
GM_Colin |

The whispering get louder as more spirit surrounds you guys.
"The elk are merely a taste of what Mother Bloodleaf has to offer, but I know you come prepared." says the calm spirit.
"NO! DON'T YOU DARE SPEAKS THE NAME OF YOU-KNOW-WHO!" the top one screams.
"You are asking questions as if we remember much from our past life. How nice." the bottom one scorns, "Anything else you wish to say? We're dead, not alive, gone with the wind. You can't help us."
"No, but they can help the forest as a whole, where we reside." says the calm one, "But you need to give us a better reason for us to help you."
Each of you can make your pitch to one spirit, and one spirit only. However, multple PC can try to persuade the same spirit. By persuade I do mean rolling Diplomacy check as well. Depends on how you construct your argument, it might or might not help your case depending on the spirit's preference.
Aggressive Spirit
You can tell that it dislikes aggressive methods that try to intimidate the spirit or demonstrate the might of yours.
Sense Motive DC18
You figure that it likes emotional and reassuring tactics that convince it that the you will do all that you can to help and protect the spirits.
Joker Spirit
You think it dislikes methods that appeal to emotions or garner empathy.
Sense Motive DC18
You can tell that it likes tactics that use reason and logic to convince the spirit that helping you is the best course of action to help the spirits as a whole.
Calm Spirit
You got the feeling that it dislikes methods that try to use reason and logic to convince the spirit that helping you is the best course of action.
Sense Motive DC18
You fathom that it appreciates actics that demonstrate the power of the yours or that describe how you will vanquish the blight and make Mother
Bloodleaf pay.

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Sense Motive: 1d20 + 7 ⇒ (7) + 7 = 14
Sense Motive: 1d20 + 7 ⇒ (20) + 7 = 27
Sense Motive: 1d20 + 7 ⇒ (7) + 7 = 14
Having got a sense for the middle spirit, Niocholu explains. "Come prepared, we have. And whole you may among the dead already, you can be assuring that this blight be dealt with swiftly and effectively. Pathfinders deal with undead before. You help us, many spirits be out to rest. Move on. Helping us is helping you and spirits as a whole."
Diplomacy: 1d20 - 1 ⇒ (6) - 1 = 5

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Renardagnan tries to concentrate on what the spirits want instead of his own desires.
Sense Motive: 1d20 - 1 ⇒ (16) - 1 = 15
Sense Motive: 1d20 - 1 ⇒ (16) - 1 = 15
Sense Motive: 1d20 - 1 ⇒ (10) - 1 = 9
The sense motives are not in the same order as the masks on the tree, it seems, it's a bit confusing.
He tries to soothe the aggressive spirit. "We will show corrrect courrtly rrespect to this 'you-know-who', and as you seem to know them well, we would apprreciate yourr guidance how to do it. We arre herre to prrotect, and as the grreat generrals wrrote, the best victorry is one gotten without battle."
Diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28

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In the order listed above by GM.
Sense Motive: 1d20 + 1 ⇒ (16) + 1 = 17
Sense Motive: 1d20 + 1 ⇒ (1) + 1 = 2
Sense Motive: 1d20 + 1 ⇒ (16) + 1 = 17
Auray feels it's easier to convince the calm spirit. "Yes, we are powerful and ready. We are trained and well-equipped. We took down those sick elks in under half a minute. So why not let us give it a try? Whatever this 'Mother Bloodleaf' is, we'll face it."
Diplomacy: 1d20 - 1 ⇒ (1) - 1 = 0

Kyra for8-99 |
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Kyra attempts to persuade the spirit at the bottom."Guiding wandering souls to their rest is a sacred duty of we who serve Sarenrae. I will do all in my power to bring light and solace to every lost spirit in this land.” Kayla speaks while pressing her hand on the holy symbol .“And so, I humbly beseech youto offer us even the smallest measure of aid in return."

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Even though Armoa is not good at understanding others true thought. She could convice others in her own way.
She looks at the calm spirit: "Because we are pathfinders. We get involved in different kinds of difficulties and overcame them. For example, I rescued an azta from the evil (S4-19). We have the ability to help. Also, we pathfinders has good connections with all diferent kinds cuz we love making friends. We can ultilize those relationships when it is necessary. Overall, you could see our ablility, resources and determination to resolve the issue in this forest.
Diplo: 1d20 + 9 ⇒ (2) + 9 = 11

GM_Colin |

The sense motives are not in the same order as the masks on the tree, it seems, it's a bit confusing.
Sorry, was listing them in the order that they are presented in the scenario PDF.
And your previous roll was not in vain, I would count them as well.
You guys have manage to persuade the angry spirit to be a little bit less angry now and help you dealing with Mother Bloodleaf. The calm spirit ackowledge the martial prowess of you and your teammates scatter around the forest (a.k.a higher tier table), and agrees to help as well.
I see Kyra rolling for the joker spirit but I didn't see any Diplomacy check.

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sense motive: 1d20 + 4 ⇒ (9) + 4 = 13
sense motive: 1d20 + 4 ⇒ (10) + 4 = 14
sense motive: 1d20 + 4 ⇒ (17) + 4 = 21
Eglia is unable to 'read' anything off of the joker spirit, but seeing the others are already helpful, she uses Kyra's words as inspiration.
"We will indeed help comfort weary wandering souls to the best of our ability and would appreciate your aid."
diplomacy: 1d20 + 1 ⇒ (16) + 1 = 17

DM Carbide |

Even though much of the forest withers from some evil curse, eager faces flow from tree to tree as the friendly, whispering spirits encourage their would-be saviors onward.
Table GMs, the Helpful Spirits effect is in play.

GM_Colin |

Eglia and Kyra managed to work through its facade of jokes, and convinced the joker spirit to help you.
"Very well then, we shall guide you to the center of the blight." the calm spirit speaks. The three spirits starts to manifest from trees to trees to lead you through the forest, and numerous spirits follow behind you.

GM_Colin |

As the team travel toward the blight’s heart, the spirits suddenly freeze in place as a burly middle-aged man with the ears and legs of a goat steps out from behind a tree!
He grins and waves his hand. “Ho there, adventurers! I got bored waiting, so I think we should have some fun! Don’t worry, this won’t take long. I wouldn’t want you to miss the main event, and I plan to have a front-row seat. Oh, where are my manners? The name’s Grimpfkin. So, what do you say? Do you choose to test your speed or might?”
Picture of Grimpfkin is up in slide 1
This creature is a Seilenos, CN Medium fey. It has constant Haste and True Seeing and 13 other at-will SLA, some quickened 6th level spells, and a few 1/day 4th, 6th, 7th, and 9th level spells.

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A token attempt at a Knowledge check.
Knowledge(Nature): 1d20 + 9 ⇒ (5) + 9 = 14
Auray has no clue what this strange humanoid creature is, but it seems like someone important—or at least someone not to mess with.
Noticing its polite demeanor and lack of aggression, Auray decides to play along and responds in kind: "Alright, what do you want us to show you? And what's in it for us?"

GM_Colin |

"Well, I supposed a brief overview of the test is warranted, if Taldan languages convey so little information.
Speed means swiftness, rapidity in moving and traveling; and in the context of your test, that means navigating through various terrains in the forest.
Might means the superior power or strength, and one that must be shown through combat."
he drinks from his mug and awaits your answer, "Now, what do my new-found adventurere friends would like to be tested on? I shall reward you with my blessing, if you past the test(s)."

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"If Niocholu understands you for correctly, then 'Might' is preferred for securing of reward." The barbarian suggests.

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"It is betterr to be swift and accurrate I say. I can jump over lazy dogs orr battle any beast. Both ways arre fine. What do you prrefer, ladies?" Renardagnan asks the rest of the group, while giving his non-opinion.

GM_Colin |

For the sake of time, the option that has 3 votes first would be the one we go for.

GM_Colin |

Test of Might it is then. I assumed Renardagnan is healed up during the walk? Whoever is doing the healing please explicitly state so, just to keeping track of wand charge expenditure. You can take average for CLW ( 5, 6, 5 ,6 alternate) or you can roll. Please let me know if you wish not to be healed.
Grimpfkin nods approvingly after hearing your decision, and salutes the PCs with his mug, then turns to lead you deeper into the woods.
After about 5 minutes of travel, they reach a clearing surrounded by both towering trees and 8-foot-tall mushrooms. Toward the center looms a menacing shape, and the seilenos whispers to you, “Go ahead, I’m sure that great heroes like you will be fine.”
ROARRRRRR! The monster screams for COMBAT!
New battle map is up in slide 1
Init(Eglia): 1d20 + 3 ⇒ (3) + 3 = 6
Init(Renardagnan): 1d20 + 6 ⇒ (5) + 6 = 11
Init(Aroma): 1d20 + 4 ⇒ (2) + 4 = 6
Init(Niocholu): 1d20 + 1 ⇒ (10) + 1 = 11
Init(Auray): 1d20 + 2 ⇒ (17) + 2 = 19
Init(Kyra): 1d20 + 0 ⇒ (15) + 0 = 15
Monster init: 1d20 + 4 ⇒ (7) + 4 = 11
Initiative, round 1
==========
Auray
Kyra
Renardagnan
-----
Monster
-----
Niocholu
Aroma
Eglia
==========
Bold are up!

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"Maybe I should accept yourr offerr of healing if it is combat we arre heading to", Renardagnan says to his companions on the way to the test.
"Ha! Crruel corrrupted crreaturre, death is thy destiny", he says, takes aim with his musket, and squeezes the trigger.
Attack: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7 Damage (bludgeoning, piercing): 1d12 + 4 ⇒ (5) + 4 = 9 Spending 2 grit to get touch AC beyond first increment and charisma to damage.
There is no boom, just a fizzle as the gun doesn't fire.
"I'll fix that laterr. Fiendishly flourishing fencing it is!" he says, drops the musket and pulls out his rapier.
Parry and riposte again if attacked.
Parry: 1d20 + 8 ⇒ (7) + 8 = 15
Riposte: 1d20 + 8 ⇒ (6) + 8 = 14Damage: 1d6 + 4 ⇒ (4) + 4 = 8

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Knowledge(Local): 1d20 + 8 ⇒ (19) + 8 = 27
Auray quickly shares what she knows with her teammates: "That’s a Moss Troll. Good news is, my bombs' fire can shut down its regeneration easily."
She moves to an open position without cover, draws her longbow, and shoots a Tangleshot Arrow at the distant troll, just in case it charges.
Attack(Touch): 1d20 + 4 - 1 ⇒ (18) + 4 - 1 = 21
It’ll be entangled and need to make a DC 10 Reflex save to avoid getting stuck to the ground.

GM_Colin |

1d20 + 5 ⇒ (2) + 5 = 7
1d20 + 3 ⇒ (16) + 3 = 19
Auray managed to glue the troll to the ground, but the troll easily burst out from the tangling goos. It then moves toward the group.
Initiative, round 1
==========
Auray
Kyra
Renardagnan
-----
Monster entangled
-----
Niocholu
Aroma
Eglia
==========
Bold are up!

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Eager to engage in the fight, Niocholu rushes forward with his pick.
Full round Charge

GM_Colin |

Eager to engage in the fight, Niocholu rushes forward with his pick.
Full round Charge
There should be an attack roll if you're charging

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Niocholu the Useful wrote:There should be an attack roll if you're chargingEager to engage in the fight, Niocholu rushes forward with his pick.
Full round Charge
Understood. I was still editing when you posted andam on phone
Melee miner's pick (improvised weapon +2 trait bonus on attack rolls, unarmed enemies flat-footed) w/charge: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Damage (P): 1d6 + 6 ⇒ (2) + 6 = 8
Confirm?: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Add Damage (P): 1d6 + 6 ⇒ (5) + 6 = 11

GM_Colin |

You're missing the +2 from charge and would have confirm the crit, alas....
Trip AoO: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18
Niocholu is not as patient as Aroma and charge forward with his pick. The troll uses its long arm to trip Niocholu on his approach as AoO, causing Niocholu to head slam into the ground.
Initiative, round 1
==========
Auray
Kyra
Renardagnan
-----
Moss Troll entangled
-----
Niocholu prone
Aroma
Eglia
==========
Bold are up!

GM_Colin |

BOTTING Eglia: Eglia RUN toward the opposite side of the troll, getting ready for a flanking charge later.
Initiative, round 2
==========
Auray
Kyra
Renardagnan
-----
Moss Troll entangled
-----
Niocholu prone
Aroma readying
Eglia
==========
Bold are up!

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Auray steps forward and hurls an Explosive Bomb at the troll.
Attack(touch, 30ft.): 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Damage(fire): 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
ongoing fire damage: 1d6 ⇒ 1

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"A tricky tree! A challenge to dodge!" Renardagnan says as he sees Niocholu tripped. He runs closer, then jumps into a roll to avoid the branches.
Acrobatics (tumble): 1d20 + 11 ⇒ (3) + 11 = 14
Parry: 1d20 + 8 ⇒ (19) + 8 = 27
Riposte: 1d20 + 8 ⇒ (12) + 8 = 20Damage: 1d6 + 4 ⇒ (4) + 4 = 8

GM_Colin |

Renardagnan safely makes his way to the front, while Auray's bomb explodes on the troll, set it on fire. The troll lets out a painful scream, then channel all its anger at the prone barbarian! After a bite and two claws, Nicholu is already bloody.
1d20 + 5 - 2 + 4 ⇒ (16) + 5 - 2 + 4 = 23 1d4 + 3 ⇒ (4) + 3 = 7
1d20 + 5 - 2 + 4 ⇒ (11) + 5 - 2 + 4 = 18 1d4 + 3 ⇒ (4) + 3 = 7
1d20 + 5 - 2 + 4 ⇒ (10) + 5 - 2 + 4 = 17 1d4 + 3 ⇒ (2) + 3 = 5
Initiative, round 2
==========
Auray
Kyra
Renardagnan
-----
Moss Troll -10 entangled
-----
Niocholu -19, prone
Aroma
Eglia
==========
Bold are up!

GM_Colin |

Will: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14
The troll is Dazed by the staring kitsune!
Initiative, round 2~3
==========
Auray
Kyra
Renardagnan
-----
Moss Troll -10 entangled dazed
-----
Niocholu -19 prone
Aroma
Eglia
==========
Bold are up!

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Visually displeased, Niochulu rises to his feet.
5 ft. step
He strikes the troll.
Melee miner's pick (improvised weapon +2 trait bonus on attack rolls, unarmed enemies flat-footed) w/charge: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Damage (P): 1d6 + 6 ⇒ (1) + 6 = 7

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"Beware, botanic beast, between us both bleed you will!" Renardagnan boasts and runs to flank the troll, taking the opportunity to move safely while it is momentarily dazed.
From the other side, he stabs with his rapier.
Attack Rapier: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16 +2 from flank
Damage (piercing): 1d6 + 4 ⇒ (2) + 4 = 6
Parry: 1d20 + 8 ⇒ (7) + 8 = 15
Riposte: 1d20 + 8 ⇒ (8) + 8 = 16Damage: 1d6 + 4 ⇒ (1) + 4 = 5

GM_Colin |

The troll got attacked left and right by Benardagnan and Niocholu, but is still standing! Its regeneration has been turn off temporarily by the alchemist.
Initiative, round 2~3
==========
Auray
Kyra
Renardagnan
-----
Moss Troll -24 entangled dazed
-----
Niocholu -17
Aroma
Eglia
==========
Bold are up!

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To make sure the enemy goes down, Auray uses a move action to infuse a dose of Alchemist's Fire liquid into her bomb and then hurls it at the troll, excluding teammates' squares.
Attack (touch, 30ft.): 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Damage (bomb+Alchemist's Fire): 2d6 + 4 + 1 ⇒ (1, 3) + 4 + 1 = 9
ongoing fire damage: 1d6 ⇒ 5
But she fumbles the throw. "Whoops, my hand slipped!"
The direction the bomb flies off to
1d8 ⇒ 8

GM_Colin |

Auray misses her throw, and the bomb falls short of its intended distance, explodes harmlessly on the ground nearby. Luckily, her previous bomb has set the troll on fire, and now the troll has been burn to death!
Combat Over!
After you defeated the troll, Mr. Grimpfkin ambles out from the woods nearby to inspect the fallen monster. "Fantastic works, ladies and gentlemen. You have passed the Test of Might. Here's a round of drinks, on me." Nodding with approval, he knocks on a nearby tree 6 times and mold a set of mugs from it. Then he gently tap his own mug against them, causing each mug to fill with drinks.
"Let's have a toast for your success!" He raises his mug and invite you all to drink.
Let me know if any one of you do not wish to drink from the mug

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Auray takes the mug from the test initiator, takes a small sip first, then downs it in one go. "A toast to our success, even with a few hiccups along the way."

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Without much thought, Renardagnan takes the drink. "A grreat victorry! Trruly a worrthy page in ourr storries!" he toasts, and follows Ayray's example, drinking the whole mug.
He sheaths his rapier, and goes to pick up his musket. "This has neverr happened beforre, what went wrrong?" he wonders as he tries to clean the jammed musket.
It takes 1 hour to clean the musket, it can wait until there's a pause in the adventure. The archetype unfortunately replaces Quick Clear.