
DoubleGold |

Tamran is a city that can only be described as “ramshackle.” Built upon piers and pilings, it overlooks the marshlands where the Marideth River meets Lake Encarthan. While other cities—and even a great many towns—might be more impressive in terms of grandeur, Tamran has grit and tenacity. The Ashfall Lodge, too, displays this tenacity; being without a leader for some time, it still stands, balanced on three cypress trees. The doors open and a pair of leshies emerge, one covered in small yellow fruit, the other a lotus root draped in blue leaves. “Ah the Pathfinder agents, I presume,” questions one covered in fruit. The other chimes in before anyone can answer.
“Of course they are. No one else ever comes here. Come in, you lot, don’t let that one’s fancy manners put you off!”
“Fancy manners? Basic decency is not fancy!” the first replies, clearly annoyed. The two bicker as only friends can while leading the guests into the lodge. As all arrive at a large office, a third voice, stern and strong silences them.
“Pattypan, Bogs, you’re both causing our agents trouble. Set
aside your disagreement for now, please.” A feminine ghoran, a humanoid seemingly made of plants, stands and waves everyone into her office. She motions to some seats around a large table with a map of Nirmathas rolled out atop it. Once everyone has had a chance to sit, the fruit leshy speaks up. “Oh, we forgot introductions! I’m Pattypan of Gold Bits.” They then point to the other leshy. “That’s Bog’s Companion,” he nods at being introduced. “And that,” Pattypan points to the ghoran, “is Venture-Captain—” Bog’s Companion cuts them off “She’s not a venture-captain.”
“She might as well be.”
“But she’s not.” And the bickering begins anew.
The not-venture-captain sighs. “Best to just leave them to it. I’m Anemone. Bog’s right, though, I’m no venture-captain, but I’m pretty accomplished in my own right. Enough so that I’ve been put in charge of this operation anyway.” She smiles warmly. “Anyway, we should get down to business. The Fangwood Forest to our west holds within it a leshy graveyard called the Compost Forest, a special burial site for their kind. It’s looked over by a small settlement called the Compost Watch. I believe they’re in trouble. Serious trouble.” She pauses and points to a location within the forest on the map. “We’ve received a distress signal from them. They wouldn’t call upon outsiders unless the need was dire, and with the Gravelands nearby, who knows what terror they might be facing? I’ll need you all to find out. Before we proceed do you have any questions?"

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A kobold with silvery scales rushes towards the rest of the group. "Am I late? I'm usually late. Barbering easier with less yelling and squirming!"
He flicks a razor open and closed inattentively as he continues, "I am Tieri. I will care for your medical and grooming needs on this trip." He lowers his voice slightly, "...and maybe dentistry? If it comes up. Just need to ask."
Tieri has a holster for the razor on his belt, as well as a set of sharpened throwing rings. His shield also looks to have been modified to deal damage. He wears a tattered and stained white coat over a well-worn set of leathers.

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A little girl carrying a rag doll comes in. The little girl looks at Tieri and says "Late, you're late. For a very important date. No time to say 'Hello'. Goodbye. We're late. Hello. We're Alice. Just point us in the right direction, please," she says as she curtseys.

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The Tengu looks at the late incoming kobold. A mission with late oncoming pathfinders and with a briefing given by a non venture-captain... What else?
So they have to help some leshys in a forest. With undead around of course. Fortunately the archaeologist had already practiced a mission in the Gravelands. But the fact there is an issue with a burial site is n't a good news.
My name's Chupko. What is special in this burial site please? And how does it look? tombs near each others? Mausoleum? Underground?

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"Ooo! Heehee! Mrs. Crinkle's finally here, dearies!" A plump, petite elderly human woman bustles into the room, vigorously shaking everyone's hands with a surprisingly firm grip. A glint of chainmail peeks out from under her absolutely ridiculously enormous blood-red sweater dress, which is gathered and tied in random lumpy bunches all over to keep it from falling right off her and to prevent her from tripping on it.
(Imagine Mrs. Claus wearing a large, lumpy blanket for a dress.)
When she greets the leshies, she coos: "Oh, hello, dearies. I just love your descriptive names! I chose my name for the crinkles around my eyes when I smile. Heehee!"
She brushes her hands together, getting down to business. "Now, what exactly did their distress signal say?"

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A tallish man with simple homespun robes approaches the group. "Well met, Pathfinders," he says, bowing, "I am Loong Laohu, but you may call me Tiger, as my name can be a mouthful." he says with a smile.

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Tieri looks over his teammates and mumbles to himself. "no teeth... no teeth... maybe teeth... not sure about leshies."
"What do you know about site? Any things with nasty bites we might run into?"

DoubleGold |

She answers questions. Anemone gestures at the tree leaves through the nearby window. “Signals sent through the root networks tree pollen and the like. Excellent for making sure a warning gets out but not for specifics, like the nature of a threat. Sorry I don’t know what you’ll face there Tieri.”

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Mrs. Crinkle's eyes light up as Tiger approaches. "Ooo, tall and handsome! My kind of guy! Welcome, Tiger dearie. Rawr! Heehee!" She giggles and gives him a wink before turning back to the briefing.
“Signals sent through the root networks tree pollen and the like. Excellent for making sure a warning gets out but not for specifics, like the nature of a threat. Sorry I don’t know what you’ll face there Tieri.”
"OooOoo! A mystery! Be ready for anything, dearies! Say, what sorts of things are normally there? Regular beasties? Abominations? Do the undead stray there often? We want to be prepared! Heehee!" Mrs. Crinkle rubs her hands together gleefully, as if this is all a game.

DoubleGold |
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Don't really know, sorry.
Don't forget lores reduce dcs by 2, crit success means you win by 10. Doing these in spoilers given my situation with my computer and limited time.
Critical Success The Whispering Way is a secret society that
allies with Tar-Baphon. Its agents seek to spread undeath
quietly and secretly. Understanding their foes gives the
PCs +1 initiative in the fight against The Heartwood Rots in
encounter D2 or D4 on page 14 and 18, respectively.
Success The Whispering Tyrant, Tar-Baphon, controls the
Gravelands to Nirmathas’ north. He’s raising an undead
army and conquering nearby lands.
Handout #1: Letter from Valais Durant
Greetings Pathfinder Agents,
I hope this letter finds you well. When Anemone told us of her need for aid, I knew we had to send
some of our best. The Compost Watch holds a sacred, thankless duty, and we owe it to them to render
whatever aid we can. If you can protect them in any way, please do. I’d like you to minimize loss of
life as much as possible with whatever crisis they’re facing.
I wish you all the best of luck,
Valais Durant
Handout #2: Letter from Urwal
Pathfinders,
The stars have been cryptic of late, but with Anemone’s request
I believe I have come to understand them. Find the lantern. It’s
a powerful ritual component that twists primal energies. It should
not be out there. Bring it back.
—Urwal

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Tierie reads the letters and then waits for the smarter people on the team to add context.

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Diplomacy: 1d20 + 11 ⇒ (11) + 11 = 22
"The CompostWatch is decently famous in leshy circles. Some feel it is every leshy’s duty to spend at least a year or two helping protect the sacred burial grounds."

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Undead Lore: 1d20 + 12 ⇒ (16) + 12 = 28
The Alices speak to one another in whispers, until finally the little girl relates, "The Whispering Way is a secret society allied with Tar-Baphon. Its agents seek to spread undeath quietly and secretly. Tar-Baphon, controls the Gravelands to Nirmathas’ north. He’s raising an undead army and conquering nearby lands."

DoubleGold |

Tierie reads the letters and then waits for the smarter people on the team to add context.
There is a 20 on every virtual d20 roll. If you crit succeed you get a bonus to certain rolls during your encounters in this scenario. If your crit fail here, you will just believe something hilarious which I will post. You do not need to be trained in diplomacy to use it, so everyone can roll diplomacy. Nature and religion yes, but diplomacy, No.

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Diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27
I've nothing more to add.
Nature: 1d20 + 10 ⇒ (15) + 10 = 25
Many leshies who feel their animating spirit’s departure coming travel to the sacred grounds of the Compost Forest, in hopes they may help to nourish the incredible trees and other plant life therein.
Religion: 1d20 + 10 ⇒ (16) + 10 = 26
The Whispering Tyrant, Tar-Baphon, controls the Gravelands to Nirmathas’ north. He’s raising an undead army and conquering nearby lands. The Whispering Way is a secret society that allies with Tar-Baphon. Its agents seek to spread undeath quietly and secretly. Understanding their foes gives the PCs +1 initiative in the fight against The Heartwood Rots.

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Society DC 18 to Recall Knowledge: 1d20 + 7 ⇒ (16) + 7 = 23
Mrs. Crinkle doesn't know anything that hasn't already been said, so she focuses on Urwal's letter. "Ooo! It's a finding game! I know! Let's make it a contest! Everyone else has to buy a drink for whoever finds the lantern first. I'll warn you: that prize sounds mighty fine to me! Heehee!" A curious thought pops into her head: Ooo, I wonder how it warps the primal energies. Will it have an effect on me? ... Nah! Mine's alchemical--heehee!
Mrs. Crinkle would like to purchase 2 minor healing potions for a total of 8 gp, if that's possible.

DoubleGold |

A. Into the Woods
The map is clear, and there’s little trouble following it for the majority of the trip. However, as the site on the map marked the Compost Forest draws closer, the smells of natural woods give way to that of rot.
Roll init When I get the map up, place yourselves in the box where it says pcs start here. I have to ask another DM to add the slides for me cause the computer I'm using won't add them. Luckily there is another DM dming this, I'll ask if you can copy and paste the maps and handouts.
my maps
I think I'm missing one person for challenge ratings

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Stealth init, Including scouting bonus if someone does: 1d20 + 15 + 1 ⇒ (2) + 15 + 1 = 18
As I can't place a token if I'm not sitting at my computer, if needed please place me at the back

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Initiative (Exploration Scout, unless someone else is doing it): 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30
Your slides are set on 'view only'. I've requested to edit. But, even so, they are completely blank.

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Tieri is scouting because, you know, being in the front.
Initiative: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23

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Initiative (Perception): 1d20 + 8 ⇒ (11) + 8 = 19
Mrs. Crinkle's Exploration Activity was Defend, so she has her shield raised at the start of combat. AC 23 for now.

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Stealth Init, Scout bonus?: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
-1 if nobody is scouting

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Posted to map. Rawr (hee hee) :)

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◆ Act together
The little girl will drop the doll on the ground as a free action, the rag doll will cast Boost Eidolon on the little girl, who will then move toward the southernmost Zombie.
◆ The little girl will strike at the Zombie: 1d20 + 15 ⇒ (9) + 15 = 24for: 2d8 + 4 + 4 ⇒ (3, 7) + 4 + 4 = 18 bludgeoning damage.
◆ The little girl will strike at the Zombie: 1d20 + 15 - 5 ⇒ (18) + 15 - 5 = 28for: 2d8 + 4 + 4 ⇒ (7, 4) + 4 + 4 = 19 bludgeoning damage.

DoubleGold |

That hits the zombie once then crits it. It strike back hit: 2d20 ⇒ (15, 16) = 31 +12 and +7, does 27 and 23 hit? dmg: 1d12 + 8 ⇒ (9) + 8 = 17 and fort save dc 21. The other two zombies, marked z on the map get into melee with u, but that is all their actions. all heroes except Alice are fort save for each hit, dmg is dmg: 1d12 + 8 ⇒ (5) + 8 = 13 2nd hit

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"Dead things should stop moving!" Mrs. Crinkle cries. Her voice deepens as her body suddenly begins to grow. Silvery fur sprouts all over her skin, a snout sprouts from her face, and her petite frame now towers above everyone in the group*. Unfortunately, her blood red sweater dress doesn't grow with the rest of her. Instead, the slipknots holding the odd-looking bunches untie, but even that amount of extra give isn't enough. The cute little old lady has turned into a large bipedal wolf in an obscenely itsy-bitsy red minidress. It's a darn good thing she's covered in fur!
* Size change is just for flavor. She goes from a petite medium creature to a maxed-out medium creature.
Mrs. Wolfy Crinkly bounds toward the zombie that Alice started pummeling, tongue lolling over gleaming white teeth. Skidding to a halt, she snaps at the zombie, attempting to trip it, then punches it for good measure. "Yuck! This salad's gone bad!"
Bite to Trip, Level Bump: 1d20 + 11 ⇒ (11) + 11 = 22
Fist, MAP, Level Bump: 1d20 + 7 ⇒ (13) + 7 = 20
Bludgeoning Damage, Level Bump: 1d6 + 7 ⇒ (6) + 7 = 13
◇ Quick-Tempered, ◆ Stride, ◆ Trip, ◆ Strike

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Tieri rushes to the poppet's defense. Along the way, he notices Mrs. Crinkle's transformation. "My, what big teeth you have!"
◆ Stride
◆ Snagging Strike
+1 Striking War Razor: 1d20 + 13 ⇒ (3) + 13 = 16
Slashing Damage: 2d4 + 2 ⇒ (4, 2) + 2 = 8
If this Strike hits, the target is off-guard until the start of your next turn or until it's no longer within the reach of your hand, whichever comes first.
◆ Combat Grab
+1 Striking War Razor: 1d20 + 13 - 4 ⇒ (18) + 13 - 4 = 27
Slashing Damage: 2d4 + 2 ⇒ (1, 1) + 2 = 4
If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first.

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The Tengu draws his shortsword and targets one of the zombies which still hasn't act.
Needle darts, surprise attack (vs off guard): 1d20 + 12 ⇒ (7) + 12 = 19
Damage, sneak: 5d4 + 2d6 ⇒ (2, 3, 1, 1, 2) + (5, 6) = 20

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Tiger moves up to one of the weak zombie leshies and punches them twice.
Fist Attack: 1d20 + 15 ⇒ (13) + 15 = 28 for Bludgeoning Damage: 2d6 + 3 ⇒ (1, 1) + 3 = 5 plus 1d6 Persistent Vitality Damage Crit - Double Damage
Fist Attack, MAP, Agile: 1d20 + 11 ⇒ (20) + 11 = 31 for Bludgeoning Damage: 2d6 + 3 ⇒ (3, 2) + 3 = 8 plus 1d6 Persistent Vitality Damage Crit doubled to 16
Crit - Double Damage
Assuming both strikes hit, combine damage before applying weaknesses or resistances
◆◆ Stride
◆ Flurry of Blows

DoubleGold |

Ms crinkle trips then bites the zombie.The tooth fairie finishes off the zombie with 2 slashes, also finds out it is weak to slashing. Chupko and Loong team upon a weak zombie. Loong crits twice. It still alive, it acts hit: 1d20 + 10 ⇒ (11) + 10 = 21 misses Loong hit: 1d20 + 5 ⇒ (11) + 5 = 16 the other one double moves. I can’t move them now, the one time I had access to a computer Paizo was in maintenance. All Z’s are in melee with Alice with one of them dead. All Ws are in melee with Loong. Alice you have zombie rot, but I need that 2nd fort save cause you could go to stage 2. Stage 1 does nothing. And you are up.

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Fort save w/Constructed: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33
◆ Act Together
The Rag Doll will Boost Eidolon
The Little girl will Strike: 1d20 + 15 ⇒ (13) + 15 = 28for: 2d8 + 4 + 4 ⇒ (3, 2) + 4 + 4 = 13
◆ The Rag Doll will use Assurance to Battle Medicine themselves at the Expert level for: 2d8 + 10 ⇒ (5, 6) + 10 = 21
◆ The Little girl will Strike: 1d20 + 15 - 5 ⇒ (12) + 15 - 5 = 22for: 2d8 + 4 + 4 ⇒ (8, 7) + 4 + 4 = 23

DoubleGold |

Alice crits then hits the zombie, the 2 zombies go. hit: 1d20 + 12 ⇒ (9) + 12 = 21 hit: 1d20 + 7 ⇒ (2) + 7 = 9
hit: 1d20 + 12 ⇒ (3) + 12 = 15 hit: 1d20 + 7 ⇒ (10) + 7 = 17
So 3 hits, meaning 3 more fort save also total blunt damage with fists dmg: 3d12 + 24 ⇒ (5, 3, 2) + 24 = 34
All heroes except Alice are up

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Mrs. Crinkle steps between the two zombies that have converged on her, snapping her jaws and flinging a meaty paw at the zombie with cyan-colored fungi covering half its body.
Bite vs. Cyan, level bump: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Piercing damage: 1d10 + 6 ⇒ (8) + 6 = 14
Fist vs. Cyan, level bump, MAP: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Bludgeoning damage: 1d4 + 6 ⇒ (3) + 6 = 9
◆ Step, ◆ Strike, ◆ Strike

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Tiger drops into a combat stance and slashes at Pink twice with his "claws".
Tiger Claw: 1d20 + 15 ⇒ (13) + 15 = 28 for Slashing Damage: 2d8 + 3 ⇒ (8, 5) + 3 = 16 plus 1d6 Persistent Vitality Damage Crit - Double Damage + 1d4 Persistent Bleed
Tiger Claw, MAP, Agile: 1d20 + 11 ⇒ (10) + 11 = 21 for Slashing Damage: 2d8 + 3 ⇒ (6, 5) + 3 = 14 plus 1d6 Persistent Vitality Damage Crit - Double Damage + 1d4 Persistent Bleed
He then steps to the north to get out of the flank.
◆ Tiger Stance
◆ Flurry
◆ Step (10' step from Tiger Stance)

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Re-posting Chupko's post from the Discussion Tab:
The Tengu moves forward to cast a spell throwing a sharp stone towards the Weak Zombie.
Telekinetic projectile: 1d20+12
Damage, slashing: 4d6

DoubleGold |

Never figured out how much persistent vitality damage that weak zombie too last turn dmg: 2d6 ⇒ (2, 4) = 6 Loong kills the weak zombie with the first tiger claw. The other one is a hit on the other zombie for 24. Mrs. Crinkle hits regular zombie several times but it is still up. Chupko then hits a weak zombie hard, but it still alive. fist: 1d20 + 10 ⇒ (11) + 10 = 21 vs Loong hit: 1d20 + 5 ⇒ (6) + 5 = 11 does not hit loon Alice is up

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◆◆ Act Together
The rag doll will do a two-action Soothe on herself for: 3d10 + 12 ⇒ (1, 10, 1) + 12 = 24 healing.
The little girl will move to flank the cyan zombie.
◆ The little girl will strike: 1d20 + 15 ⇒ (2) + 15 = 17for: 2d8 + 4 ⇒ (6, 8) + 4 = 18

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Which one is dead-dead (as opposed to UN-dead)?

DoubleGold |

Alice heals herself and hits the zombie square.
Was finally able to delete that weak zombie hits on alice: 2d20 ⇒ (10, 5) = 15 +12 and +7 to hit, so 27 and 12 to hit, crit and miss
hit: 2d20 ⇒ (19, 8) = 27 +12 and +7, yeah they focus on one target, crit and miss.
You realize these things have a slow speed right and slowed 1? Move and shoot, you won't risk zombie rot that way.
dmg: 1d12 + 8 ⇒ (2) + 8 = 10 X2 crit
dmg: 1d12 + 8 ⇒ (9) + 8 = 17 X2 crit and 2 fort saves all heroes are up

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Tiger steps up to Red, slashes at it twice and steps away.
Tiger Claw: 1d20 + 15 ⇒ (13) + 15 = 28 for Slashing Damage: 2d8 + 3 ⇒ (7, 5) + 3 = 15 plus 1d6 Persistent Vitality Damage Crit - Double Damage + 1d4 Persistent Bleed
Tiger Claw, MAP, Agile: 1d20 + 11 ⇒ (6) + 11 = 17 for Slashing Damage: 2d8 + 3 ⇒ (7, 7) + 3 = 17 plus 1d6 Persistent Vitality Damage Crit - Double Damage + 1d4 Persistent Bleed
◆ Step
◆ Flurry
◆ Step

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Stab, stab stab the stupid zombies.
If Black goes down before the end of the turn, Tieri will Step west and continue on Cyan.
◆ Snagging Strike
+1 Striking War Razor: 1d20 + 13 ⇒ (4) + 13 = 17
Slashing Damage: 2d4 + 2 ⇒ (3, 4) + 2 = 9
If this Strike hits, the target is off-guard until the start of your next turn or until it's no longer within the reach of your hand, whichever comes first.
◆ Combat Grab
+1 Striking War Razor: 1d20 + 13 - 4 ⇒ (20) + 13 - 4 = 29
Slashing Damage: 2d4 + 2 ⇒ (3, 2) + 2 = 7
If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first.
◆ Strike
+1 Striking War Razor: 1d20 + 13 - 8 ⇒ (15) + 13 - 8 = 20
Slashing Damage: 2d4 + 2 ⇒ (1, 4) + 2 = 7
Deadly Die on Combat Grab: 1d8 ⇒ 6

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"Stubborn rotten salad! You're nasty!" Wolfy Mrs. Crinkle's insults are rather inane, but her snapping jaws are truly frightening. She bites and swipes at the zombie with cyan fungus, then steps back so they can't flank her easily, tongue lolling and slavering.
Bite vs. Cyan zombie: 1d20 + 9 ⇒ (18) + 9 = 27
Piercing damage: 1d10 + 6 ⇒ (5) + 6 = 11
Fist vs. Cyan zombie, MAP: 1d20 + 5 ⇒ (7) + 5 = 12
Bludgeoning damage: 1d4 + 6 ⇒ (1) + 6 = 7
◆ Strike, ◆ Strike, ◆ Step

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Once again the Tengu casts a spell throwing a sharp stone towards the Weak Zombie.
Telekinetic projectile: 1d20 + 12 ⇒ (16) + 12 = 28
Damage, slashing: 4d6 ⇒ (4, 5, 5, 1) = 15