved westwards. She tries to get out of the swarm of beating wings but doesn't quite make it out unscathed. Fortunately, Achurius sees her get buffeted and heals her. Cirri and Loompecker try to close the rift but neither succeeds. Loompecker almost manages to hold his ground but loses his footing at the last second and gets moved back 5'.
N, NE, E, SE, S, SW, W, NW: 1d8 ⇒ 8
As Cirri, Glenda and Cascading Rapids close on the planar rift, a strong strong wind tries to blow them away! This is a reaction of the planar rift -- when a non-elemental creature comes w/in 20', it blows everyone within 20' away
More strong wind comes out of the northwest and try to blow everyone off their feet. This one affects everyone.
The scamp swarm is caught unprepared by the wind and is blown to the southeast. It sees Loompecker and goes after him.
Energy; DC 17 Basic Reflex: 3d4 ⇒ (4, 1, 1) = 6
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COMBAT TRACKER
Round: 2-3
Tactical Map
Special Conditions: Disable the Instability
DC 18 Arcana/Nature/Thievery (trained) to disable the planar energies (2 actions)
Successes: 2/3
Before your Turn:
DC 18 Reflex vs Wind: Cirri, Achurius, Loompecker, Glenda, Cascading Rapids, Lesley
DC 18 Reflex vs Wind: Cirri, Glenda, Cascading Rapids
DC 17 Basic Reflex vs 6 Energy: Loompecker
After your Turn:
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Those with ** may go
-3-
**Achurius - AC 16, 33/33
**Cirri Merryweather - AC 19, 44/44
**Lesley Hart - AC 19 (20 w/buckler), 23/28 (1 persistent bleed)
**Loompecker - AC 20, 42/42
**Cascading Rapids - AC 22 (24 w/shield), 56/56 (AC 24; Shield: H5, 20/20)
-2-
Swarm
Planar Instability
**Glenda Huckleberry - AC 21, 54/54
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: Unaffected
S: Moved 5' in the direction the wind is blowing
F: Moved 10' in the direction the wind is blowing; Knocked Prone
CF: As F plus Stunned 1
The scamp breaks off one of its thornlike claws in the target's skin, dealing 1 persistent bleed damage until the thorn is removed, which requires an Interact action. This damage is cumulative with each thorn caught in a creature's skin.

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Reflex: 1d20 + 11 ⇒ (10) + 11 = 21
Reflex: 1d20 + 11 ⇒ (17) + 11 = 28
"Hang.. on!" she says. Fishy tries to deflect the wind around them.
◆ Stride
◆◆ Disable Nature: Nature: Nature: 1d20 + 7 ⇒ (3) + 7 = 10

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DC 18 Reflex save: 1d20 + 10 ⇒ (13) + 10 = 23 vs Wind Success, 5 ft SE
Lesley is pushed southeastward which makes her closer to the swarm. She then slashes the swarm with the blade of her weapon.
+1 Triggerbrand - Melee Attack: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d6 ⇒ 3 P/S damage
Failing to hit even one in the swarm, she draws a shield and raises it.
◆ Strike
◆ Interact to draw Buckler Shield
◆ Raise Buckler Shield

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DC 18 Reflex vs Wind: 1d20 + 6 ⇒ (15) + 6 = 21
Achuius will stand up and attempt to reduce the winds. He stumbles a little to the southeast but manages to keep his footing (icon updated).
DC 18 Nature: 1d20 + 9 ⇒ (9) + 9 = 18

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"Oh! More wind!"
Reflex: 1d20 + 9 ⇒ (15) + 9 = 24
Reflex: 1d20 + 9 ⇒ (19) + 9 = 28
Cirri spreads her wings and enjoys the breeze.
Then she continues crawling up to the instability.
Thievery: 1d20 + 7 ⇒ (16) + 7 = 23
"Too much of a good thing is bad. That's what Dad says when he overeats." Cirri's not the best trapper but she can infer plenty. Grab some rocks here, a leaf for the wind, maybe a few twigs to represent woodland, put them in the right spot and... presto! The instability should be stabilized.
◇ Success, pushed 5 feet
◇ Critical Success, not moved
◆ Crawl
◆◆ Disable Instability