
GM Mike...R |

dire boar (orange) will save vs slumber (DC 17) - menaced - evil eye: 1d20 + 2 - 2 - 2 ⇒ (17) + 2 - 2 - 2 = 15
After having its mind pulverised by both the archons aura of menace and Altavan's evil eye the dire boar has little willpower to stave of the shamans soporific hex and falls fast asleep (I'll assume that it is big enough not to drown in the shallow water).
Seltyel moves over to the island while Kurik slices at the seedpod, his adamantine weapon easily cutting into the seedpod's toughened exterior and doing significant damage.
@GM: Rogarch did 16 damage - does the Seedpod have DR11?
Good spot! The reduction on the damage depends on the tier of the table, so some of them do have unusual numbers, but for this tier its a nice round 10. I've updated the damage to include the extra point done.
Seedpod damage: 29
-- ROUND 3 --
Rogarch
A. Kegdrainer
To-to
Kurik -2
Dire Boar (orange) (nauseated 3 rnds, menaced, evil eye (saves) 8 rnds, asleep)
Dire Boar (white) -4 (nauseated 2 rnds, menaced)
Bael
Creature (green)
Goblin (yellow)
Seltyiel
(Bold may act)

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To-to mumbles a short prayer strengthening his allies while the archon assaults white boar. Prayer: allies within 40 feet get +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes (boars and seedpod are within range, but not green) takes a –1 penalty on such rolls.
light ray: 1d20 + 3 ⇒ (2) + 3 = 5
fire: 1d6 ⇒ 2

GM Mike...R |

As its been well over a week since Rogarch last posted, I'm going to assume that Rogarch is temporarily unable to post and default to automatically botting her once everyone else in the same initiative block has posted until Rogarch is able to post again, just to help keep things moving.
To-To's archon shoots wide with its ray, while To-to bolsters his allies with a prayer. Meanwhile RawkNRole decides that they may be of better use helping deal with the approaching foes and moves back to the mainland, while Rogarch swings twice at the seedpod...
Lucerne Hammer + PA + Rage + prayer: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
damage + prayer: 1d12 + 15 + 1 ⇒ (5) + 15 + 1 = 21
Lucerne Hammer + PA + Rage + prayer: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
damage + prayer: 1d12 + 15 + 1 ⇒ (5) + 15 + 1 = 21
...Hitting both times and doing enough damage to fully smash through the pod's toughened outer shell. The pod split open in a sudden burst of negative energy, before what remains collapses to the ground quite dead.
negative energy damage: 6d6 ⇒ (1, 6, 4, 4, 4, 4) = 23
Everyone within 15 feet of the seedpod (Rogarch, Kurik and Seltyel) takes 23 hit points of negative energy damage (DC 15 will save for half) as the pod is destroyed.
The remaining boar, unable to do much to help its sleeping ally continues to trudge forward through the mire.
The corruption from the bog once again reaches out to attack those who would enter its waters, this time affecting Bael as he waits in the stinking morass for the boar to approach...
negative energy damage from bog: 2d8 ⇒ (7, 5) = 12
Bael takes 12 negative energy damage from the bog (A DC 15 Fort save will reduce this damage to 2)
-- ROUND 3 --
Rogarch -23 (reduced to -11 with a DC 15 Will save)
A. Kegdrainer
To-to
Kurik -2 -23 (reduced to -11 with a DC 15 Will save)
Dire Boar (orange) (nauseated 2 rnds, menaced, evil eye (saves) 7 rnds, asleep)
Dire Boar (white) -4 (nauseated 1 rnds, menaced)
Bael -12 (reduced to -2 with a DC 15 Fort save)
Creature (green)
Goblin (yellow)
Seltyiel -23 (reduced to -11 with a DC 15 Will save)
(Bold may act)

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Rogarch attempts to resist the onslaught of negative energy.
Will save, DC 15: 1d20 + 6 ⇒ (2) + 6 = 8

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Will save, DC 15: 1d20 + 11 ⇒ (1) + 11 = 12
The sudden explosion of negative energy takes Seltyel unprepared. The half-elf is still standing, but noticeably weaker.

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Will save, DC 15, prayer: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
"Gnnnnh!" Kurik endures the negative energy damage - however, due to sheer willpower he's surprisingly not affected as much as his fellow pathfinders.

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Fort save DC15: 1d20 + 4 ⇒ (19) + 4 = 23
He should have seen it comming, but did not, the swamp was playing tricks on his mind, with an enemy as such, he should not taken so many liberties, he looks upon the closest of the animals aproaching and focus on the task of studying his movements and such, then he pulled back to firm land
Studied target white pig, Then move back to land

GM Mike...R |

As the Pathfinders endure the assault of negative energy, there is still no sign of the goblin. However, the tangled mass of vines continues to churn its way through the swamp, almost making it to more solid ground.
-- ROUND 4 --
Rogarch -23
A. Kegdrainer
To-to
Kurik -13
Dire Boar (orange) (nauseated 2 rnds, menaced, evil eye (saves) 7 rnds, asleep)
Dire Boar (white) -4 (nauseated 1 rnds, menaced)
Bael -2
Creature (green)
Goblin (yellow)
-- ROUND 3 --
Seltyiel -23
(Bold may act)

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With the other boar heading in his direction, Altavan stepped over a bit and proceeded to yawn, hoping to be able to assist the others in dealing with their injuries once it joined the other in sleep.
Slumber hex DC 17 Will on White

GM Mike...R |

dire boar (white) will save vs slumber (DC 17) - menaced: 1d20 + 2 - 2 ⇒ (8) + 2 - 2 = 8
The second boar joins its ally in peaceful slumber.
-- ROUND 4 --
Rogarch -23
A. Kegdrainer
To-to
Kurik -13
Dire Boar (orange) (nauseated 2 rnds, menaced, evil eye (saves) 7 rnds, asleep)
Dire Boar (white) -4 (nauseated 1 rnds, menaced, asleep)
Bael -2
Creature (green)
Goblin (yellow)
-- ROUND 3 --
Seltyiel -23
(Bold may act)

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Kurik heals himself swiftly with his lay on hands ability, then moves between Seltyiel and Rogarch while drawing his wand of CLW which he uses it on Seltyiel.
LoH: 2d6 ⇒ (1, 5) = 6 (Kurik)
CLW: 1d8 + 1 ⇒ (4) + 1 = 5 (Seltyiel)
"Rogarch, I will heal you in a second, too. Meanwhile, you can use my wand to get bigger again - these boars are huge and that plant thingy over there is also massive. Just step over and draw it from my belt!"
Currently, Kurik is holding (but not wielding) his Nodachi in one hand and the wand of CLW in his other hand.

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Seeing his friends being assaulted by negative energy, To-to rushes nearer and channels holy energy to heal their wounds.
channel: 3d6 ⇒ (6, 1, 2) = 9 Boars outside 30 ft range so no need to exclude them

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Thanks, friends.
The healing powers of his companions having healed part of the unnatural damage suffered, Seltyel moves towars the threat of the walking plant.
I am ready!, challenges the plant.
Move and total defense por AC 31.

GM Mike...R |

Botting Rogarch.
As the rest of the party heal up following the assault of negative energy Rogarch takes Kurik's wand of enlarge person and uses it (As it takes 1 round to cast, it will use up her action this round and move action next round to complete).
The two boars continue to sleep off their nausea.
-- ROUND 4 --
Rogarch -14
A. Kegdrainer
To-to
Kurik
Dire Boar (orange) (nauseated 1 rnds, menaced, evil eye (saves) 6 rnds, asleep)
Dire Boar (white) -4 (menaced, asleep)
Bael
Creature (green)
Goblin (yellow)
Seltyiel -9
(Bold may act)

GM Mike...R |

As Bael move up the mass of vegetation that had been writhing its way across the swamp finally makes it to solid ground and advances on the party, stopping just short of them and appearing to ready itself to strike at approaching foes.
-- ROUND 5 --
Rogarch -14
A. Kegdrainer
To-to
Kurik
Dire Boar (orange) (nauseated 1 rnds, menaced, evil eye (saves) 6 rnds, asleep)
Dire Boar (white) -4 (menaced, asleep)
Bael
Creature (green)
Goblin (yellow)
-- ROUND 4 --
Seltyiel -9
(Bold may act)

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Kurik hustles back through the shallow bog (see map) wielding his Nodachi in both hands again. (double move)
Fort: 1d20 + 9 ⇒ (18) + 9 = 27 :-D

DM Carbide |

Several blasts of purple energy momentarily light up the battlefield. The initial shouts of celebration are quickly drowned out by the agonized screech emitted by the heart of the blight.
Table GMs, the Weakening Blight effect is in play.

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The archon turns its light beam to mass of vegetation. To-to casts Shield on himself.
Light ray: 1d20 + 3 ⇒ (13) + 3 = 16
fire: 1d6 ⇒ 5

GM Mike...R |

green: 1d20 + 5 ⇒ (8) + 5 = 13
orange: 1d20 - 2 ⇒ (3) - 2 = 1
white: 1d20 + 0 ⇒ (17) + 0 = 17
Kurik wades back through the glowing swamp water and manages to stave off the worst of its necromantic power (he only takes 2 damage due to passing the save).
To-to's archon meanwhile manages to strike its target, causing damage to the moving plant.
@To-to: I'm guessing the archon would move closer to the plant to do that due to the 30 foot max range on the ray?
As the screech rings out over the battlefield, it seems to affect party's corrupted foes, with plant creature appearing temporarily dazed as a result (One boar is also dazed, but that is less obvious due to it also being asleep).
-- ROUND 5 --
Rogarch -14
A. Kegdrainer
To-to
Kurik -2
Dire Boar (orange) (nauseated 1 rnds, menaced, evil eye (saves) 6 rnds, asleep, dazed)
Dire Boar (white) -4 (menaced, asleep)
Bael
Creature (green) -5 (dazed)
Goblin (yellow)
-- ROUND 4 --
Seltyiel -9
(Bold may act)

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Now!
Seeing the walking plant somehow not fully engaged with the combat, Seltyel dashes to fight it from close range.
bastard sword attack: 1d20 + 12 ⇒ (13) + 12 = 25
damage: 1d10 + 5 ⇒ (5) + 5 = 10
The paladin of Abadar tries to hack with with sword some of the branches.

GM Mike...R |

Seltyel's blow strikes the plant, subjecting it to some extreme pruning.
As the boars are both asleep and I'm assuming no one is planning on waking them I'm I'll also let Bael take his actions for this round.
-- ROUND 5 --
Rogarch -14
A. Kegdrainer
To-to
Kurik -2
Dire Boar (orange) (menaced, evil eye (saves) 5 rnds, asleep)
Dire Boar (white) -4 (menaced, asleep)
Bael
Creature (green) -15 dazed
Goblin (yellow)
Seltyiel -9
(Bold may act)

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He deosn't know much of this adversary, but he knows that he won't let one of his peers to fight on his own, aand he moves to the fray with the plant trying to put it down fast
Move and strike, Also , Would Nature serve for recall knowledge on this creature .- Questions if any would be , inmunities, resistances fir niw
RK Nature : +9 , Dungeon +9: 1d20 + 9 + 1d6 ⇒ (7) + 9 + (1) = 17
Falcata: 1d20 + 9 ⇒ (19) + 9 = 281d8 + 12 ⇒ (2) + 12 = 14
Falcata crot confirm in case its not inmune: 1d20 + 9 ⇒ (6) + 9 = 152d8 + 24 ⇒ (8, 7) + 24 = 39

GM Mike...R |

Bael recognises the creature as a Shambling Mound which he recalls are immune to electricity in addition to all of the other things that plants would normally be immune to. His blow lands successfully (although doesn't crit) doing further damage to the creature.
I'll bot Rogarch and Altavan.
Altavan move up towards the combat with the shambling mound, while Rogarch finishes using the wand and then also moves towards the party's photosynthetic foe.
The shambling mound recovers form its dazed state, but too late to retaliate against its attackers.
Suddenly there is a surprised squeal from the two sleeping boars, who are rudely awakened from their slumber as a layer of chilling frost covers both them and the ground around them. The culprit for this quickly become obvious when the goblin reappears on the other side of the log, doubled over with laughter and also seemingly blinking in and out of existence. It shouts what sound like some goblin obscenities at the two boars before wading around the far end of the wooden obstacle.
goblin (yellow) will save vs aura (DC 13): 1d20 + 7 - 1 ⇒ (16) + 7 - 1 = 22
damage to boars: 2d6 ⇒ (2, 5) = 7
dire boar (orange) fort save - evil eye - menaced: 1d20 + 7 - 2 - 2 - 1 ⇒ (1) + 7 - 2 - 2 - 1 = 3
dire boar (white) fort save - menaced: 1d20 + 7 - 2 - 1 ⇒ (9) + 7 - 2 - 1 = 13
-- ROUND 5 --
Rogarch -14
A. Kegdrainer
To-to
Kurik -2
Dire Boar (orange) -7 (menaced, evil eye (saves) 5 rnds, staggered)
Dire Boar (white) -13 (menaced, staggered)
Bael
Shambling Mound (green) -29 dazed
Goblin (yellow)
Seltyiel -9
(Bold may act)

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The shambling mound seems to be vulnerable to his bastard sword. So, Seltyel keeps throwing attacks without keeping an eye for any counterattack.
bastard sword, 1st attack: 1d20 + 12 ⇒ (9) + 12 = 21
damage: 1d10 + 5 ⇒ (4) + 5 = 9
bastard sword, 2nd attack: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 1d10 + 5 ⇒ (4) + 5 = 9

GM Mike...R |

Seltyel continues to trim back the unruly vegetation, with both strikes finding their mark.
-- ROUND 6 --
Rogarch -14
A. Kegdrainer
To-to
Kurik -2
Dire Boar (orange) -7 (menaced, evil eye (saves) 5 rnds, staggered)
Dire Boar (white) -13 (menaced, staggered)
Bael
Shambling Mound (green) -47
Goblin (yellow)
Seltyiel -9
(Bold may act)

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Kurik dashes forward, bringing down his Nodachi on the plant thing.
This movement triggers an AoO if the creature threatens at 10 feet.
adamantine Nodachi, Power Attack, Furious Focus, Charge: 1d20 + 10 - 2 + 2 ⇒ (10) + 10 - 2 + 2 = 20
Piercing OR Slashing, adamantine: 1d10 + 7 + 6 ⇒ (5) + 7 + 6 = 18
A 20 should hit, as Seltyiel hit before with a 19 (being dazed didn't impose an AC penalty on the Shambling Mound).
Current AC 17 T 8 FF 17

GM Mike...R |

As Kurik charges towards the shambling mound, the large plant lashes out at him...
green AoO slam vs Kurik: 1d20 + 11 - 1 ⇒ (20) + 11 - 1 = 30
crit?: 1d20 + 11 - 1 ⇒ (9) + 11 - 1 = 19
grab?: 1d20 + 16 - 1 ⇒ (3) + 16 - 1 = 18
crit slam damage: 4d6 + 10 ⇒ (3, 6, 1, 3) + 10 = 23
...the vine slams into the paladin, hitting him hard, but narrowly failing to wrap itself around him.
Kurik's strike in return slices through more foliage, but the shambling mound is still up, although only just.
Luckily for Kurik the 'Weakening Blight' condition also puts a -1 penalty on the enemy's attack rolls so the shambling mound narrowly missed Kurik's 19 CMD to grab and constrict him for even more damage!
As Kurik hasn't used his swift action this round, I'm happy for him to use lay on hands if he wants.
-- ROUND 6 --
Rogarch -14
A. Kegdrainer
To-to
Kurik -25
Dire Boar (orange) -7 (menaced, evil eye (saves) 5 rnds, staggered)
Dire Boar (white) -13 (menaced, staggered)
Bael
Shambling Mound (green) -65
Goblin (yellow)
Seltyiel -9
(Bold may act)

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"Ooooof!" Kurik takes a hard hit, but somehow manages to slice off more vines. He quickly uses his ability to heal himself.
Lay on Hands: 2d6 ⇒ (6, 4) = 10

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Seeing the boars start to wake up, Altavan shook his head. Saying a blessing over the group, he then headed over towards To-to in order to deal with the new threat.
Cast Bless

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"Keep fighting, keep fighting!" To-to screams while he cures Kurik's wounds
cure moderate wounds: 2d8 + 6 ⇒ (6, 7) + 6 = 19
The outsider targets shambling mound.
light ray vs. shambling mound: 1d20 + 3 ⇒ (8) + 3 = 11
fire: 1d6 ⇒ 1

GM Mike...R |

As the party cast more spells and healing the archon's ray strikes the shambling mound, although it does some damage it is still not quite enough to take the mass of mobile vegetation down.
I'll bot Rogarch.
Rogarch steps forward to bring the plant within her reach an strikes out at it...
Lucerne Hammer + PA + Rage + prayer + bless: 1d20 + 11 + 1 + 1 ⇒ (13) + 11 + 1 + 1 = 26
damage + prayer: 1d12 + 15 + 1 ⇒ (3) + 15 + 1 = 19
...killing it with her first blow.
The two boars, after having recovered from their rude awakening, both stand back up. Unfortunately they are still somewhat staggered so aren't able to move out of the frost covered area before it does more damage to them...
damage to boars: 1d6 ⇒ 2
dire boar (orange) fort save - evil eye - menaced: 1d20 + 7 - 2 - 2 - 1 ⇒ (14) + 7 - 2 - 2 - 1 = 16
dire boar (white) fort save - menaced: 1d20 + 7 - 2 - 1 ⇒ (9) + 7 - 2 - 1 = 13
...with one boar taking slightly more damage than the other.
-- ROUND 6 --
Rogarch -14
A. Kegdrainer
To-to
Kurik
Dire Boar (orange) -8 (menaced, evil eye (saves) 4 rnds)
Dire Boar (white) -15 (menaced)
Bael
Shambling Mound (green) -85 (dead)
Goblin (yellow)
Seltyiel -9
(Bold may act)

DM Carbide |

Medda’s voice carries over the battlefield. ”Shamans! To the fallen seed pods! Attack the flower through its children!” A few of the Twinhorn shamans, chanting in unison as they move, make their way to the remains of the destroyed seed pods and begin to gesture over them. White incandescence streams from their hands into the pods, extending from them in a delicate tracery across the blighted land before settling on the monstrous black flower at the heart of it. Dr. Vitruvian, Amwari, Katswiri, Undiana, Eric, and Jules have a clear view of what happens next: the filaments of white light constrict around that hideous bloom, burning through its branches and petals. Mother Bloodleaf screams in fury as she rushes to the flower, but for naught: her attackers had held her attention for critical seconds, and it was too late. The flower withers and burns under the onslaught and the orc witch doctor is caught in the pyre, dying with her peculiar patron. Strands of purple energy whip across the battleground and begin to swirl above the remains of the giant flower. The continuous chant of the Twinhorn shamans reaches a fever pitch and then suddenly stops. After a breathless moment of silence, a loud reverberating boom echoes across the swamp as a column of purple energy pierces through the clouds, dissipating into the sky above. Shouts of celebration begin to sound across the field as Medda makes her way to the heart of the blight. The clouds part, and a shaft of moonlight shines on the site as she rips through the withered roots of the blighted flower. Medda reaches in and draws out the shriveled remains of a female crusader. In stark contrast to the rest of the remains, her silvery breastplate glimmers in the moonlight. A grievous blow has scarred its surface where a golden engraved figure spreads out her wings. Trails of blood seep out from scars running across the figure. Medda lowers the remains gently upon a white cloak that a Twinhorn warrior has placed on the ground.
With a heavenly glow, the ghostly form of Ivvora appears in the clouds above. Her voice, though, sounds as if she stood next to each of you, murmuring quietly in your ear. “She was my sister-in-arms against the vile Tar-Baphon. I now know that her sacrifice spared me so many years ago, as it will all of you in the days to come. Go with Vildeis’ grace and use this blessed plate to vanquish my hated adversary. Hurry back north, for the moment of Eshimka’s reckoning draws near!”
Medda looks up to the sky as the vision of Ivvora dissipates, the red phantom hand of Anok floating above her shoulder. After a moment, she kneels next to the crusader’s remains and carefully wraps them up in the white cloak, which is slowly soaking through with red. She looks at the crowd gathered around her and speaks up. “We stand here triumphant, having rid this land of corruption. But this is a mere hint of the darkness that awaits us at the Solstice Scar! Fear not, for Vildeis’ blessing will guide our weapons to strike true and eradicate Eshimka for good!” Medda motions for the Twinhorn warriors to raise the bundled remains on their shields as one of the honored dead. “Pathfinders, you have done much for my tribe and our lands, but I ask you once more to lend us your weapons so that we might end the evil that haunts Solstice Scar. What say you?”
Any dissenting voices are lost in the roar of approval from the assembled Pathfinders.

GM Mike...R |

Disheartened by this turn of events the goblin and two dire boars immediately wheel around and flee into the surrounding forest while they still can.
The second half of this scenario should be starting shortly with another Overseer GM announcement. As the journey from the Fangwood to the Twinhorn following's territory in the north will take several days, everyone will have had time to heal, memorise new spells and recover uses of daily abilities before the next chapter of this adventure begins.

DM Carbide |

Inspired by the events in the Fangwood, the Pathfinders and Twinhorn warriors have at last returned to the Kellid following’s territory. The scattered woodlands that once stood in the Tusk Mountains are now cast in perpetual shadow despite it being only a few hours after noon. The trees are bare, the grass crumbles at a touch, and even the accumulated snow of midwinter is melting in the freezing air as if surrendering to entropy.
Medda confers with some of the Twinhorn following who stayed behind, then she addresses the crowd. “The winter solstice does not peak here until tonight, yet already Eshimka’s vanguard has escaped the Negative Energy Plane. They now control the area around the planar scar for several miles in each direction. If we’re to stop them, we need to break through these outer forces, regroup at the center, and take control of the rift. If that doesn’t draw Eshimka out, a few brave souls will need to pass through the rift to crush her lieutenants, destroy whatever is keeping the rift open, and draw her into our world. When they do, we need to ensure there are no reinforcements, and that means eliminating any commanders who have already broken through. That includes a corrupted dragon that has our scouts worried.”
She smiles grimly. “When the paladin Ivvora faced the beast Eshimka here centuries ago, she fought with Vildeis’s blessing and banished the fiend. Tonight, Eshimka would return to our world, but we are not one paladin; we are many!” She pricks her finger on her spear and paints a set of bloody wings upon her forehead. The Twinhorns follow suit. “And we too carry Vildeis’s favor!” With these words, the painted wings blaze with light.

GM Mike...R |

As this mission carries Vildeis's favour, everyone starts this part of the scenario with one blessing that can be expended in order to use one of the feats outlined in 'Handout #1' on page 5 of the slides. Due to the influence of the Negative Energy Plane on in the local area, all locations in this section of the scenario are in dim light.
Looking at the situation the party realise that there are broadly three options available to them when it comes to breaking through the enemy and reaching the planar rift. They could make use of the Kellid's plentiful supply of canoes and brave the regions hazardous watercourses to bypass the enemy. Alternatively they could use their skills and magic to try and evade the enemies notice. Lastly they could just fight their way through the enemy lines.
Essentially there are three options for getting to the rift (canoes, evading the enemy, or fighting the enemy) and the party need to pick one. The first two options are skill and ability check based, with the number of successes across the party for each obstacle faced determining the party's overall success for that obstacle. The final option is a combat option (Although the other two options could also result in combat if the party do badly with the skill checks!).
If everyone wants to vote on which option to go with and once we have a majority for one option (or if 24 hours have passed) I'll go with the option that has the most votes.

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Victory!, shouts Seltyel exultant. The paladin feels relieved that they did not suffer any casualty among his closest companion and does not hesitate to be one of the first to start marching towards their new destination.

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"I am not sure about the rest of you, but there are few Shoanti that know how to swim. Altavan Kegdrainer said. "We should be able to travel overland and avoid them. he suggested.

GM Mike...R |

Based on the above it sounds like attempting to evade the enemy is the preferred option, so I'll go with that.
The party decide that their best initial strategy is to try to get past the enemy without being spotted. Although there are a large number undead and void-touched foe in the area, they are spread out over many miles, so if the Pathfinders are careful this certainly looks to be a viable option.
Heading out from their muster point it quickly becomes obvious that the party will need to stick to less well traveled paths to avoid enemy patrols. Following this approach, they soon find themselves scrambling along a track that ascends a boulder-strewn hill and then passes through several narrow ravines.
In order to navigate this track everyone in the party will need to make a skill check. Possible skills which can be used are Climb, Escape Artist or Knowledge (geography). Negotiating their way along the track will take 10 minutes, so it is possible for the party to use things like spells to assist them in doing this (clever use of spells can reduce the DC of the checks, although everyone will still need to make the skill checks).

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Earlier:
Kurik pats Seltyiel on the back. "Well done!"
Now:
"I'm not that good at swimming, either - especially in my full plate armor. Our goal is to defeat the great evil - we shouldn't let lesser evils distract us from our pursuit of that goal. So let's try and evade the enemy."
Again, Kurik will use a charge of his wand of Fallback Strategy before rolling the skill check (if allowed). Also, he has 2 coils of 50 ft Rope (Silk) - these will help with climbing, right?
Climb - ACP: 1d20 + 5 - 5 ⇒ (16) + 5 - 5 = 16
I think I'll keep this roll...

GM Mike...R |
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Again, Kurik will use a charge of his wand of Fallback Strategy before rolling the skill check (if allowed). Also, he has 2 coils of 50 ft Rope (Silk) - these will help with climbing, right?
As getting past this first challenge takes around 10 minutes of activity and Fallback Strategy from the wand would last for a minute, I'd say that wouldn't be long enough to be able to re-roll the skill check as the check in this case represents multiple climbs over that 10 minute period. That said, I think it would count as the use of a spell to aid Kurik in negotiating the obstacles, which would reduce DC of the skill check (essentially during that 10 minutes of activity maybe there was an especially tricky climb that Kurik used the spell for).
As with the test of speed earlier, I'll hold off on revealing the results of this challenge until everyone has made their skill check (or it's been 24 hours since the start of the challenge).

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Altavan looked over the terrain to see if there was a path that before them, hoping to see how the animals travel through the area.
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
K:Nature: 1d20 + 9 ⇒ (10) + 9 = 19

GM Mike...R |

Rolling for the rest of the party:
Bael Knowledge (geography): 1d20 + 1d6 + 9 ⇒ (10) + (6) + 9 = 25
Seltyiel Climb: 1d20 + 0 ⇒ (5) + 0 = 5
To-to Climb: 1d20 + 0 ⇒ (1) + 0 = 1
Rogarch Climb: 1d20 + 10 ⇒ (17) + 10 = 27
The party manage to make it along the track without drawing undue attention to themselves.
As the Pathfinders continue on their journey the route cuts through some thick forests, where the boughs have recently shed needles at an alarming rate, likely due to the influence of the Negative Energy Plane leaking through the rift. A number of undead can be seen roaming this area so the party will need to be carful to avoid notice in order to navigate this area of woodland undetected.
In order to successfully navigate past this challenge everyone in the party will need to make either a Perception, Stealth or Survival check (the DC of the Perception check is higher than the DC for the other two skills). As before cleaver use of spells can be used to reduce the DC of these checks.
Just to note that the success of these challenges is based on the total number of successes across the party for each, so everyone should roll, as there is no penally for failed skill checks and the party want to be getting as many successes as they can. Additionally, if at all possible I'd really want to avoid me needing to roll the checks for PC's as it turns the challenge into a GM monologue rather than an interactive challenge.

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Perception: 1d20 + 9 ⇒ (12) + 9 = 21
Seltyel tries to open his eyes the best that he can scanning for the numerous undead.
Sorry that I was not able to post on time for the best check. Busy day.

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Bael start working with his training to spot flaws on things, there must be a pattern to this, he only need to pull the right thread on the provervial puzzle.
So .. maybe this....
Perception: 1d20 + 21 + 1d6 ⇒ (18) + 21 + (3) = 42

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Anyone has a spell like silence, invisibility or hide from undead (especially that one would be perfect!) available? Should help with Stealth checks...
Survival: 1d20 - 2 ⇒ (6) - 2 = 4 :-/
Usually, Kurik is dependent on others to navigate him to places he needs to go (e.g. to fight bad guys). This time is no exception...

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Sorry. Choice between climb or use of spells felt kinda hard and I was eventually distracted
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
To-to stays alert spotting potential hazards. "Don't go too far. Those areas don't have much cover in which you could hide." he points

GM Mike...R |

Rolling for Rogarch.
Rogarch Perception: 1d20 + 15 ⇒ (11) + 15 = 26
As the party head through the forest they make good use of their observational skills to avoid a number of potential encounters with undead and it would seem they have managed to make it through the woodland unnoticed.
As they come towards the edge of the forest the Pathfinders begin to hear the sound of running water. Cautiously exiting from the eaves of wood, they find themselves on the bank of a river. The river is swollen with melt water, turning it into a swift torrent strewn with fallen trees. But none the less, the party need to cross it in order to reach their destination.
As before everyone should make a skill check, this time the available skills are Acrobatics, Knowledge (nature) or Swim (with the DC for the Acrobatics being higher than the DC for the other two skills). Again cleaver use of spells can help lower the DC of the skill checks.