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Character

[spoiler=Initiative]

Alternative Init-1

Alternative Init-1

Emoubu

[dice=Per, Emoubu]1d20 + 6[/dice]

[dice=Stealth, Emoubu]1d20 + 8[/dice]

[dice=Intimidation, Emoubu]1d20 + 9[/dice]

Loohi Loohi

[dice=Per, Loohi Loohi]1d20 + 5[/dice]

[dice=Stealth, Loohi Loohi]1d20 + 6[/dice]

[dice=Athletics, Loohi Loohi]1d20 + 7[/dice]

Arendel Grimfoe

[dice=Per, Arendel Grimfoe]1d20 + 5[/dice]

[dice=SKILL1, Arendel Grimfoe]1d20 + X[/dice]

[dice=SKILL1, Arendel Grimfoe]1d20 + X[/dice]

Honeysuckle

[dice=Per, Honeysuckle]1d20 + 7[/dice]

[dice=Athletics, Honeysuckle]1d20 + 7[/dice]

[dice=Intimidation Honeysuckle]1d20 + 5[/dice]

Jiki the Flatulist

[dice=Per, Jiki]1d20 + 5[/dice]

[dice=Stealth, Jiki]1d20 + 7[/dice]

[dice=Intimidation, Jiki]1d20 + 8X[/dice]

PLAYER_6

[dice=Per, PLAYER_6]1d20 + X[/dice]

[dice=SKILL1, PLAYER_6]1d20 + X[/dice]

[dice=SKILL1, PLAYER_6]1d20 + X[/dice]

Character

FORT

REF

WILL

Emoubu

[dice=Fort, Emoubu]1d20 + 5[/dice]

[dice=Ref, Emoubu]1d20 + 10[/dice]

[dice=Will, Emoubu]1d20 + 6[/dice]

Loohi Loohi

[dice=Fort, Loohi Loohi]1d20 + 7[/dice]

[dice=Ref, Loohi Loohi]1d20 + 8[/dice]

[dice=Will, Loohi Loohi]1d20 + 5[/dice]

Arendel Grimfoe

[dice=Fort, Arendel Grimfoe]1d20 + 5[/dice]

[dice=Ref, Arendel Grimfoe]1d20 + 9[/dice]

[dice=Will, Arendel Grimfoe]1d20 + 3[/dice]

Honeysuckle

[dice=Fort, Honeysuckle]1d20 + 7[/dice]

[dice=Ref, Honeysuckle]1d20 + 3[/dice]

[dice=Will, Honeysuckle]1d20 + 7[/dice]

Jiki the Flatulist

[dice=Fort, Jiki5]1d20 + 5[/dice]

[dice=Ref, Jiki]1d20 + 7[/dice]

[dice=Will, Jiki5]1d20 + 5[/dice]

PLAYER_6

[dice=Fort, PLAYER_6]1d20 + X[/dice]

[dice=Ref, PLAYER_6]1d20 + X[/dice]

[dice=Will, PLAYER_6]1d20 + X[/dice]

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Character

Arcana

Nature

Occult

Religion

Society

Lore 1

Lore 2

Emoubu

+5

+5

Mining +5

Engineering +5

Loohi Loohi

+4

Scouting +4

Underworld +4

Arendel Grimfoe

+5

+0

+5

+5

Warfare Lore +4

Honeysuckle

+5 T

Abyssal +2

Jiki the Flatulist

+6

+6

Aspis Consortium +6

Herbalism +6

PLAYER_6

Recall Knowledge

[spoiler=Secret Roller]

[dice]6d20[/dice]

[dice]2d6[/dice]

[/spoiler]

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[quote= Status Card][ooc][b] The Final Assualt[/b][/ooc]

[ooc][b]Group conditions:[/b][/ooc]

Round 1

[b]Emoubu[/b] - dmg;

[b]Arendel Grimfoe[/b] - dmg;

[b]Jiki the Flatulist[/b] - dmg

[b]Honeysuckle[/b] - dmg;

[i]Quickling, yellow[/i]

[i]Milfits[/i] -- R: -- B:

[/quote]

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  1. The Mushroom Ring
  2. It Talks!
  3. Befuddled Pathfinders
  4. Enchanted Plants
  5. Chart a Course
  6. The Monarch’s Forces

PART 1: FINDING THE PATH

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AID TOKENS

Allied Offensive

Other Pathfinders assist your attack, increasing the damage you deal by 1d6

To Boost: Succeed at an attack roll against an AC equal to the target DC 17

Boosted Effect: Increase the damage dealt by 1d6.

Timely Inspiration

A fellow Pathfinder grants the benefits of a bard’s inspire courage focus cantrip to all PCs for 1 round (a +1 status bonus to attack rolls, damage rolls, and saves against fear effects).

To Boost: Succeed at a Performance check against the listed DC.

Boosted Effect: Increase the duration by 2 rounds.

Provide Knowledge

Gain the benefits of an automatic success on a check to Recall Knowledge.

To Boost: Attempt an Arcana, Nature, Occultism, or Religion check against DC 17

Boosted Effect: Gain the benefits of an automatic critical success on a check to Recall Knowledge.

Burst of Healing

A fellow Pathfinder heals all the PCs by 1d8

To Boost: Cast one spell with the healing trait or succeed at a Medicine check against DC 17

Boosted Effect: Increase the healing by 1d8.

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Announce Conditions

Mushroom Ring Defeated

At the beginning of one combat encounter, the PCs can reduce their Challenge Points by 2 for the purposes of scaling the encounter.

Animals Defeated

At the start of one round of combat, a group of animals rushes into battle to assist. For that round, any PC making a melee Strike can treat their target

as flanked.

Plants Cut Down:

The PCs can use their experience cutting through plants easily. For 1 round, the PCs can ignore difficult terrain.

Pathfinders Rescued

With the befuddled Pathfinders protected, they can assist with medical needs. At the end of one encounter, a helpful cleric casts a three-action heal, recovering 1d8 Hit Points.

Advance Repelled:

The PCs are bolstered by defending Voth from the fey onslaught. Each PC begins the encounter in area J with 5 temporary Hit Points.

Course Charted:

The PCs don’t have to worry about finding the path and can be on the lookout for danger. At the start of one encounter, the PCs each gain a +2 circumstance

bonus to their initiative rolls.

Shifters Defeated:

The PCs are good at avoiding being caught by surprise. For one round of combat, the PCs can’t be made flat-footed.

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Tokens Tier 1-2