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DC 16 Athletics: 1d20 + 11 ⇒ (20) + 11 = 31
Tai Ghee senses that their luck may finally shifting. "C'mon dudes, we've got 'em right where we want 'em!"

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Herkemer continues chasing after the rowdy goblins, but when it becomes a test of Athletics, he knows he must pivot to something else, so he tries to make sure the game pieces all get put back as they originally stood.
Herk Society DC19: 1d20 + 4 ⇒ (5) + 4 = 9
Herk will Also use a Hero Point to avoid a crit fail.
Herk Society DC19, Hero Point: 1d20 + 4 ⇒ (17) + 4 = 21 success!!!

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Bustral, Herk and Tai Ghee manage to make enough headway that the Pathfinders actually catch up to the goblins again!
Anyone who's left to go -- you may now attempt a DC 21 Athletics/Thievery to try to grab a train model!
------------------
CHASE TRACKER
Round: 3
Obstacle: GAME ROOM
Skills:
DC 18 Society
DC 16 Athletics
Special Conditions:
If you end up in the same Obstacle as the goblins you may, on your turn, attempt a DC 21 Athletics/Thievery to to wrench a train model from a goblin’s hand.
Successes: 4/4
Goblin Thieves Location: 0 obstacle(s) ahead
------------------
Those with ** may go
Bustral
**Thulle Poche
Tai Ghee
**Old Glim
Herkemer Halfshanks
**Jack Jin Dune

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Thulle is unskilled at both, but she could try, she might suppose?
thievery: 1d20 + 3 ⇒ (16) + 3 = 19

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Jack and Old Glim manage to grab two more train models, Firozet and Danixki will be glad to get their models back. Thulle attempts to grab another model but the goblin twists out of her reach. The goblins sprint harder and make for the back of the house. The hallway ends in a large bay window. The goblins have disturbed the portraits of previous Winter Queens along the wall, including defacing a portrait of Queen Elvanna, triggering a magical trap that fills the hall with blinding sleet.
You see one of the goblins hurl something at the window, making a rather large hole and they're about to jump through.
------------------
CHASE TRACKER
Round: 4
Obstacle: BACK HALLWAY
Skills:
DC 18 Crafting to quickly repair the paintings
DC 16 Arcana to deactivate the magical trap
Special Conditions:
If you end up in the same Obstacle as the goblins you may, on your turn, attempt a DC 21 Athletics/Thievery to to wrench a train model from a goblin’s hand.
Successes: 0/4
Goblin Thieves Location: 1 obstacle(s) ahead
------------------
Those with ** may go
**Bustral
**Thulle Poche
**Tai Ghee
**Old Glim
**Herkemer Halfshanks
**Jack Jin Dune

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"They damaged the painting? Why? Oh yeah, Goblins." ponders Bustral, shaking his head..."Let me see what I can do to fix that,"
Crafting vs. DC: 18: 1d20 + 7 ⇒ (6) + 7 = 13
Damn. No re-rolls left either.

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Although Old Glim manages to disarm the spell, the rest of the group is unable to navigate the hallway. A loud crash signals the goblins breaking through the back window and making good their escape. You return to the group. Firozet, Danixki and Matriarch Szvetneera look pleased that you managed to get their models back.
"Although you got some of the models back, please try to find the goblins and get the other models back. Also please try to find out what they were after so that this doesn't happen again. Oh, and please try not to kill them if you can help it."
The yard behind the estate is strangely quiet after the ruckus inside. A thin layer of snow and frost covers the ground, marred by the recent passage of small feet. The trail leads past a modest guest house apart from the main building and through underbrush to the Hoarwood's evergreen trees beyond. A set of long icicles hang lazily from the guest house's roof, a steady drip of ice melt sliding down their lengths.

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After the run-in with the goblins, Herkemer greatly appreciates the peace and quite of the serene setting. "Could almost get used to this, if it weren't so cold all the time," he muses, mostly to himself.
Perception: 1d20 + 8 ⇒ (8) + 8 = 16

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As you make your way across the backyard, one of the 'icicles' suddenly moves and attacks!
Bustral's Initiative using Defend: 1d20 + 4 ⇒ (7) + 4 = 11
Thulle Poche's Initiative using Search: 1d20 + 8 ⇒ (3) + 8 = 11
Tai Ghee's Initiative using Search: 1d20 + 7 ⇒ (13) + 7 = 20
Old Glim's Initiative using Scout: 1d20 + 7 ⇒ (8) + 7 = 15
Herkemer Halfshanks's Initiative using Scout: 1d20 + 9 ⇒ (1) + 9 = 10
Jack Jin Dune's Initiative using Search: 1d20 + 8 ⇒ (10) + 8 = 18
Red Init: 1d20 + 7 ⇒ (13) + 7 = 20
Blue Init: 1d20 + 7 ⇒ (16) + 7 = 23
Green Init: 1d20 + 6 ⇒ (1) + 6 = 7
Jack, Tai: 1d2 ⇒ 2
Some form of snake crawls down a tree and strikes at Tai Ghee.
Jaws vs Tai Ghee AC 19: 1d20 + 9 ⇒ (12) + 9 = 21 for Piercing: 1d6 + 1 ⇒ (2) + 1 = 3
Jaws vs Tai Ghee AC 19, MAP: 1d20 + 4 ⇒ (16) + 4 = 20 for Piercing: 1d6 + 1 ⇒ (5) + 1 = 6
Tai Ghee notices that ice is beginning to form around the site where the snake bit his arm.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
After your Turn:
DC 15 Flat Check vs 1d6 Persistent Cold: Tai Ghee
------------------
Those with ** may go
Red
**Tai Ghee - AC 19 (22 w/shield; 23 if taking cover) 46/46
**Jack Jin Dune - AC 20 40/40
**Old Glim - AC 19 40/40
GM
**Bustral - AC 18 (20 w/shield) 30/30; Sparky AC 18, 31/31
**Thulle Poche - AC 19 (20 w/shield) 34/34
**Herkemer Halfshanks - AC 19 29/29
GM

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Bustral retrieves and equips his shield, then draws his longsword.
3 actions I believe, retrieve shield, equip shield, draw longsword. If the 2 shield actions count as one he will raise shield for the 3rd action.

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Glim looks for weak points in the frosty snake, then zaps at the creature with his wand.
Exploit Vulnerabilty, Fling Magic
Exploit Vulnerability (Esoteric Lore): 1d20 + 11 ⇒ (18) + 11 = 29
Also counts as Recall Knowledge. (I usually ask about resistances and immunities.)
electricity: 2d6 + 4 ⇒ (2, 1) + 4 = 7 DC 19 basic Reflex
Recharge: 1d4 ⇒ 2

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Herkemer slides behind the tree-bound snake, drawing his rapier as he moves, and stabs at the creature from behind.
Herkemer rapier, flanked: 1d20 + 8 ⇒ (2) + 8 = 10
Interact to draw rapier
Stride to move behind the snake and flank
Strike to attack - clearly a miss

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Perception: 1d20 + 6 ⇒ (18) + 6 = 24 Tai Ghee has scent if that matters.
...
"Ouch!" Tai Ghee yelps as the snake bites him twice. "Hey dude, who taught you about acupuncture? Yer s'posed to align my chakras first! Here, lemme show ya."
Tai Ghee takes a moment to settle his posture, staring at the icicle snake intently, uttering a few resonant chants, and fluttering his arm like he's imagining it as the tail of a dragon instead of the furry foreleg of a hyena. Then - without warning - he gives the snake two quick jabs, as if demonstrating proper needle placement with his fist.
◆ Enter Dragon Stance
◆ Flurry of Blows
Dragon Tail: 1d20 + 10 ⇒ (11) + 10 = 21
B dmg: 1d10 + 4 ⇒ (10) + 4 = 14
Stunning Blow: If either Strike hits and deals damage, the target must succeed at a DC 19 Fortitude save or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
Dragon Tail, MAP: 1d20 + 10 - 5 ⇒ (5) + 10 - 5 = 10 Backswing: if the first attack missed the second attack gets a +1 circ bonus
B dmg: 1d10 + 4 ⇒ (3) + 4 = 7
Stunning Blow: If either Strike hits and deals damage, the target must succeed at a DC 19 Fortitude save or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
Anticipating the snake's rejoinder, Tai Ghee raises his surfboard, holding it between them. "Ok now you try but dude it was too easy for ya last time - let's see if yer needles can get through my board!"
◆ Raise Fortress Shield (AC is now 22).
DC 15 Flat check vs Cold: 1d20 ⇒ 1 Is there a consequence to crit failing a flat check vs persistent dmg? I don't think so but I'm not sure...
"Brrr, man!" Tai Ghee looks at the snake with amazement. "That is some minty mouthwash ya been using!"
Cold dmg: 1d6 ⇒ 6

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Moves around and shoots at red with shortbow hit: 1d20 + 7 ⇒ (13) + 7 = 20 dmg: 1d6 ⇒ 2 and third action shoot again hi9t: 1d20 + 2 ⇒ (14) + 2 = 16 dmg: 1d6 ⇒ 1

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Esoteric: 1d20 + 11 ⇒ (3) + 11 = 14
You don't remember anything about these creatures. Personal Antithesis
Reflex: 1d20 ⇒ 4
Red Fort: 1d20 ⇒ 16
Tai Ghee - nope. No consequence to crit failing a flat check
Tai Ghee assumes a fighting stance and kicks the snake, hitting once. The snake appears rattled but does not stop fighting. Jack moves up and shoots the snake with a pair of arrows. One hits but the other flies off into the woods. Old Glim pulls out a wand and zaps Red. Red fails to get out of the way in time and takes the full zap. Herk pulls his rapier and moves on the snake but doesn't connect.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
After your Turn:
DC 15 Flat Check vs 1d6 Persistent Cold: Tai Ghee
------------------
Those with ** may go
Red (-23; AC <= 20)
Tai Ghee - AC 19 (22 w/shield; 23 if taking cover) 31/46 (AC 22; 1d6 Persistent Cold)
Jack Jin Dune - AC 20 40/40
Old Glim - AC 19 40/40
Bustral - AC 18 (20 w/shield) 30/30; Sparky AC 18, 31/31
**Thulle Poche - AC 19 (20 w/shield) 34/34
Herkemer Halfshanks - AC 19 29/29
GM

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Delaying Thulle.
As Jack moves up, something suddenly flies out from the bushes and whacks him.
Frame vs Jack AC 20: 1d20 + 7 ⇒ (17) + 7 = 24 for Bludgeoning: 1d6 ⇒ 3
Frame vs Jack AC 20, MAP: 1d20 + 2 ⇒ (4) + 2 = 6 for Bludgeoning: 1d6 ⇒ 4
Frame vs Jack AC 20, MAP 2+: 1d20 - 3 ⇒ (12) - 3 = 9 for Bludgeoning: 1d6 ⇒ 4
Similarly, another snake suddenly strikes out at Jack.
Jaws vs Jack AC 20: 1d20 + 9 ⇒ (8) + 9 = 17 for Piercing: 1d6 ⇒ 6
Jaws vs Jack AC 20, MAP: 1d20 + 4 ⇒ (14) + 4 = 18 for Piercing: 1d6 ⇒ 1
Jaws vs Jack AC 20, MAP 2+: 1d20 - 1 ⇒ (11) - 1 = 10 for Piercing: 1d6 ⇒ 5
Herk, Tai Ghee: 1d2 ⇒ 1
Jaws vs Herk AC 19: 1d20 + 9 ⇒ (14) + 9 = 23 for Piercing: 1d6 ⇒ 5
Jaws vs Herk AC 19, MAP: 1d20 + 4 ⇒ (15) + 4 = 19 for Piercing: 1d6 ⇒ 3
Jaws vs Herk AC 19, MAP 2+: 1d20 - 1 ⇒ (14) - 1 = 13 for Piercing: 1d6 ⇒ 5
Herk watches as ice starts forming around the bite site.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
After your Turn:
DC 15 Flat Check vs 1d6 Persistent Cold: Tai Ghee, Herk
------------------
Those with ** may go
Red (-23; AC <= 20)
**Tai Ghee - AC 19 (22 w/shield; 23 if taking cover) 31/46 (AC 22; 1d6 Persistent Cold)
**Jack Jin Dune - AC 20 37/40
**Old Glim - AC 19 40/40
**Bustral - AC 18 (20 w/shield) 30/30; Sparky AC 18, 31/31
**Thulle Poche - AC 19 (20 w/shield) 34/34 (Delaying)
**Herkemer Halfshanks - AC 19 21/29 (1d6 Persistent Cold)
Green
Blue

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Thulle moves to throw a snowball (telekinetic projectile) at the green kite.
TKP: 1d20 + 10 ⇒ (1) + 10 = 11
bludgeoning: 3d6 ⇒ (4, 3, 3) = 10

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Bustral says "Follow and attack." to Little Sparky, raises his shield, then moves forward.
Command Little Sparky (1 action), Raise Shield (1 action), move (1 action). Moving past to see if I trigger AOO and so Little Sparky can get close enough to attack, AC: 20 for the round (Shield Block if needed).

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"*BEEP!* *WHIRL!**SREEEK!**CLANK*" goes Little Sparky as he follows Bustral. He goes up next to the snake and swings one of his claws...
Claw attack vs. Red: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
possible Bludgeoning damage vs. Red: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11
+1 H/D is for level bump. Did not apply any other modifiers.

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Just checking: I didn't get anything from my Recall Knowledge with a 29?
Glim draws his starknife, saunters up to red, and swings.
+1 Starknife: 1d20 + 9 ⇒ (5) + 9 = 14 for piercing: 1d4 + 2 ⇒ (2) + 2 = 4
Weakness 3 to my attacks

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Switch to tri bladed Katar as first action. Strike at blue creature actions 2 and 3 hit: 1d20 + 9 ⇒ (20) + 9 = 29 dmg: 1d4 + 4 ⇒ (3) + 4 = 7 hit: 1d20 + 4 ⇒ (5) + 4 = 9 dmg: 1d4 + 4 ⇒ (1) + 4 = 5 edit, change that damage, the weapon has fatal d8, so ignore the 7 dmg I just did dmg: 1d8 + 4 ⇒ (6) + 4 = 10 *2 +dmg: 1d8 ⇒ 3 so 23 dmg then a miss.

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Herkemer gets hurt badly but is more worried about the growing numbness from the cold penetrating his body. Trying to tough it out, he attacks again against the Red Creature, flanking with Little Sparky.
Missing twice, Herkemer puts some distance between the thing with the cold touch and himself, moving to flanking position against Green.
Strikex2, Stride
DC15 Flat vs persistent cold: 1d20 ⇒ 17 success?
Herkemer rapier vs Red, off-guard: 1d20 + 8 ⇒ (3) + 8 = 11
Herkemer rapier vs Red, off-guard, MAP: 1d20 + 8 - 5 ⇒ (3) + 8 - 5 = 6

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Tai Ghee whacks at the Red snack with his tail repeatedly and then once again lifts his surf board up, interposing it between them.
Flurry of Blows
Dragon Tail: 1d20 + 10 ⇒ (12) + 10 = 22
B dmg: 1d10 + 4 ⇒ (2) + 4 = 6
Stunning Blow: If either Strike hits and deals damage, the target must succeed at a DC 19 Fortitude save or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
Dragon Tail, MAP: 1d20 + 10 - 5 ⇒ (18) + 10 - 5 = 23 Backswing: if the first attack missed the second attack gets a +1 circ bonus
B dmg: 1d10 + 4 ⇒ (2) + 4 = 6
Stunning Blow: If either Strike hits and deals damage, the target must succeed at a DC 19 Fortitude save or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
Strike
Dragon Tail, MAP: 1d20 + 10 - 10 ⇒ (1) + 10 - 10 = 1 Backswing: if the second attack missed this attack gets a +1 circ bonus
B dmg: 1d10 + 4 ⇒ (2) + 4 = 6
Raise Shield (AC is now 22)
Cold dmg: 1d6 ⇒ 6
Flat check to end Cold dmg: 1d20 ⇒ 16

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Old Glim pulls out his starknife and attacks Red. Little Sparky moves up to Red and attacks as well. Unfortunately, neither Old Glim nor Little Sparky make contact. Tai Ghee then smacks Red twice and reduces it to ice cubes before raising his shield.
Old Glim - the RK is a secret check so I rerolled it
Tai Ghee - You can have one action back as there's nothing around you to redirect the strike to
Herk Cold: 1d6 ⇒ 6
Herk moves to flank the kite with Little Sparky. However, he's unable to hit it. Thull hurls a large chunk of ice but sends it flying over the trees for whatever reason.
Jack moves up and pulls out his katar. He swings at Blue and hits a telling blow, almost severing its tail. His followup, unfortunately, does not connect.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
After your Turn:
DC 15 Flat Check vs 1d6 Persistent Cold:
------------------
Those with ** may go
**Tai Ghee - AC 19 (22 w/shield; 23 if taking cover) 25/46 (AC 22; 1 action)
Jack Jin Dune - AC 20 37/40
Old Glim - AC 19 40/40
Bustral - AC 18 (20 w/shield) 30/30; Sparky AC 18, 31/31
Thulle Poche - AC 19 (20 w/shield) 34/34
Herkemer Halfshanks - AC 19 15/29
Green
Blue (-23)

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Tai Ghee moves up to be better positioned to attack Green and Blue.

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Jack, Tai: 1d2 ⇒ 1
Blue lashes out a Jack.
Jaws vs Jack AC 20: 1d20 + 9 ⇒ (5) + 9 = 14 for Piercing: 1d6 ⇒ 2
Jaws vs Jack AC 20, MAP: 1d20 + 4 ⇒ (6) + 4 = 10 for Piercing: 1d6 ⇒ 5
Jaws vs Jack AC 20, MAP 2+: 1d20 - 1 ⇒ (6) - 1 = 5 for Piercing: 1d6 ⇒ 3
Herk, Jack, Tai: 1d3 ⇒ 1
The kite likewise goes after Herk.
Frame vs Herk AC 19: 1d20 + 7 ⇒ (14) + 7 = 21 for Bludgeoning: 1d6 ⇒ 6
Frame vs Herk AC 19, MAP: 1d20 + 2 ⇒ (4) + 2 = 6 for Bludgeoning: 1d6 ⇒ 1
Frame vs Herk AC 19, MAP 2+: 1d20 - 3 ⇒ (9) - 3 = 6 for Bludgeoning: 1d6 ⇒ 2
------------------
COMBAT TRACKER
Round: 3
Tactical Map
After your Turn:
DC 15 Flat Check vs 1d6 Persistent Cold:
------------------
Those with ** may go
**Tai Ghee - AC 19 (22 w/shield; 23 if taking cover) 25/46 (AC 22)
**Jack Jin Dune - AC 20 37/40
**Old Glim - AC 19 40/40
**Bustral - AC 18 (20 w/shield) 30/30; Sparky AC 18, 31/31
**Thulle Poche - AC 19 (20 w/shield) 34/34
**Herkemer Halfshanks - AC 19 9/29
Green
Blue (-23)

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Bustral says, "Little Sparky, follow and attack." He then moves around into position and swings...
Long Sword vs. Blue: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
possible Slashing damage vs. Blue: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Command Little Sparky (1 action), Move (1 action), Attack Blue (1 action). No Raise Shield. AC:18

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"*BEEP!* *WHIRL!**SREEEK!**CLANK*" goes Little Sparky as he follows Bustral. He goes up next to the creature and swings one of his claws...
Claw attack VS, Green: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
possible Bludgeoning damage VS. Green: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Move (1 Action), Attack Green (1 action).

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Exploit Vulnerability isn't a secret check, and it uses the same result for the Recall Knowledge because I have the Diverse Lore class feat.
Exploit Vulnerability ◆ (Esoterica, Manipulate, Thaumaturge)
Diverse Lore: Your wandering studies mean you've heard rumors or theories about almost every topic... though admittedly, your sources aren't always the most reliable. You can take a –2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic, not just the usual topics available for Esoteric Lore. Additionally, when you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check.
Glim pushes his way through the undergrowth to get to the other side of blue, then takes a swipe at the critter with his starknife.
starknife: 1d20 + 9 ⇒ (20) + 9 = 29 for piercing: 1d4 + 2 ⇒ (3) + 2 = 5
deadly: 1d6 ⇒ 4

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Correct me if I'm wrong, but doesn't Exploit Vulnerability use Esoteric Knowledge to do an RK on the target creature? The Recall Knowledge check is a secret check.
Bustral goes after Blue and Little Sparky goes after the kite. Unfortunately, neither attack connects.
Esoteric: 1d20 + 11 ⇒ (5) + 11 = 16
Old Glim recalls that these ice creatures are vulnerable to fire. However, before he can exploit this knowledge, his starknife lops the snake's head off...
------------------
COMBAT TRACKER
Round: 3
Tactical Map
After your Turn:
------------------
Those with ** may go
**Tai Ghee - AC 19 (22 w/shield; 23 if taking cover) 25/46 (AC 22)
**Jack Jin Dune - AC 20 37/40
Old Glim - AC 19 40/40
Bustral - AC 18 (20 w/shield) 30/30; Sparky AC 18, 31/31
**Thulle Poche - AC 19 (20 w/shield) 34/34
**Herkemer Halfshanks - AC 19 9/29
Green

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◆ Flurry of Blows
Dragon Tail vs off-guard if flanking applies: 1d20 + 10 ⇒ (7) + 10 = 17
B dmg: 1d10 + 4 ⇒ (2) + 4 = 6
Stunning Blow: If either Strike hits and deals damage, the target must succeed at a DC 19 Fortitude save or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
Dragon Tail vs off-guard if flanking applies, MAP: 1d20 + 10 - 5 ⇒ (18) + 10 - 5 = 23 Backswing: if the first attack missed the second attack gets a +1 circ bonus
B dmg: 1d10 + 4 ⇒ (7) + 4 = 11
Stunning Blow: If either Strike hits and deals damage, the target must succeed at a DC 19 Fortitude save or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
◆ Strike
Dragon Tail vs off-guard if flanking applies, MAP: 1d20 + 10 - 10 ⇒ (19) + 10 - 10 = 19 Backswing: if the previous attack missed the next attack gets a +1 circ bonus
B dmg: 1d10 + 4 ⇒ (7) + 4 = 11
◆ Raise Shield (AC is now 22)

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Tai Ghee smashes the kite into kindling.
COMBAT OVER
You can do a bit of healing if you like before we move on

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Herkemer is super-chilled and trembling all over from the cold exposure, and suffering from multiple bites. "Anyone help patch me up for a second?" he asks, unsure if anyone is able to provide magical or even mundane healing support.
If not, he will use his one minor healing potion.
Down 20 hp at 9/29 if there is any help available.

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Tai Ghee is down 21 hp as well. He can use Medicine to Treat Wounds but he only has +6 and none of the feats beyond Battle Medicine so perhaps someone else is better?

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Bustral has Medicine as well but no Feats. bonus is only +5. I am willing to try on both if they wish and we have time.. DC=15 so 50-50 chance.
Bustral looks around to see if anyone has damage to their equipment that he can fix. He then re-sets his grip on his longsword and shield, holding them at the ready when the team is going to leave.
"Well now, that was interesting. Wonder what they are and where they came from."

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All Thulle has to offer is a 1st level soothe (1d10+4). Seeing as multiple people need something, will roll....
soothe: 1d10 + 4 ⇒ (10) + 4 = 14

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Realizing that he may be the most qualified medic in the group, Tai Ghee gets out his acupuncture needles and attempts some healing...
Treat Wounds DC 15, Herkemer: 1d20 + 6 ⇒ (12) + 6 = 18
Healing: 2d8 ⇒ (8, 7) = 15
Treat Wounds DC 15, Tai Ghee: 1d20 + 6 ⇒ (17) + 6 = 23
Healing: 2d8 ⇒ (6, 5) = 11
Together with Thulle's Soothe (thanks!) I think everyone should be fully healed now...

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Discovering the destination of the goblins is quite easy—the rascals were so excited over a successful heist and chaosinducing rampage that they didn't bother covering their tracks. A couple hours of travel through the Hoarwood leads you to a clearing.
The ring that edges this clearing is marked by a gruesome spectacle; trees stripped of needles and garnished with thorny vines that impale scores of dead crows like a natural iron maiden. The group of chattering winter goblins crowd the center of the clearing, gathered around a sizable wooden structure and all but climbing over each other to get closer.
A loud crack that sounds like a log splitting disperses the cluster back to a reasonable distance, allowing for a proper look. The desiccated remains of a tree stump have been hollowed out and shaped into a twisted facsimile of a throne, complete with a soaring back and wide arms that make it too large for its occupant: a human-shaped plant, no larger than a forearm, woven with gnarled branches and pine needles encrusted with frost. It twirls a piece of sapling in what passes for its hands, capped with red berries like rubies on a scepter, the very image of a tiny wicker king. Its featureless head tilts downward, gazing at the train models pilfered from Queen Anastasia's estate.
As you approach, the mob of goblins falls uncharacteristically silent, eyes darting between the intruders and the plant creature. The fey turns their eyeless face to the trespassers, somehow twisting their featureless countenance into something resembling haughty curiosity. In a voice that sounds like frosted branches snapping underfoot, they ask, "What humanoids dare impose upon the court of King Rimesnap?"

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"Why it's us: The Pathfinder Society!" Glim proclaims as they arrive. "I see you've found our trains. Would you mind returning them? The goblins led us on quite the chase."
Diplomacy: 1d20 + 9 ⇒ (4) + 9 = 13