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Inhin fails to bring Bakal into overdrive. Even Bakal misses its attack on the target.

Rain instinctively throws the torch as commanded to give light to the enemy. Wimsy instructs Bakal to attack again, but gets distracted by the sudden appearance of the torch close to them.

Seven closes in as well and calls upon his accompaniment of music.

Yaeger also gets close and loads a weapon.

The Red Choker slaps Bakal in retaliation, wrapping its fingers around Bakal's neck.
◆ Strike
Arm (Reach 10 ft): 1d20 + 11 ⇒ (19) + 11 = 30 crit
Damage: 1d6 + 3 ⇒ (1) + 3 = 4 B damage x2 plus Strangling Fingers
Strangling Fingers: Any creature hit by a choker’s arm Strike is automatically grabbed, and the choker begins to strangle the target. The creature is Suffocating and can’t speak as long as it’s strangled. This prevents it from casting spells with a verbal component or activating items with a command component.

The Choker then tightens its grip around Bakal's neck.
◆ Constrict, DC 19 basic Fortitude save vs 1d6 + 3 ⇒ (6) + 3 = 9 B damage

The Choker moves behind Bakal into darkness while keeping a tight hold on the construct's neck.
◆ Stride

⬤ ENTRY CHAMBER ENCOUNTER Round 1 and 2 ⬤
Terrain Feature(s): The interior of the ruins has a ceiling 15 feet high. The walls, floors, and ceiling are made of stone. There’s no light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Wimsy (AC 18) (17/17 HP)
Seven Coppers (AC 18) (16/16 HP)
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal (AC 16) (10/18 HP) | Grabbed (DC 21 ◆ Escape) and Suffocating by Strangling Fingers | Small; DV, Imprecise Tremorsense
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | DV
Red Elite Choker (- HP)
Esskele (AC 18) (22/22 HP)
Miel Archembault (AC 18) (21/21 HP) | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)

REFERENCES

HERO POINTS :
Wimsy: 2☘️
Seven Coppers: 2☘️
Inhin Yero: 1☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Esskele: 1☘️
Miel Archembault: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Nature

Strangling Fingers :
Any creature hit by a choker’s arm Strike is automatically grabbed, and the choker begins to strangle the target. The creature is Suffocating and can’t speak as long as it’s strangled. This prevents it from casting spells with a verbal component or activating items with a command component.

Suffocating :
You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including Casting a Spell) you lose all remaining air. When you run out of air, you fall unconscious and start suffocating. You can't recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you're at 0 Hit Points).


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I'm back from the holidays and a weekend event.

Haduo goes into flanking and cuts Blue out with his blade. Blue out

⬤ BANDITS AND TRAPS! Round 3 ⬤
Terrain Feature(s): Body of water (covered in blue on Map) is 15 ft deep.
Map Link: ENCOUNTER MAP

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Vahrn (AC 21) (50/50 HP) | Bless (20 ft emanation): +1 status bonus to attack rolls while within the emanation
➤ ⠀⠀⠀Abbadon (AC 21) (44/44 HP)
Dakon Mossriver (AC 19) (26/26 HP)
Shalosar (AC 19) (41/41 HP)
Maneki Pemanah (AC 21) (48/52 HP)
Payani (AC 20) (38/38 HP)
Red Troublemaker (-13 HP)
White Sneak (-37 HP)
Haduo Nue (AC 20) (25/41 HP)
Blue Sneak (-33 HP)
Subtly Hidden Trapdoor (- HP)

REFERENCES

HERO POINTS :
Vahrn: 2☘️
Dakon Mossriver: 2☘️
Shalosar : 1☘️
Maneki Pemanah: 1☘️
Payani: 2☘️
Haduo Nue: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success.


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The same goes for me: holidays plus a family event to attend, so to the games I play and run, kindly bot, and wait for my updates, respectively.


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Blue Sneak knows that they should not be messed with. Success, Frightened 1 But Payani is having a hard time hitting at all, going somewhere to vent out his frustration.

Red draws out a very big fork and moves to flank Haduo before poking him.
Filcher's Fork: 1d20 + 9 ⇒ (17) + 9 = 26 vs OG hit
Damage: 1d4 + 1 ⇒ (1) + 1 = 2 P damage
Sneak Attack: 1d6 ⇒ 6 precision P damage

⬤ BANDITS AND TRAPS! Round 2 ⬤
Terrain Feature(s): Body of water (covered in blue on Map) is 15 ft deep.
Map Link: ENCOUNTER MAP

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Vahrn (AC 21) (50/50 HP) | Bless (20 ft emanation): +1 status bonus to attack rolls while within the emanation
⠀⠀⠀Abbadon (AC 21) (44/44 HP)
Dakon Mossriver (AC 19) (26/26 HP)
Shalosar (AC 19) (41/41 HP)
Maneki Pemanah (AC 21) (48/52 HP)
Payani (AC 20) (38/38 HP)
Red Troublemaker (-13 HP)
White Sneak (-37 HP)
Haduo Nue (AC 20) (25/41 HP)
Blue Sneak (-23 HP) | Frightened 1
Subtly Hidden Trapdoor (- HP)

REFERENCES

HERO POINTS :
Vahrn: 2☘️
Dakon Mossriver: 2☘️
Shalosar : 1☘️
Maneki Pemanah: 1☘️
Payani: 2☘️
Haduo Nue: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success.


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Long Jump is two actions unless you have Quick Jump feat. Leap will suffice if you are jumping through the corner.

Vahrn moves and increases range of his Bless spell before leaping above the water in the corner of the trap.

Shalosar impales Blue with his spikes, while the rest stick on the wall. 11 P damage

Red: DC 17 basic Fortitude save: 1d20 + 7 ⇒ (8) + 7 = 15 vs Void Warp (Fail, 6 void damage)

Dakon weakens Red and follows it up with an arrow. Crit Hit, 2 P damage Red remains standing.

⬤ BANDITS AND TRAPS! Round 2 ⬤
Terrain Feature(s): Body of water (covered in blue on Map) is 15 ft deep.
Map Link: ENCOUNTER MAP

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Vahrn (AC 21) (50/50 HP) | Bless (20 ft emanation): +1 status bonus to attack rolls while within the emanation
⠀⠀⠀Abbadon (AC 21) (44/44 HP)
Dakon Mossriver (AC 19) (26/26 HP)
Shalosar (AC 19) (41/41 HP)
Maneki Pemanah (AC 21) (48/52 HP)
Payani (AC 20) (38/38 HP)
Red Troublemaker (-13 HP)
White Sneak (-37 HP)
Haduo Nue (AC 20) (33/41 HP)
Blue Sneak (-23 HP)
Subtly Hidden Trapdoor (- HP)

REFERENCES

HERO POINTS :
Vahrn: 2☘️
Dakon Mossriver: 2☘️
Shalosar : 1☘️
Maneki Pemanah: 1☘️
Payani: 2☘️
Haduo Nue: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success.


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Maneki returns the favor and sticks an arrow into White's eye socket, taking it out of the encounter.

White is out. Others are up to act!


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Haduo vaults past the body of water nearby and, (using roll from previous post), delivers a skillful hack with his blade, the strike biting deep, far beyond mere flesh. 12 S + spirit damage

"Squawk!" Blue is shocked that a tree can jump that far that Blue pecks Haduo with beak!
Beak: 1d20 + 10 ⇒ (13) + 10 = 23 hit
Damage: 1d6 + 2 ⇒ (1) + 2 = 3 P damage

Beak - MAP: 1d20 + 10 - 5 ⇒ (18) + 10 - 5 = 23 hit
Damage: 1d6 + 2 ⇒ (3) + 2 = 5 P damage

Blue Sneak then draws a fan.

⬤ BANDITS AND TRAPS! Round 2 ⬤
Terrain Feature(s): Body of water (covered in blue on Map) is 15 ft deep.
Map Link: ENCOUNTER MAP

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Vahrn (AC 21) (50/50 HP) | Bless (15 ft emanation): +1 status bonus to attack rolls while within the emanation
➤ ⠀⠀⠀Abbadon (AC 21) (44/44 HP)
Dakon Mossriver (AC 19) (26/26 HP)
Shalosar (AC 19) (41/41 HP)
Maneki Pemanah (AC 21) (48/52 HP)
Payani (AC 20) (38/38 HP)
Red Troublemaker (-5 HP)
White Sneak (-18 HP)
Haduo Nue (AC 20) (33/41 HP)
Blue Sneak (-12 HP)
Subtly Hidden Trapdoor (- HP)

REFERENCES

HERO POINTS :
Vahrn: 2☘️
Dakon Mossriver: 2☘️
Shalosar : 2☘️
Maneki Pemanah: 1☘️
Payani: 2☘️
Haduo Nue: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success.


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Payani manages to evade the egg throw.

Haduo, I would like to know how you get past the trapdoor.

I forgot to note to everyone that there is body of water that is 15 ft deep, I highlighted them on the Map as translucent blue.


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"Well, maybe we can go over there first," Rain says, pointing toward the eastern wall where a large crack splits the stone. As he draws closer, his light spills through the opening, revealing a humanoid figure lurking beyond, poised to strike!

Rolling Initiatives:
Wimsy's Initiative using Investigate: 1d20 + 8 ⇒ (18) + 8 = 26
Miel Archembault's Initiative using Defend: 1d20 + 4 ⇒ (3) + 4 = 7
Seven Coppers's Initiative using Scout: 1d20 + 6 ⇒ (19) + 6 = 25
Esskele's Initiative using Avoid Notice: 1d20 + 5 ⇒ (14) + 5 = 19
Yaeger Ignatius Thomas Hawkins's Initiative using Search: 1d20 + 6 ⇒ (13) + 6 = 19
Inhin Yero's Initiative using Avoid Notice: 1d20 + 7 ⇒ (16) + 7 = 23

Red: 1d20 + 9 ⇒ (10) + 9 = 19

Rain yelps and hastily retreats behind the Pathfinders, pulling the enemy back into the darkness once more.

⬤ ENTRY CHAMBER ENCOUNTER Round 1 ⬤
Terrain Feature(s): The interior of the ruins has a ceiling 15 feet high. The walls, floors, and ceiling are made of stone. There’s no light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Wimsy (AC 18) (17/17 HP)
Seven Coppers (AC 18) (16/16 HP)
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | DV
Red Elite Choker (- HP)
Esskele (AC 18) (22/22 HP)
Miel Archembault (AC 18) (21/21 HP) | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)

REFERENCES

HERO POINTS :
Wimsy: 2☘️
Seven Coppers: 2☘️
Inhin Yero: 1☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Esskele: 1☘️
Miel Archembault: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Nature

Let me know if you have another light source or can see through darkness beyond Rain's everburning torch.


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GM Screen:
Esoteric Lore: 1d20 + 12 ⇒ (17) + 12 = 29

Crit Success. Payani knows Red Troublemaker has no weakness to exploit but remembers such halfling throw eggs that contain paint, confetti and glitter on their enemies to throw them off. His starknife miss to hit his mark though.

Payani:
Red Troublemaker's offensive ability:
Graffiti Egg [one-action] the halfling troublemaker throws an egg filled with paint, glitter, and confetti at a creature within 30 feet. The target must succeed a DC 17 Reflex saving throw or become dazzled for 1 round (or 1 minute on a critical failure).

Vahrn blesses allies and then raises shield.

Maneki goes into her stance, sticking an arrow White Sneaker's arm. hit, 14 P damage; miss; miss

Shalosar lashes Red with his elements, missing on the second instance. hit, 5 S damage; miss

Dakon follows up Maneki's attack with his own, sticking another arrow in the same arm, then misses the second before raising shield again. hit, 4 P damage; miss

Red Troublemaker waits no more and draws out an egg, throwing it at Payani. DC 17 Reflex saving throw or become dazzled for 1 round (or 1 minute on a critical failure) Red then retreats behind the others.

White Sneak draws shortbow and flies arrows toward Maneki.
Shortbow: 1d20 + 10 ⇒ (19) + 10 = 29 hit
Damage: 1d6 ⇒ 4 P damage

Shortbow, MAP: 1d20 + 10 - 5 ⇒ (1) + 10 - 5 = 6 miss

⬤ BANDITS AND TRAPS! Round 1 ⬤
Map Link: ENCOUNTER MAP

⚠️ BEFORE YOUR TURN ⚠️
❗ Payani: DC 17 Reflex saving throw or become dazzled for 1 round (or 1 minute on a critical failure) ❗

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Vahrn (AC 21+2 w Minor Reinforcing Shield ) (50/50 HP) | Bless (15 ft emanation): +1 status bonus to attack rolls while within the emanation
⠀⠀⠀Abbadon (AC 21) (44/44 HP)
Dakon Mossriver (AC 19+1 w Shield cantrip) (26/26 HP)
Shalosar (AC 19) (41/41 HP)
Maneki Pemanah (AC 21) (48/52 HP)
Payani (AC 20) (38/38 HP)
Red Troublemaker (-5 HP)
White Sneak (-18 HP)
Haduo Nue (AC 20) (41/41 HP)
Blue Sneak (- HP)
Subtly Hidden Trapdoor (- HP)

REFERENCES

HERO POINTS :
Vahrn: 2☘️
Dakon Mossriver: 2☘️
Shalosar : 2☘️
Maneki Pemanah: 1☘️
Payani: 2☘️
Haduo Nue: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success.


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As they proceed southwest,

Rolling Initiatives:
Haduo Nue's Initiative using Search: 1d20 + 11 ⇒ (2) + 11 = 13 (Unwavering Guide (Scout))
Dakon Mossriver's Initiative using Search: 1d20 + 10 ⇒ (17) + 10 = 27
Maneki Pemanah's Initiative using Search: 1d20 + 13 ⇒ (8) + 13 = 21
Payani's Initiative using Scout: 1d20 + 9 ⇒ (9) + 9 = 18 (Provides +2 to Everyone's Init)
Shalosar 's Initiative using Avoid Notice: 1d20 + 9 ⇒ (16) + 9 = 25
Vahrn's Initiative using Search: 1d20 + 12 ⇒ (16) + 12 = 28
Red: 1d20 + 10 ⇒ (20) + 10 = 30
Blue: 1d20 + 6 ⇒ (2) + 6 = 8
White: 1d20 + 6 ⇒ (8) + 6 = 14

Dakon, Maneki, and Vahrn notice a subtly hidden trapdoor (marked in Map). Moreover, some bandits are exiting from the west and notice them.

"Trespassers!" Troublemaker exclaims, but waits to see if they can get past their trap.

⬤ BANDITS AND TRAPS! Round 1 ⬤
Map Link: ENCOUNTER MAP

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Red Troublemaker (- HP) | Delaying
Vahrn (AC 21) (50/50 HP)
➤ ⠀⠀⠀Abbadon (AC 21) (44/44 HP)
Dakon Mossriver (AC 19) (26/26 HP)
Shalosar (AC 19) (41/41 HP)
Maneki Pemanah (AC 21) (52/52 HP)
Payani (AC 20) (38/38 HP)
White Sneak (- HP)
Haduo Nue (AC 20) (41/41 HP)
Blue Sneak (- HP)
Subtly Hidden Trapdoor (- HP)

REFERENCES

HERO POINTS :
Vahrn: 2☘️
Dakon Mossriver: 2☘️
Shalosar : 2☘️
Maneki Pemanah: 1☘️
Payani: 2☘️
Haduo Nue: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success.


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As promised, the journey to the ruins is only a 2-hour hike through the swamp, and Rain in Cloudy Day leads the way. The larger ruin near the Tskikha enclave is actually an ancient temple from the city-state of Nacar-Azen that the swamp has mostly consumed. A stone platform sits at a skewed angle out of the muck, and rampant foliage covers most of it. A long stone stairway descends below the plinth and into the structure. The stairway would normally be obscured, but the recent movement of creatures in the area has pushed the obfuscating foliage aside.

The interior of the ruins has a ceiling 15 feet high. The walls, floors, and ceiling are made of stone. There’s no light in the area, but luckily, Rain in Cloudy Day has an everburning torch that Thakik lent him.

A polished tan white stone stairway leads down into a large, worked chamber made of similar styled stone. Stairs ascend along the chamber’s northern end to a raised platform. Two halls branch from the raised area, one to the north covered in debris, while the other to the west connects to a wider hall heading north. A sealed stone door to the east bars access beyond. A large crack along the eastern wall of the lower section continues into a damp cavern replete with the smell of flora.


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I will be unavailable this Saturday and Sunday due to a work-related activity, and I may not have internet access in the area. Kindly wait for my next update when I get back.


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I will be unavailable this Saturday and Sunday due to a work-related activity, and I may not have internet access in the area. Kindly wait for my next update when I get back.


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Water laps softly against the docks in this muddy subterranean cavern. Seven boats cluster around the dock, all usable and in good repair, and three tunnels lead back out to the Bunkatsu river. There are curving pictographs over the archways that lead to other parts of the complex. Along one wall is a frieze with several carved hobgoblin figures, each raising a hand in greeting.

DC 18 Society or DC 14 Hobgoblin Lore to Investigate the carvings:
Before the Golden League moved into this complex, this room was built to be a trading post between the Rahk Lo hobgoblin community and surface dwellers.

If you can read Goblin:
You realize that the carvings include a statement of mutual benefit and peaceful intentions.


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I will just handwave healing, and you can have your potions back that are used after combat because...

"I advise everyone to rest before departing. We have our healers who can tend to your wounds. We have extra beds prepared in an unused hut for everyone to sleep in." the chief tells the Pathfinders.

Later on, she also invites Rain and the Pathfinders to join a group including herself and Kazuuk for dinner, a meal that includes turtle soup and a sweet dish made of nuts and berries. The iruxi also serve Rain a dish of dead leaves and decaying swamp moss, which he consumes with gusto.

Everyone is now fully healed and well-rested. If you have any changes to make to your Daily Preparations, this is the time to do so as well.


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Chief Thakik arrives.

“Ah, I see you have reconnected with your fellow Pathfinder-in- training. I wish this reunion could be under better circumstances." Thakik pauses and looks back in the direction of the enclave.

“Our scouts report that the creatures that attacked came from a larger set of these ruins, deeper in the swamp. They emerged from a partially submerged structure, meaning we have no idea of the threat within—but we assume the site is quite dangerous. I know Rain in Cloudy Day has been interested in investigating these ruins, but the risk is too great. However, our enclave can’t afford to withstand more of these attacks.”

Thakik looks over the assembled group, as well as Rain. “Would you be willing to venture into this structure and find out what has agitated the creatures within?”

Following Thakik’s request, Rain in Cloudy Day pipes up with a hopeful smile.

"I want to explore the ruins, and I believe that if you join me, you will be my added protection necessary to make this happen. I know the location of the larger ruin, which is only a few hours away, actually." he says.

At this point, decide as a group if you are willing to join Rain in Cloudy in continuing the investigation of the ruins.


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After breaking into the secret door, they find some coins, carelessly scattered on the ground by whoever had been here.

DC 17 Society or DC 15 Underworld Lore check to identify coins:
You recognize that these are Golden League coins and you can reasonably infer the presence of Golden League activity in this place.

Looking around, the ceiling is 15-foot high and is well-lit throughout by lamps hanging from the walls.

You are currently on the Map. Which way pointed by arrow you will check next?


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Dakon easily unlocks the door, and when one of them opens it, the greasy smell, fitting its name, Fish Fry, emanates and pervades from the inside. Aside from the cloud of small, black flies that pour out the open door and the smell from a pile of rotting fish parts that assaults the senses, the Fish Fry’s interior is neat and almost impersonal: hammocks and fish nets dangle from the ceiling and a few boxes of fishing tackle lay stacked along the walls.

DC 15 Fishing Lore, DC 17 Survival, or DC 19 Sense Motive check to investigate the hut:
You realize that no experienced fisher would leave a pile of fish parts to compost in their own dwelling. Anyone who did so must have intended a certain unpleasantness to discourage frequent visitors. Furthermore, the lack of personal effects indicates that no one is sleeping in this space.

Haduo, Dakon, Maneki, Vahrn:
You find a secret door in the floorboards. The secret door opens on a stairwell that leads to somewhere below.


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Party Health:
Seven Coppers (16/16 HP) [2☘️]
Miel Archembault (14/21 HP) [2☘️]
Yaeger Ignatius Thomas Hawkins (19/19 HP) [3☘️]
Wimsy (17/17 HP) [2☘️]
Inhin Yero (19/19 HP) [1☘️]
Bakal (18/18 HP)
Esskele (12/22 HP) [1☘️] | Raging
Rain in Cloudy Day (/ HP)

"I'm glad you asked!" says Rain to Yaeger.

"After I wandered here, they brought me to their enclave for questioning," Rain explains. "There’ve been smugglers causing trouble in the area, so they thought I might be involved. Once they were satisfied I wasn’t connected to any of that, Chief Thakik allowed me to move around the nearby region."

He gestures vaguely in the direction of the ruins. "That’s when I noticed them. The ruins, I mean. I couldn’t help myself, I started examining what little remained of the markings. It didn’t take long for me to realize they weren’t just old… they were Azlanti. Survivors from Earthfall."

Rain pauses, "More than that, the site appears to have been part of Nacar-Azen, one of the ancient Azlanti city-states."

"I forgot report in, but you see this is a great discovery!" he says excitedly.


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The party decides to check the building. After Haduo's knocking, no one answers back to open it, though. Upon checking, the door is locked.

PC who wishes to break into the hut can do so with a DC 17 Thievery check to pick the lock or a DC 19 Athletics check to Force Open the door.


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Inhin shoots but misses. Bakal lands a massive punch at the boulder, and another that breaks it into pieces!

COMBAT OVER! WELL DONE!

Following the Pathfinders’ victory, Rain excitedly greets his fellow Pathfinders.

"Pathfinders! I am Rain in Cloudy Day! So the Masters have been looking for me after all, haven’t they?" he asks.


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Payani wrote:

Payani didn't notice anything? Either way...

My bad. I noted your Successes but missed to post about it. Assume that you discovered about the missing fishermen and the scrabbling risucho. The scenario has limited information to learn from investigation. More like pointing you where to go next, actually.


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Miel blocks the first hit, but takes the more damaging second. 2 damage to Miel and shield; 13 damage to Miel

Esskele charges Red, slashing it with all his might. 19 S damage With a glare, the boulder trembles on sight. Success, Frightened 1

Inhin/Bakal is up!


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GM Screen:
Maneki: Success, Fail
Payani: Crit Success, Success
Haduo: Crit Success, Success
Dakon: Success, Success
Vahrn: Success, Success
Shalosar: Success, Success

Maneki tends to the ailing villagers. She does her best to lift their spirits, but fails to do so.

Haduo gathers several villagers together and reassures them that Sakura caused the fog to protect the forest, expressing his belief that they can endure and overcome this trial. Near the gathering point, he notices a frantic Risuchō messenger scrabbling at the door of a nearby hut. He soon learns that the hut is called Fish Fry, and the messenger appears desperate to deliver an undelivered piece of mail.

Dakon offers comfort to villagers clustered inside a tofu shop. When he steps outside afterward, he too notices the same Risuchō messenger clawing at the door of the hut Fish Fry, clearly distressed and persistent.

Vahrns surveys the area and learns from several villagers that Mayor Kimi’s two nephews, both fishermen of Fish Fry, have gone missing since the fog descended.

Shalosar goes from house to house, reassuring villagers that Sakura acted to protect everyone. It is then that Mayor Kimi approaches him in private and confides her fear: her two adult nephews, Kenji and Daisuke, fishermen of Fish Fry, have recently disappeared. She does not know whether they were lost in the fog, or if something far worse has happened to them.


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Mayor Kimi remains visibly worried.

"I have no idea. We were simply going about our usual routines, our daily lives here in the village, when the fog suddenly surrounded us. At first, we weren’t alarmed. Fog like this is not uncommon in the forest, especially before sunrise. But when it failed to lift, our concern grew. Soon after, we stopped receiving our usual mail, and travelers no longer came through along their customary routes. We investigated and discovered that the fog is impenetrable. We even pleaded with Sakura, asking what offense we might have given, but we received no answer." she says.

"I don’t know what could have angered our guardian kami, but perhaps you could speak with the villagers and learn more," she suggests.

To learn more, you must investigate the village, either by calming the villagers so they will talk or by seeking clues within the village. Describe how you investigate, and each must make any two DC 17 skill checks (or DC 15 Lore skill checks) appropriate for the investigation. The presence of Sakura’s sprig in the party gives everyone a +1 status bonus for all checks. Examples include Perception or Survival to investigate the village and surrounding area, Underworld Lore or Society to recognize suspicious activity, Diplomacy and Deception to talk with villagers or Nature or Religion to reassure the villagers that it will be possible to calm Sakura and the angry nature spirits. Crit Success counts as two successes, while Crit Failure loses one Success for the group.

Also, this still applies at this point: PCs with nature-themed ancestries (like leshies and awakened animals) are treated within the Forest of Spirits not as strangers but as friends and former neighbors, even if they hail from elsewhere. Such PCs get a +1 circumstance bonus for interacting respectfully with forest creatures or dealing with non-bandit villagers.

Everyone is up to investigate!


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Green Area becomes Difficult Terrain for Medium creatures.

Wimsy makes his way toward Esskele, but the swampy ground is somewhat slowing his movement.

Red Boulder burrows back to the surface and bites Miel.
Jaws Attack: 1d20 + 10 ⇒ (17) + 10 = 27 hit
Damage: 1d8 + 6 ⇒ (2) + 6 = 8 P damage - Physical resistance 1

Jaws Attack - MAP: 1d20 + 10 - 5 ⇒ (19) + 10 - 5 = 24 hit
Damage: 1d8 + 6 ⇒ (8) + 6 = 14 P damage - Physical resistance 1

Do you wish to Shield Block one of the attacks?

⬤ SWAMP RUINS ENCOUNTER Round 2 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 1-3): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The green areas of the map are swampy grounds and count as difficult terrain for Medium creatures, while any creature with a size of Small or smaller must DC 10 Swim in them. The walls of the ruins on the south rise up 10 feet from the ground and may block line of sight.
Map Link: ENCOUNTER MAP

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Seven Coppers (AC 18) (16/16 HP)
Miel Archembault (AC 18+2 w Steel Shield raised) (1/21 HP) | ↺ Shield Block 7 or 13? | Physical Resistance 1; Steel Shield (HP 18/20, Hardness 5, BT 10)
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | DV
Wimsy (AC 18) (17/17 HP)
Red Boulder (- HP)
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Esskele (AC 18) (12/22 HP) | Raging
Black Boulder (-45 HP)
Rain in Cloudy Day (AC ) (0/ HP)

REFERENCES

HERO POINTS :
Seven Coppers: 2☘️
Miel Archembault: 2☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️
Inhin Yero: 2☘️
Esskele: 1☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Nature


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"Sure, follow me." the mayor leads them to her small office after Haduo helps the messengers deliver the mail to their receivers.

Mayor Kimi’s office is a modest but well-kept room in Silvertree village, lit by open windows and the scent of fresh wood. Simple furnishings, a small desk, and neatly pinned notices reflect the village’s humble needs and her practical leadership.

She goes straight to the matter. "How are you able to enter the fog? Are you sent by Sakura?" she asks.


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Miel taunts it again and slashes a small chunk of the boulder before raising shield. 7 S damage

Seven tells a story that guides Yaeger and pokes hard at the boulder. Crit, 20 P damage

Yaeger aims true as his gun blasts the boulder into pieces! Crit, 14 B damage

⬤ SWAMP RUINS ENCOUNTER Round 2 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 1-3): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The green areas of the map are swampy grounds and count as difficult terrain for Medium creatures, while any creature with a size of Small or smaller must DC 10 Swim in them. The walls of the ruins on the south rise up 10 feet from the ground and may block line of sight.
Map Link: ENCOUNTER MAP

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Seven Coppers (AC 18) (16/16 HP)
Miel Archembault (AC 18+2 w Steel Shield raised) (21/21 HP) | Physical Resistance 1; Steel Shield (HP 18/20, Hardness 5, BT 10)
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | DV
Wimsy (AC 18) (17/17 HP)
Red Boulder (- HP) | 20 ft underground
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Esskele (AC 18) (12/22 HP) | Raging
Black Boulder (-45 HP)
Rain in Cloudy Day (AC ) (0/ HP)

REFERENCES

HERO POINTS :
Seven Coppers: 2☘️
Miel Archembault: 2☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️
Inhin Yero: 2☘️
Esskele: 1☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Nature


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With Dakon's spell, the barrier gives in to allow their passage through the fog. (Success, 1 NP)

After they get past the fog, a glowing cherry blossom sprig falls to their feet!

SAKURA'S SPRING, ITEM 5
[RARE] [CONSUMABLE] [MAGICAL] [TALISMAN]
Usage affixed to weapon; Bulk —
Activate [free-action] envision; Trigger You strike an unholy target with the affixed weapon; Requirements You’re trained in the affixed weapon.
This small glowing sprig of cherry tree flowers is only granted by Sakura, the kami of Silvertree. When activated, the affixed weapon gains the holy trait for the triggering attack and all other attacks for 1 minute.

Let me know who is going to affix it.

As the party strides out of the fog, they meet bewildered villagers coming out of their humble homes, some of whom blink their eyes as if they haven’t left their dwellings in a long time. The villagers cry with joy as they see not only the Pathfinders, but also the Risuchō squirrel rabbits, who run around for at least half an hour delivering a month’s worth of mail to the lost villagers.

A woman squeals as she gets a letter, “My daughter gave birth to a healthy girl! I’m a grandmother!”

Other villagers shout their joy as they receive letters from friends, family, or even just trading partners in other villages.

“We’ve not been forgotten by everyone!” one man says, clutching his letter to his heart.

“Hello, travelers! I am Mayor Kimi of the Silvertree Village. Has Sakura forgiven us? How are you able to get through the fog?” Mayor Kimi, an elderly tengu woman asks.

Mayor Kimi


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Payani shows them a temporary path through the fog, thanks to his magical bridges that guide their way. Success, 1 NP

I need one more Success.


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Bakal goes into overdrive, while Inhin misses his shot that he reloads after.

Black Boulder bites Esskele after he fails to hit.
Jaws - Taunted: 1d20 + 10 - 1 ⇒ (13) + 10 - 1 = 22 hit
Damage: 1d8 + 6 ⇒ (7) + 6 = 13 piercing damage

Black Boulder is OG until the start of its turn.

It then curls into a ball and rolls toward Miel and gives him a bite at the end of its rolling.
Jaws - MAP: 1d20 + 10 - 5 ⇒ (8) + 10 - 5 = 13 miss

Seeing Pathfinders are inspires already, Rain in Cloudy Day gets closer and launches a large spore at Black.
Spore Pod: 1d20 + 8 ⇒ (11) + 8 = 19 vs OG hit
Damage: 1d6 + 1 ⇒ (3) + 1 = 4 bludgeoning damage plus spores

Black: DC 16 Fortitude save: 1d20 + 10 ⇒ (7) + 10 = 17 vs Spores (Success, unaffected)

⬤ SWAMP RUINS ENCOUNTER Round 2 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 1-3): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The green areas of the map are swampy grounds and count as difficult terrain for Medium creatures, while any creature with a size of Small or smaller must DC 10 Swim in them. The walls of the ruins on the south rise up 10 feet from the ground and may block line of sight.
Map Link: ENCOUNTER MAP

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Seven Coppers (AC 18) (16/16 HP)
Miel Archembault (AC 18) (21/21 HP) | Physical Resistance 1; Steel Shield (HP 18/20, Hardness 5, BT 10)
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | DV
Wimsy (AC 18) (17/17 HP)
Red Boulder (- HP) | 20 ft underground
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Esskele (AC 18) (12/22 HP) | Raging
Black Boulder (-4 HP) | Taunted by Miel; OG at Rd 2
Rain in Cloudy Day (AC ) (0/ HP)

REFERENCES

HERO POINTS :
Seven Coppers: 2☘️
Miel Archembault: 2☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️
Inhin Yero: 2☘️
Esskele: 1☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Nature


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I will use Maneki's HP'ed roll then.

Maneki easily convinces the risucho with squirrel food, that they gather around her and munch on some that she has. Crit, 2 NP

I realized that I might be running this part wrong. Anyway, everyone is up for the last obstacle.

NAVIGATING THE FOG ROUND ---
Obstacle: WONDROUS WAYFINDING - The mystical nature of the fog offers its secrets only to the persistent.
Navigation Points Acquired: 0 out of 2 needed
Overcome: DC 18 Arcana or Occultism to trace magical resonances, or expend a rank one or higher spell to create a crack in the magical barrier.

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
➤ Haduo Nue | [2☘️]
➤ Dakon Mossriver | [2☘️]
➤ Maneki Pemanah | [1☘️]
➤ Payani | [2☘️]
➤ Shalosar | [2☘️]
➤ Vahrn/Abbadon | [2☘️]


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Maneki follows a flora that might lead them somewhere. [ooc]Success, 1 NP

With Shalosar's help, he follows the risocho's instinct that are looking at them. Success, 1 NP

Next obstacle, same round...

Haduo deals with the spirits that are next to the broken down cart, pleadind them to rest in peace. Crit Success, 2 NP

Moving everyone to the next obstacle, same round
Dakon can have his turn back since Maneki and Shalosar successfully overcome the obstacle. The same goes to Maneki and Payani for the other obstacle.

NAVIGATING THE FOG ROUND 1
Obstacle: PLEASE FEED THE SQUIRRELS - A scurry of intelligent squirrel-like messengers called the Risuchō gather to watch outsiders struggling with the fog, their long rabbit-ears flicking warily.
Navigation Points Acquired: 0 out of 2 needed
Overcome: DC 18 Nature or Diplomacy to appeal to the messengers for help,, DC 20 Deception to trick them into revealing information, DC 16 Performance to make them forget their wariness.

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Haduo Nue | [2☘️]
➤ Dakon Mossriver | [2☘️]
Maneki Pemanah | [2☘️]
➤ Payani | [2☘️]
Shalosar | [2☘️]
➤ Vahrn/Abbadon | [2☘️]

Everyone can act for Round 2 at the obstacle above if Navigation Points needed are still to be met.


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Esskele could have massively hit if he had not startled his target with his roar, which goes sideways when he strikes.

Inhin is still up.


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Inhin calculates his move and chooses to not act for now.

Red Boulder curls into a rocky sphere and barrels forward like a bowling ball, its jagged maw ready to scrape Miel as it rolls by, but fails to land a solid hit.
Jaw Attack: 1d20 + 10 ⇒ (3) + 10 = 13 miss

The Red Boulder then buries itself underground. 20 ft underground

⬤ SWAMP RUINS ENCOUNTER Round 1 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 1-3): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The green areas of the map are swampy grounds and count as difficult terrain for Medium creatures, while any creature with a size of Small or smaller must DC 10 Swim in them. The walls of the ruins on the south rise up 10 feet from the ground and may block line of sight.
Map Link: ENCOUNTER MAP

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Seven Coppers (AC 18) (16/16 HP)
Miel Archembault (AC 18+2 w Steel Shield raised) (21/21 HP) | Physical Resistance 1; Steel Shield (HP 18/20, Hardness 5, BT 10)
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | DV
Wimsy (AC 18) (17/17 HP)
Red Boulder (- HP) | 20 ft underground
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Esskele (AC 18) (22/22 HP)
Black Boulder (- HP) | Taunted by Miel
Rain in Cloudy Day (AC ) (0/ HP)

REFERENCES

HERO POINTS :
Seven Coppers: 2☘️
Miel Archembault: 2☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️
Inhin Yero: 2☘️
Esskele: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Nature


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At this point, you need to navigate the fog on your way to the village. Through skill challenge, each PC that succeeds in a Navigation check earns a Navigation point. A critical success earns 2 Navigation points, while PCs who critically fail lose a Navigation point.

NAVIGATING THE FOG ROUND 1
Obstacle: FEELING ONE'S WAY - The fog is thick and disorienting, but everywhere you can find signs in the natural world that offer clues to orient yourself.
Navigation Points Acquired: 0 out of 2 needed
Overcome: DC 16 Survival checks to orient in the fog, DC 18 Nature to examine local flora for clues, DC 20 Perception to notice sounds, smells, or other sensations in the fog.

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
➤ Haduo Nue | [2☘️]
➤ Dakon Mossriver | [2☘️]
➤ Maneki Pemanah | [2☘️]
➤ Payani | [2☘️]
➤ Shalosar | [2☘️]
➤ Vahrn/Abbadon | [2☘️]

If Navigation Points needed is met before the current Round above ends:
For others who have not acted yet for Round 1, you can move to the next obstacle below:

Obstacle: PHANTOMS IN THE FOG - A broken down cart with several half-eaten dead bodies are all that remain of a merchant caravan that failed to penetrate the fog. Their ghosts wail their frustrations about their interrupted lives and needless deaths.
Navigation Points Acquired: 0 out of 2 needed
Overcome: DC 16 Religion to lay the spirits to rest, DC 20 Deception or Diplomacy to soothe the angry spirits, DC 16 Mercantile Lore to soothe the angry spirits, DC 18 appropriate Lore to promise to help the ghosts with unfinished business.

Everyone can act for Round 2 at the PHANTOMS IN THE FOG obstacle above if Navigation Points needed are still to be met.


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Haduo Nue wrote:
"... do you have any tips to get through this fog?"

The white squirrel-rabbits chitter at Sakura, and then hop hopefully to the edge of the solid fog barrier. Sakura’s eyes narrow as she studies the Pathfinders before her. “Very well."

"I will allow you within the fog, and we will see how you manage the challenge. Perhaps you can find your way. As long as your intent is true, you will find your way through the fog." she says.

Payani wrote:
"Quarantining Silvertree was wise, but what do the villagers know? Did you tell them why you cut them off?"

“They know that I was so enraged by the foul presence in my woods that I could barely speak of it, thus the reason of cutting them off from the rest of the forest… Do you think they could be unaware of its presence? Surely you can feel it. You can feel it, can you not?”[/b] she says.

If you try to detect the foul presence by any means:
Unless you have a way to detect unholy energy, you detect nothing that is foul.

Then Sakura pauses. “Should you meet enraged kami, defend yourselves, but try not to kill them. They know not what they do.”

Sakura raises an arm, and the fog thins for a moment, allowing both the Pathfinders and the chittering squirrel-rabbits following them within. Then the fog closes around them, dense and forbidding, blocking nearly all vision but for adjacent creatures. The squirrel-rabbits accompany the party, patiently waiting to see what they might do.


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Sakura twitches with discomfort. “I do not know exactly what the source of the foulness is, only that I sense it within the village and its presence is enraging, not just to me but to the other forest spirits. Some of them have been maddened by it, losing all sense and reason. I’m losing all sense and reason! Dig until you find it, and then destroy it!”


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Miel moves, raises shield and taunts Black. Seven calls upon his accompaniment to bolster his encouragement to allies. Success, 3 rds CA

Wimsy shoots Black, sticking an arrow to the attacker. 2 P damage

GM Screen:
Wimsy's Nature (T): 1d20 + 4 ⇒ (17) + 4 = 21

Wimsy recalls they are living boulders. Living boulders roll and glide through the Plane of Earth, gathering gemstones and metal shards until their surfaces resemble a ship's hull covered in barnacles. Barely more intelligent than many animals, living boulders fill much the same role on the Plane of Earth as the great herd animals found on Material Plane worlds.

She knows they can roll toward them and can knock them down.

⬤ SWAMP RUINS ENCOUNTER Round 1 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 1-3): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The green areas of the map are swampy grounds and count as difficult terrain for Medium creatures, while any creature with a size of Small or smaller must DC 10 Swim in them. The walls of the ruins on the south rise up 10 feet from the ground and may block line of sight.
Map Link: ENCOUNTER MAP

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Seven Coppers (AC 18) (16/16 HP)
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Miel Archembault (AC 18+2 w Steel Shield raised) (21/21 HP) | Physical Resistance 1; Steel Shield (HP 18/20, Hardness 5, BT 10)
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | DV
Wimsy (AC 18) (17/17 HP)
Red Boulder (- HP)
Esskele (AC 18) (22/22 HP)
Black Boulder (- HP) | Taunted by Miel
Rain in Cloudy Day (AC ) (0/ HP)

REFERENCES

HERO POINTS :
Seven Coppers: 2☘️
Inhin Yero: 2☘️
Miel Archembault: 2☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️
Esskele: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Nature


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Happy New Year, everyone! I’m back and will slowly catch up and post updates in all the games I’m in and GM.


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Once the Pathfinders decide to follow them, they continue hopping away until the squirrel-rabbit skitters to a halt as an antlered figure arises out of the mist to the mixed scents of cherry blossoms, sea spray and cloying blood. As the mists clear, her form becomes fully visible. With bright green fur and cherry blossoms sprouting out of her antlers, her face is that of a furious macaque monkey.

“Strangers,” says she “do you feel it? An unholy miasma resides in what was once a sacred wood. The village harbors it and it festers in my domain like a weeping sore.” she complains.

The antlered macaque introduces herself.

"I am Sakura, the guardian kami of Silvertree." she then turns to Dakon. “Once you did this forest a service, confronting a thief, freeing a spirit, and soothing these woods and making them whole.” she tells him with gratitude.

“But another evil bothers the forest that I have laid this fog in to separate Silvertree from the rest of the Forest of Spirits.” Sakura says.

"This is not just a punishment, but also to protect the rest of the forest from infection, and I will not remove the fog until the villagers rid themselves of this horrid thing."

"I ask you to find the source of unholy energy. Perhaps if you can find a way to navigate this fog, you can also find a way to free the village and remove the filthy source of miasma.”

Antlered macaque


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Happy New Year, everyone! I’m back and will slowly catch up and post updates in all the games I’m in and GM.


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GM Screen:
Yaeger Ignatius Thomas Hawkins's Nature (T): 1d20 + 3 ⇒ (2) + 3 = 5

I assume everyone has time to draw out their weapons since you have been warned before the encounter.

Yaeger knows nothing about the attackers. You have one action left.


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Before the Pathfinders get a chance to engage further into conversation with the chief, shouts of panic come from outside. The shouts come both from the enclave’s main area and from Rain in Cloudy Day, who has just spotted an incoming threat from the ruins.

Hero Point for Yaeger for dealing with the swamp quicksand, even with a low modifier.

Kazuuk spots more of the same creature that Rain saw in the ruins, poised to attack the enclave. Kazuuk rushes to defend the enclave, which is located just south of the area.

"Go, and help Rain!" the chief instructs them.

Close to the ruins, Rain in Cloudy Day quickly greets them and warns that he spotted something off in the distance. 'I see unusual movement over there!"

Rolling Initiatives:
Wimsy's Initiative using Investigate: 1d20 + 8 ⇒ (6) + 8 = 14
Miel Archembault's Initiative using Defend: 1d20 + 4 ⇒ (13) + 4 = 17
Seven Coppers's Initiative using Scout: 1d20 + 6 ⇒ (14) + 6 = 20
Esskele's Initiative using Avoid Notice: 1d20 + 5 ⇒ (7) + 5 = 12
Yaeger Ignatius Thomas Hawkins's Initiative using Search: 1d20 + 6 ⇒ (9) + 6 = 15
Inhin Yero's Initiative using Avoid Notice: 1d20 + 7 ⇒ (11) + 7 = 18

Red: 1d20 + 7 ⇒ (5) + 7 = 12
Black: 1d20 + 7 ⇒ (4) + 7 = 11

I assume everyone have their weapons and shield out.

⬤ SWAMP RUINS ENCOUNTER Round 1 ⬤
Terrain Feature(s): The green areas of the map are swampy grounds and count as difficult terrain for Medium creatures, while any creature with a size of Small or smaller must DC 10 Swim in them. The walls of the ruins on the south rise up 10 feet from the ground and may block line of sight.
Map Link: ENCOUNTER MAP

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Seven Coppers (AC 18) (16/16 HP)
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Miel Archembault (AC 18) (21/21 HP) | Physical Resistance 1; Steel Shield (HP 18/20, Hardness 5, BT 10)
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | DV
Wimsy (AC 18) (17/17 HP)
Red Boulder (- HP)
Esskele (AC 18) (22/22 HP)
Black Boulder (- HP)
Rain in Cloudy Day (AC ) (0/ HP)

REFERENCES

HERO POINTS :
Seven Coppers: 2☘️
Inhin Yero: 2☘️
Miel Archembault: 2☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️
Esskele: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Nature


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I’m back from traveling, but the next few days will be busy again.


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I’m back from traveling, but the next few days will be busy again.

Before I proceed to the skills challenge, I will allow Haduo to perform his Daily Preparations in the area.


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GM Screen:

Dakon Mossriver's Diplomacy (T): 1d20 + 7 ⇒ (1) + 7 = 8 (Make an Impression)
Haduo Nue's Diplomacy (T): 1d20 + 5 ⇒ (11) + 5 = 16

At first, the merchants clamor over one another as they approach. Voices overlap, questions and complaints spilling out all at once. Yet as the chaos settles, and with the right words spoken to the right people, the Pathfinders begin to piece together something useful.

"There’s a thick, mysterious fog blocking all travel across the Bunkatsu River," one merchant explains.

"No, this is no ordinary fog, it's far too dense," another insists. "I’ve been traveling these routes for many years, and I know this isn’t natural."

An old caravan driver shakes his head, clearly unsettled. "In all my years on the road, this is the first fog I’ve ever seen that’s this impenetrable… and this permanent."

"We’ve been stuck here for the past month!" another merchant snaps in frustration.

A tired trader scoffs and waves a hand dismissively. "You’re really planning to cross through that? Good luck. We can’t help you with that."

After that, they press on into the woods. Once within the woods, almost all traffic on the Spirit Road dies away, though the sounds of birdsong and skittering wildlife fill the void. Old growth trees enclose the path on both sides, with the occasional a break in the trees revealing a view of the azure seawater of the Sapphire Sound. Down below, waves crash against a rocky shore and the air tastes not just of pine but also of finely misted salt spray.

One by one, snowy squirrel-like creatures with the twitching long ears of rabbits arrive on the path. The squirrel-rabbits watch the Pathfinders with intelligent eyes, always following at a watchful distance. As they travel onward, more and more squirrel-rabbits arrive, skittering overhead from branch to branch or hopping along the sides of the path.

DC 14 Nature check to identify the creatures:
You recognize them as the Risuchō, a network of tiny kami who deliver news and mail from village to village.

DC 16 Perception check to Sense their Motive:
You understand that they are intelligent and waiting patiently to see what you will do.

A light mist gathers, swirling around the trees. One hops in front of Haduo, waits for half a minute, and then starts hopping slowly away, stopping every few seconds to look behind and check if the leshy follows.

Snowy squirrel-like creatures

PCs with nature-themed ancestries (like leshies and awakened animals) are treated within the Forest of Spirits not as strangers but as friends and former neighbors, even if they hail from elsewhere. Such PCs get a +1 circumstance bonus for interacting respectfully with forest creatures or dealing with non-bandit villagers.


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Kazuuk nods, allowing them some time to heal allies and refocus. He watches them as they do so and somewhat amazed. After that, Kazuuk turns and leads the way toward their enclave, his scouts moving alongside him as the Pathfinders follow.

The iruxi enclave of Tskikha is a day‘s march north of Cassomir, putting it roughly two hours from the Pathfinders’ current location. The enclave is an assemblage of huts and semi-permanent structures built on several pieces of elevated land in the swamplands. Kazuuk takes them directly into a solitary hut, a short walk from the larger enclave and closer to the ruins. As the Pathfinders approach, their leader rests in her hut at the end of a long day of hunting with other members of the enclave, but she quickly gets up to greet the newcomers.Kazuuk steps closer and whispers something into her ear. Nearby, the Pathfinder can see that she wears a small, knowing smile.

“Greetings, you must be more Pathfinders. It is an honor to meet you. I am Chief Thakik of the Tskikha Enclave, and I am responsible for all who dwell here, including your lost friend, Rain in Cloudy Day.”


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The lizardfolk carefully inspects the wayfinder, its symbol stirring a sense of familiarity within him.

"That symbol, it is indeed the mark of the Pathfinders!" he says excitedly. "I am Kazuuk, by the way. These with me are scouts from our enclave; we patrol this area from time to time. And yes, we encountered Rain in Cloudy Day recently. He is safe within our enclave now. If you wish to see him, come and follow us!"

If anyone wishes to heal or Refocus, you can do so before Kazuuk leads you to their enclave.