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"Not usually. This place is magically warded, however, I'm not sure that devil was part of the protections. We need to talk to Nigel to figure out what happened as well as sort out the claim of the dagger." Teric heals Medda's worst injuries with healing spells.
"Now, please come with us."
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

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Tess moves to the two injured strangers, if allowed and heals some of their wounds with her healing hex.
CMW 2d8 + 8 ⇒ (1, 2) + 8 = 11
CMW 2d8 + 8 ⇒ (5, 6) + 8 = 19

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***OVERSEER ANNOUNCEMENT***
The crowd of guards, onlookers, and concerned citizens outside the Blakros Museum quiets as Venture-Captain Ambrus Valsin approaches a woman clad in furs exiting the museum. “My Pathfinder agents tell me that you are Medda of the Twinhorn following, is that correct?”
“Yes, I speak for the following.” Medda glares at Nigel Aldain, “I have come to reclaim what is rightfully ours. His agents stole our most sacred relic after we refused to sell it. We have traveled through dangerous lands to claim it back, and still he refused—”
“My agents claim they bought it,” Nigel protests. “I’m not going to just give it to you because you stomp into my office demanding priceless artifacts.”
Valsin interjects, “Nigel, let us listen to her story and decide how to proceed. Medda, tell us about this relic. Why is it so important to you?”
Medda takes a deep breath. “Over 900 years ago, a powerful warrior named Ivvora came into our camp. She spoke of an angel named Vildeis who guided her hunt for a great dark evil she called Eshimka. Several of our scouts had recently disappeared, later found ripped into pieces. The elders insisted that we help banish this evil and ensure the safety of our following. They laid a trap for the evil spirit, luring it to our sacred standing stones on the winter solstice. There, Ivvora and the great dark evil, Eshimka, fought a mighty battle that raged for hours. Just as the night was darkest, Ivvora dealt Eshimka a telling blow, digging her dagger deep into its flesh. The creature tried to escape, but it only snapped off the blade and then collapsed on the center stone. The elders finished their ritual and destroyed it completely.
“Ivvora rested with us for the winter before departing to eradicate more evil from the world, but not before leaving us the hilt of her weapon.” Medda withdraws a bundle of bloody cloth from her bag, then unwraps it to reveal a small hilt with a bloody fragment of black metal. “She told us to bring the hilt back to the standing stones every year at the winter solstice to keep evil away. We’ve had to travel for so long to retrieve the hilt, I’m afraid we won’t make it back in time for the solstice. Please, let me leave now.”
Ambrus Valsin contemplates Medda’s story for a moment, then nods, his brow furrowed. “Nigel, you should send for the Blakros agents who ‘obtained’ the hilt and hear what they have to say. Medda, I’m going to send as many Pathfinder agents as you deem necessary to travel with you and your following. I want to ensure we return this relic to its proper place.” Nigel starts to protest, but Valsin cuts him off. “Nigel, you wanted my help; you are getting it. I’m helping you fix a mistake your agents made. As for your museum,” Valsin takes a moment to survey the heavily damaged museum, ”I’m told most of the damage was done by your own security, not Medda and her following.
“Pathfinders, prepare to head north to the Realm of the Mammoth Lords.”
This concludes Part 1.

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***OVERSEER ANNOUNCEMENT***
“My Pathfinder allies, thank you for bringing us much needed support,” says Medda, the Twinhorn following’s spiritual leader. She stands beside Anok, her phantom and constant companion. “After the orc ambush sapped our supplies and strength, we pushed north to our winter home. We are only hours away from the stone circle and our encampment—if we are going to make it there by midnight, we need to press on. Once there, we will use Ivvora’s hilt to perform our time-honored ritual and keep evil from our lands.” Medda produces the small hilt of a broken weapon with only a fragment of its black metal blade remaining. “Let us move. There are dangers in these ancient woods: orc raiders, bears that topple trees, and worse. Stay in groups and don’t get lost.”
As the Kellids and Pathfinders reach the top of the hill next to the Twinhorn encampment, they notice splashes of blood and the occasional corpse dotting the landscape. Medda raises her voice, calling, “My brethren, our families are under attack! Secure the camp and drive back any who oppose you. Pathfinder allies, join us in defense of our home!” The landscape opens into a burned hillside where blackened trees stand like lifeless sentinels. A crude blockade shields the entrance to a natural cavern.
@Table GMs: You have until May 30 to run encounter H on page 32. If you finish early, you may proceed to encounter I on page 34.

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Your regular GM is off a gallivant, so you have me again! On the plus side, many days have passed so you are all healed and have your spells and abilities back.
As the Kellids and Pathfinders reach the top of the hill next to the Twinhorn encampment, they notice splashes of blood and the occasional corpse dotting the landscape. Medda raises her voice, calling, “My brethren, our families are under attack! Secure the camp and drive back any who oppose you. Pathfinder allies, join us in defense of our home!” The landscape opens into a burned hillside where blackened trees stand like lifeless sentinels. A crude blockade shields the entrance to a natural cavern.
An unnatural calm falls over the area as three figures shuffle forward toward the pathfinders.
Status, bold may post
Narika
Undiana
Teric
Seren
Valoria
Tessara
creepy figures
While outside, all those trees are probably going to stop you charging, sorry.

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Tess casts Haste on the group, hoping the added speed could make an impact in this cluttered terrain.

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Seren seems slightly overwhelmed by being swept up into so much activity over the course of the last few days that she doesn't notice the death or other scenes of battle immediately. When her attention can finally be dragged out of her own little world and her muttered conversations to herself she stares at the figures in consideration. "What in tha barmy world is goin' on!" The amber around her neck glows softly, and she hums something to tuneless under her breath as she tries to figure out what she knows of the creatures.
At the same time she stares down at her own hand and then slips forward through the brush, sliding around a tree in a movement that sets her into her now familiar battle dance.
Free action to dance, standard to Heroism, movement to new location.
I'm Guessing Knowledge Religion, cause of how they look on the map and the shuffling description.
Knowledge Relgion (Heroism): 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27
Spirit Aura: All allies within 30ft gain a +2 bonus on all non-spell damage rolls.

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Teric uses the increased movement to get clear of the bottleneck and closer to the enemy to see what they might be. He pulls down moisture from the air to surround him and cloak him in mists. Luckily, he has no trouble seeing through the mist and takes a moment to examine the figures.
Knowledge, Religion: 1d20 + 6 ⇒ (1) + 6 = 7
Cast Obscuring Mist. Water Sight allows him to see through it, but it's opaque to everyone else.

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[dice=Knowledge (religion) on thing 1]1d20+4[/dice]
[dice=Knowledge (religion) on thing 2]1d20+4[/dice]
Valoria spurs Arazni forward, brandishing her longsword.
Valoria spies the creatures shuffling toward her group. She shudders briefly at their unnatural appearance, but quickly suppresses her reaction. She's supposed to be better than that. She spurs her trusty steed forward to stand beside Seren, who had proved her mettle during their foray into the Blakros Museum.
"By the Inheritor's grace, we shall defeat this evil. Seren, let them come to us! If they are intent on ending their cursed existence on our blades then they can hurry to meet their fate."
She holds her longsword at the ready and watches with a grim expression as the creatures advance.
Full round action for Divine Fighting Technique (Iomedae's Inspiring Sword) which completes half way through my movement, so everybody within 30 feet (should be everybody except Teric) receives a +2 sacred bonus to attack rolls, saving throws, and skill checks for 2 rounds.

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Round 1
Narika
Undiana
Teric
Seren
Valoria
Tessara
Blue - 9 Dmg
Yellow - 9 Dmg
Green - 8 Dmg
Reflex (Green): 1d20 + 5 ⇒ (7) + 5 = 12
Reflex (Blue): 1d20 + 5 ⇒ (19) + 5 = 24
Reflex (Yellow): 1d20 + 5 ⇒ (18) + 5 = 23
Terric puzzles over what in the infinite planes those things while Narika decides to take a more direct approach, nailing them with a fireball. The two up front manage to dodge out of the way of the worst of the spell, while the creature in the back takes the full brunt of it; however the creature's tough hide seems to be resistant to fire!
Seren, tell me which one you were identifying with that check and Valoria, please let me know which is which.

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Valoria, please let me know which is which.
I was going to let you decide, but in my mind thing 1 would be the those closest to me, and thing 2 would be those farther away.

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Sorry, I didn't realize there were 2 creatures. We can keep it simple. The first roll is for the Green, and here's one for Blue/Yellow!
Knowledge Religion(Heroism): 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21

Riddywipple Z. |

Tess caster level check vs Riddy SR for Haste: 1d20 + 8 ⇒ (8) + 8 = 16
Riddy, Knowledge (Religion) vs. Green: 1d20 + 11 ⇒ (4) + 11 = 15 +2 for Iomedae's Swift Sword
Riddy, Knowledge (Religion) vs. Blue & Yellow: 1d20 + 11 ⇒ (17) + 11 = 28 +2 for Iomedae's Swift Sword
Special Attacks and Immunities. If this gets me a third question, Resistances please.
Riddy squeaks with alarm, "Those two in the front are ragewights!"
Riddywipple moves up and casts Greater Invisibility on himself.

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Undy, Knowledge (Religion) vs. Green: 1d20 + 14 ⇒ (8) + 14 = 22 +2 for Iomedae's Swift Sword
If that gets me a question, Special Attacks
Undy, Knowledge (Religion) vs. Blue & Yellow: 1d20 + 14 ⇒ (10) + 14 = 24 +2 for Iomedae's Swift Sword
Resistances (unless Riddy has already gotten this), DR
Undy concurs. "Aye, and the one in the back is a bodak!"
Undy moves up and casts a fireball as well, targeting the same area as Narika's. He uses his Mask of Conflicting Energies to change the damage type to cold (Unless the knowledge checks have revealed that any of them are immune to cold, in which case he leaves it as fire)
Fireball, cold dmg, DC 20 Reflex for half: 8d6 ⇒ (1, 1, 1, 5, 4, 6, 1, 6) = 25

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Round 2
Narika
Undiana
Teric
Seren
Valoria
Tessara
Blue - 34 Dmg
Yellow - 34 Dmg
Green - 23 Dmg
Seren recalls that ragewights are more than just regular wights, capable of inflicting serious wounds that drain one's life (Energy drain, 1 level) and turning the recently slain into wights themselves; they are capable of invoking the same supernatural rage those of the untamed lands are capable of.
Riddywhipple, on the other hand, remembers that while they do not have any special immunities beyond that of your "run-of-the-mill" undead (Undead traits), they harbor no special resistances. Undiana recalls no such physical resistances either, although he does remember that they are somewhat resistant to spells and spell-like abilities. The bodak though is a completely different beast, capable of leeching one's life force with it's hollow gaze (Gaze attack: 30 ft, 1d4 negative levels).
Reflex (Green): 1d20 + 5 ⇒ (8) + 5 = 13
Reflex (Blue): 1d20 + 5 ⇒ (4) + 5 = 9
Reflex (Yellow): 1d20 + 5 ⇒ (10) + 5 = 15
This doesn't prevent him from unleashing a blast of bitingly cold ice which takes them all by surprise! They all move up, shrieking and bellowing at you!
As a note: Terric, while you cannot be targeted within your bank of ice fog there, if you begin you turn within 30 feet of green, you must make a Fortitude save against the gaze. You may of course decide to avert your gaze, and all tactics that affect gaze attacks are valid here.

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Valoria's jaw clenches as she sees the ragewights barreling down on her.
"Seren, hold! Wait for them to come to us!"
Valoria delays until after the ragewights have gone.

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Undy and Riddy step five feet to just behind Seren and, with Riddy providing his own Stone Fist spell as a boost (using Elemental Commixture, as before), unleashes a Flurry of Snowballs towards the two wights. He uses his Water Shaping trait to select out Seren's square (By my calculations, the 30' cone should hit both of them, while avoiding all of my ally's squares - except Seren, who is excluded from the spell).
No SR check needed because neither spell is subject to SR
Cold damage from Flurry of Snowballs: 4d6 ⇒ (5, 1, 5, 6) = 17 Reflex DC 20 for half damage
Secondary Effect from Elemental Commixture: regardless of success or failure on the first save, make a second save, Reflex DC 19. On a failed save, target is knocked prone; regardless of whether they fail or succeed, their movement speed is halved for 1 round.
As a move action, Undy will retrieve his smoked goggles.
After completing their actions, both Undy and Riddy will shut their eyes, becoming effectively blind. Riddy is invisible - I'm not sure whether that affects his susceptibility to gaze attacks?

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Depends if the Bodak has See Invisibility as a constant ability. But if you choose to close your eyes, then you can avoid that issue altogether. Beware that you won't be able to do anything that requires sight while you keep your eyes closed.

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Seeing the two undead walk past his fog, Teric launches a cold Fireball of his own behind them. Then he backs up along the ridge to put more distance between himself and the Bodak.
Cold Damage, Reflex DC 20 for half: 8d6 ⇒ (6, 2, 1, 1, 5, 2, 3, 3) = 23
On a failed save, the Ragewights are slowed too.
Teric is just outside the range of the Bodak's gaze and his movement should keep it that way unless the Bodak advances on the fog.

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Seren gives her best attempt at a salute to Valoria while having to maintain a spinning dance and hold two swords at once. "I gotcha, Horse lady. I ain't lettin' them thin's bite me more than I hafta, it's pretty bad." "Agreed, be wary, they can rage like a tribesman as well."
Seren is going to delay with Valoria to hold the line for hopeful full attacks.

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Tess uses her Flight hex on herself and prepares to take to the air to support the team next round.

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Round 2
Narika
Undiana
Teric
Tessara
Blue - 74 Dmg, Prone, Slowed
Green - 23 Dmg
Seren
Valoria
Let us know if you have a second ray Narika!
Reflex (Blue) - Flurry of Snowballs: 1d20 + 5 ⇒ (12) + 5 = 17
Reflex (Yellow) - Flurry of Snowballs: 1d20 + 5 ⇒ (12) + 5 = 17
Reflex (Blue) - Flurry of Snowballs (secondary effect): 1d20 + 5 ⇒ (3) + 5 = 8
Reflex (Yellow) - Flurry of Snowballs (secondary effect): 1d20 + 5 ⇒ (18) + 5 = 23
Undiana fires a flurry of snowballs which knocks one of the ragewights off its feet as Narika freezes the one still standing with her own arcane powers.
Reflex (Blue) - Cold Fireball: 1d20 + 5 ⇒ (13) + 5 = 18
Reflex (Yellow) - Cold Fireball: 1d20 + 5 ⇒ (7) + 5 = 12
Finally, another fireball turned icy cold zips out from the cloud of icy fog and not only slows the one knocked prone but shatters the standing one.
The remaining ragewight slowly rises to its feet as the bodak approaches slowly, casting its gaze upon everyone.
Seren, Valoria (and Arazni), please make Fortitude saves before you take any actions.
Negative levels for Seren: 1d4 ⇒ 2
Negative levels for Valoria: 1d4 ⇒ 1
Negative levels for Arazni: 1d4 ⇒ 3

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Fort Save(Heroism, Inspired Blade): 1d20 + 7 + 2 + 2 ⇒ (13) + 7 + 2 + 2 = 24
Spells flare, fire, and freeze all around the creatures as one of them drops to the ground. "Hey, not that I'm complainin', but if we keep standin' here all the finger wigglin' is just gonna kill all these thin-... gak!" One of the turns in her dance leaves her staring down the green Bodak and she nearly stumbles out of her rhythm just by the appearance of it. "We shall defeat the weakened one before it can do worse!" Seren herself simply woops as the spirit speaks through her, then slips through the brush to take a strike at the standing ragewight.
Free action to dance, move to new location, standard to attack.
+1 Wakizashi (Spirit Bonuses, Heroism, Inspired Blade): 1d20 + 17 + 2 + 2 ⇒ (8) + 17 + 2 + 2 = 29
Damage(Spirit Bonus, Spirit Aura): 1d6 + 17 ⇒ (5) + 17 = 22
Spirit Aura: All allies within 30ft gain a +2 bonus on all non-spell damage rolls.

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[dice=Fortitude save (Inspiring Sword, Deathless Spirit)]1d20+12+2+2[/dice]
Valoria spurs Arazni forward to strike down the bodak, whirling her longsword to inspire her allies to victory.
Full round action to re-activate Iomedae's Inspiring Sword. All allies within 30' who can see me gain a +2 sacred bonus to attacks, saves, and skill checks for 2 more rounds.
Valoria exerts pressure with her knees, causing Arazni to turn her gaze from the bodak.
[dice=Immediate action Ride check for Indomitable Mount]1d20+13+2[/dice]

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Arazni rears and kicks the bodak.
[dice=hoof (haste, Inspiring Sword)]1d20+9+1+2[/dice]
bludgeoning, magic (spirit bonus): 1d6 + 6 + 2 ⇒ (6) + 6 + 2 = 14 damage

Riddywipple Z. |

Depends if the Bodak has See Invisibility as a constant ability. But if you choose to close your eyes, then you can avoid that issue altogether. Beware that you won't be able to do anything that requires sight while you keep your eyes closed.
Understood. My question is: if the Bodak can't see invisible, would Riddy still be susceptible to the gaze attack if *he* looks at the Bodak (to, for example, cast a spell)? I've got smoked goggles for Undy, but not for Riddy... :-)

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Round 3
Narika
Undiana
Teric
Tessara
Green - 23 Dmg
Seren
Valoria
If Riddywhipple tries to target the bodak, then it will lock eyes with it, irrespective of whether the bodak can see or not. It will thus need to make a save.
Arazni's attack misses the bodak while Seren's sword cuts through the remaining prone ragewight.
You have an aid token; boost it and pass it along, or use it to finish this fight!

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Teric forces arcane energy together and conjures a ball of cold flames, which spins and bounces right at the bodak.
Cast Cold Flaming Sphere. Failing the save causes it to be slowed.
Cold damage, Reflex Save DC 19 negates: 3d6 ⇒ (3, 2, 4) = 9

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Undy will put on his smoked goggles (I used a move action to retrieve them last round. I believe it's a standard action to put them on now but let me know if it's only another move action to do so, in which case he will also cast a spell).

Riddywipple Z. |

Riddy keeps his eyes tightly shut, hoping that this Bodak will just go away.

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Narika feels something trying to happen, because the bodak has gotten too close to her. barely within 30 ft.
fort save: 1d20 + 7 ⇒ (14) + 7 = 21
Whatever it was, she shakes it off and steps back slightly to be out of range.
Now she points at it, speaking arcane words, and two more frosty rays streak out at the creature.
scorching ray, cold, ranged touch attack, into melee, inspired sword: 1d20 + 9 - 4 + 2 ⇒ (15) + 9 - 4 + 2 = 22
scorching ray, cold, ranged touch attack, into melee, inspired sword: 1d20 + 9 - 4 + 2 ⇒ (8) + 9 - 4 + 2 = 15
damage 1: 4d6 ⇒ (2, 2, 6, 1) = 11
damage 1: 4d6 ⇒ (3, 4, 2, 1) = 10
edit: edited based on Valoria's comment.

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In case it matter's Narika's attacks would be 2 higher due to Iomedae's Inspiring Sword.

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Tess takes to the air and flies 40’ and 20’ to the left, fully able to start blasting any baddies left next round, if there are any.
Could someone move me on the map? Thanks.

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Round 3
Green - 53 Dmg, Slowed
Seren
ValoriaRound 4
Narika
Undiana
Teric
Tessara
Reflex vs Cold Flaming Sphere: 1d20 + 5 ⇒ (3) + 5 = 8
The bodak trips over the icy cold flaming sphere; as rime forms upon its limbs it is hit by two rays of the iciest blue.
Yes, it will take a standard to don the smoked goggles.
With a snarl, it places itself with the tree bark at its back and stares at Seren!
Seren, give me an additional Fort save on top of the one you will make for being in its aura.

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[dice=Fortitude save (Inspiring Sword, Deathless Spirit) vs. death gaze]1d20+12+2+2[/dice]
As Valoria meets the bodak's flat gaze, she feels its unnatural tug on her soul. She resists, and after nudging Arazni forward slightly she
furiously hacks at the undead thing.
[dice=+1 longsword (flank, haste, higher ground, inspire courage, Inspiring Sword)]1d20+13+2+1+1+3+2[/dice]
[dice=magic, slashing (inspire courage, spirit bonus)]1d8+5+3+2[/dice]
[dice=hasted +1 longsword (flank, haste, higher ground, inspire courage, Inspiring Sword)]1d20+13+2+1+1+3+2[/dice]
[dice=magic, slashing (inspire courage, spirit bonus)]1d8+5+3+2[/dice]
[dice=iterative +1 longsword (flank, haste, higher ground, inspire courage, Inspiring Sword)]1d20+8+2+1+1+3+2[/dice]
[dice=magic, slashing (inspire courage, spirit bonus)]1d8+5+3+2[/dice]
Her blows strike home, but only seem able to scratch the thing's necrotic flesh.
[dice=Immediate action Ride check (Inspiring Sword) for Indomitable Mount vs. death gaze]1d20+13+2[/dice]

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Arazni bites and stomps at the unnatural creature, trusting Valoria to keep her safe.
[dice=bite (flank, haste, inspire courage, Inspiring Sword)]1d20+9+2+1+3+2[/dice]
[dice=bludgeoning, piercing, slashing, magic (inspire courage, spirit bonus)]1d4+6+3+2[/dice] damage
[dice=hasted bite (flank, haste, inspire courage, Inspiring Sword)]1d20+9+2+1+3+2[/dice]
[dice=bludgeoning, piercing, slashing, magic (inspire courage, spirit bonus)]1d4+6+3+2[/dice] damage
[dice=hoof 1 (flank, haste, inspire courage, Inspiring Sword)]1d20+9+2+1+3+2[/dice]
[dice=bludgeoning, magic (inspire courage, spirit bonus)]1d4+6+3+2[/dice] damage
[dice=hoof 1 (flank, haste, inspire courage, Inspiring Sword)]1d20+9+2+1+3+2[/dice]
[dice=bludgeoning, magic (inspire courage, spirit bonus)]1d4+6+3+2[/dice] damage

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Teric waves his hand and the ball of cold flames rolls around Arazni and slams into the bodak again. Meanwhile, Teric coerces the magic to do his bidding and unleashes a scream and only is heard by the Bodak.
Cast Cold Ear-Piercing Scream. Failure dazes and slows the Bodak.
Cold Damage, DC 19 Fort Save for half: 4d6 ⇒ (2, 3, 4, 1) = 10
Save again from the Flaming Sphere. Failed save means its slowed again.
Cold Flaming Sphere (DC 20 Reflex save negates): 3d6 ⇒ (6, 6, 2) = 14

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Fort Save(Heroism, Inspired Blade, Spirit Bonus): 1d20 + 7 + 2 + 2 + 4 ⇒ (17) + 7 + 2 + 2 + 4 = 32
Fort Save(Heroism, Inspired Blade, Spirit Bonus): 1d20 + 7 + 2 + 2 + 4 ⇒ (12) + 7 + 2 + 2 + 4 = 27
I forgot to add my spirit bonus to my fort save last time. I remembered now!
"Horse Lady! Why is it lookin' at me all creepy!?" "If it wishes to match glares, I shall show it a truly might stare!" Seren doesn't get the chance to ask herself what exactly that means as horse hooves and swords fly frightfully close at the flanked Bodak. Seren has no choice but to follow along, her spinning steps and snapping swords beating out a rhythm as she glides through motions that let her come at the creature from awkward angles beneath Valoria's high strikes.
Free action to dance, full attacking!
MH +1 Wakizashi (Spirit Bonuses, TWF, Heroism, Haste, Flank, IB, IC): 1d20 + 17 - 2 + 2 + 1 + 2 + 2 + 3 ⇒ (14) + 17 - 2 + 2 + 1 + 2 + 2 + 3 = 39
Damage(Spirit Bonus, Spirit Aura): 1d6 + 17 + 3 ⇒ (1) + 17 + 3 = 21
MH Iterative (Spirit Bonuses, TWF, Heroism, Haste, Flank, IB, IC): 1d20 + 12 - 2 + 2 + 1 + 2 + 2 + 3 ⇒ (5) + 12 - 2 + 2 + 1 + 2 + 2 + 3 = 25
Damage(Spirit Bonus, Spirit Aura, IC): 1d6 + 17 + 3 ⇒ (1) + 17 + 3 = 21
MH Sudden Strike (Spirit Bonuses, TWF, Heroism, Haste, Flank, IB, IC): 1d20 + 17 - 2 + 2 + 1 + 2 + 2 + 3 ⇒ (13) + 17 - 2 + 2 + 1 + 2 + 2 + 3 = 38
Damage(Spirit Bonus, Spirit Aura, IC): 1d6 + 17 + 3 ⇒ (3) + 17 + 3 = 23
MH Haste (Spirit Bonuses, TWF, Heroism, Haste, Flank, IB, IC): 1d20 + 17 - 2 + 2 + 1 + 2 + 2 + 3 ⇒ (14) + 17 - 2 + 2 + 1 + 2 + 2 + 3 = 39
Damage(Spirit Bonus, Spirit Aura, IC): 1d6 + 17 + 3 ⇒ (5) + 17 + 3 = 25
OH +1 Wakizashi (Spirit Bonuses, TWF, Heroism, Haste, Flank, IB, IC): 1d20 + 17 - 2 + 2 + 1 + 2 + 2 + 3 ⇒ (17) + 17 - 2 + 2 + 1 + 2 + 2 + 3 = 42
Damage(Spirit Bonus, Spirit Aura. IC): 1d6 + 12 + 3 ⇒ (2) + 12 + 3 = 17
Crit Rolls
OH Crit Confirm (Spirit Bonuses, TWF, Heroism, Haste, Flank, IB, IC): 1d20 + 17 - 2 + 2 + 1 + 2 + 2 + 3 ⇒ (17) + 17 - 2 + 2 + 1 + 2 + 2 + 3 = 42
Damage(Spirit Bonus, Spirit Aura. IC): 1d6 + 12 + 3 ⇒ (6) + 12 + 3 = 21
Spirit Aura: All allies within 30ft gain a +2 bonus on all non-spell damage rolls.

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Undy adjusts the goggles so they fit nicely on his nose and reopens his eyes.
Eyes averted 50% miss chance, high is good for me: 1d100 ⇒ 46
Fort save vs gaze, Iomedae's sword, smoked goggles: 1d20 + 7 + 2 + 8 ⇒ (20) + 7 + 2 + 8 = 37
Undy gestures in the Bodak's direction and a blast of water flies forth from his hands. Hydraulic Push, using the Hydraulic Maneuver feat to change the effect from Bull Rush to Dirty Trick (Blind)
Eyes averted 20% miss chance, high is good for me: 1d100 ⇒ 32
CMB vs Bodak's CMD: 1d20 + 16 ⇒ (5) + 16 = 21 If it beats his CMD - but maybe not with that roll! - he is blinded for 1 round (+1 round for every 5 by which it beats his CMD). He can remove the penalty by spending a move action, though I think (?) that his gaze will not be operative until he does so?

Riddywipple Z. |

Riddy squeaks, pulls his eyes shut even tighter, and says, "Someone tell me when it's over!"
Btw, he is no longer invisible.

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Tess keeps the same height and moves 20’ closer to the remaining enemy. She curses him with her Evil Eye hex, causing him to perhaps be distracted and reduce his defenses next round.
Evil Eye hex. DC 20 will to resist or take -4 to AC next round.

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While the cavalier manages to draw the creature's attention, Seren manages to step in, plunge a wakizashi into its armpit, twisting the blade and using it as a hold to launch herself through the air, spinning, to slash across both putrid eyes which part with a smell of rotten eggs. As it cries out in pain, she slashes across its neck, and its howls are no more.
Teric and Undiana, save those spells.
As you look about, it looks like the Twinhorns are holding off the enemy. Barely. It looks like there is some confusion among the following. Perhaps sorting out who is in charge and what they should be doing with the leaders of the Twinhorns would be a good move.
Dealing with the growing darkness that seems to be emanating from a promontory by the nearby river might also prove useful, as it seems to be the epicenter of the problems the Society's finest face.
Twinhorns or face-off against a BBEG? You let me know, first two votes towards one of these options triggers it.

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I'm fine with whatever, I have a soft preference for meeting with the twinhorn leaders.

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There is an option to join with some of the fighting outside the tents yes, thank you for reminding me Narika. So you have that option.

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Tess votes to take on the big bad nearby. Thats one vote for three different options! Next vote rules the day!