
![]() |

"...er...." says Skipper, as Yami's servitor begins to smoke a little bit. "Um, Yami.... is your employee undead? Oh dear."
Yami may be too busy babbling to answer.
Confusion Roll: 1d100 ⇒ 16
Gaining a moment of lucidity, Yami ceases babbling for the moment. "Undead? Perhaps. A work of art? Absolutely." Yami pauses long enough for Skipper to finish spraying divine energy in all directions (...Clerics...) and shouts the Thassilonian word for STOP at the Devourer, the magical force behind the word causing his invisibility to drop.
Yami casts Halt Undead on the Devourer (unfortunately the Ragewights are more than 30 feet away or he would catch them too). DC 21 Will Save.
Spell Resistance (If Applicable): 1d20 + 11 ⇒ (10) + 11 = 21

![]() |

Chaine's eyes grow wide at Silvermane's attempt to discuss something. A single tear runs down the cavalier's left cheek. "I'm... so... proud of you, boy! extra serving of oats tonight for you!"
[Swift Action to activate Greater Tactician: Lastwall Phalanx]
[Move Action to draw a potion]
[Standard Action to drink potion]
Protection vs. Evil on Chaine

![]() |

"Fade, lets finish this together." This is taking too long. I must quicken their end and protect my allies. Mantis steps closer to Fade and begins slicing the undead between them.
sawtooth1: 1d20 + 15 + 1 + 1 + 2 ⇒ (19) + 15 + 1 + 1 + 2 = 38, dmg: 1d8 + 8 + 1 ⇒ (2) + 8 + 1 = 11 plus holy: 2d6 ⇒ (1, 3) = 4 and
sawtooth2: 1d20 + 15 + 1 + 1 + 2 ⇒ (13) + 15 + 1 + 1 + 2 = 32, dmg: 1d8 + 8 + 1 ⇒ (4) + 8 + 1 = 13 plus holy: 2d6 ⇒ (1, 5) = 6 and sawtooth1: 1d20 + 10 + 1 + 1 + 2 ⇒ (2) + 10 + 1 + 1 + 2 = 16, dmg: 1d8 + 8 + 1 ⇒ (1) + 8 + 1 = 10 plus holy: 2d6 ⇒ (1, 5) = 6 and
sawtooth2: 1d20 + 10 + 1 + 1 + 2 ⇒ (19) + 10 + 1 + 1 + 2 = 33, dmg: 1d8 + 8 + 1 ⇒ (7) + 8 + 1 = 16 plus holy: 2d6 ⇒ (3, 3) = 6
sawtooth haste: 1d20 + 15 + 1 + 1 + 2 ⇒ (2) + 15 + 1 + 1 + 2 = 21, dmg: 1d8 + 8 + 1 ⇒ (7) + 8 + 1 = 16 plus holy: 2d6 ⇒ (4, 2) = 6
sawtooth1: 1d20 + 15 + 1 + 1 + 2 ⇒ (19) + 15 + 1 + 1 + 2 = 38, dmg: 1d8 + 8 + 1 ⇒ (6) + 8 + 1 = 15
sawtooth2 confirm?: 1d20 + 10 + 1 + 1 + 2 ⇒ (8) + 10 + 1 + 1 + 2 = 22, dmg: 1d8 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Dinnae remember if holy is doubled: holy: 2d6 ⇒ (5, 5) = 10 plus holy: 2d6 ⇒ (1, 2) = 3
Five foot step into flanking, all attacks directed blue until drops, any remaining attacks directed to red (may have to subtract flanking bonus).

![]() |

Adsal quickly casts burning arc at the bodak, then lets it jump to the next ragewrigt and then to the other. DC 18 Refl for half
First enemy: 9d6 ⇒ (1, 2, 4, 2, 2, 2, 4, 3, 1) = 21
First enemy: 4d6 ⇒ (4, 1, 4, 3) = 12
First enemy: 2d6 ⇒ (4, 2) = 6

GM Cwethan |

@Brass and Adsal, there seems to be some confusion about which undead are still alive. Chaine destroyed the Bodak a turn ago, and Fade, Skipper, and Yami's new friend each just destroyed one of the three Ragewights, leaving only the giant flying zombie.
Since I don't think either of you are in a position to completely defeat the devourer in a single set of turns, I'm just going to "delay" you to keep this encounter moving.
The powerful undead shrugs off Yami's command. A look of disdain flickering across its face as it drifts down towards Fade and Talathel. As it does so, the flickering soul attempting to escape the prison of the devourer's ribcage gutters out with an awful finality just as it reaches out to drain Mantis dry!
Claw: 1d20 + 18 + 1 - 3 ⇒ (20) + 18 + 1 - 3 = 36
Confirm: 1d20 + 18 + 1 - 3 ⇒ (2) + 18 + 1 - 3 = 18 Phew!
B/S: 1d8 + 9 + 6 ⇒ (5) + 9 + 6 = 20
Vampiric Touch: 9d6 ⇒ (4, 3, 1, 4, 3, 1, 1, 2, 6) = 25
Active Conditions: Harrow Insight (Attack), Dim Light
Bold may Go!
Fade unlit, 5 Images, haste
Yami unlit, Confused
Skipper haste
Hovering Corpse +4, 15' up
Yami's New Friend Protection from Evil, Grappled, haste -37
Adsal Haste, unlit - May take two turns
Brass Mantis -50, 1 negative level, unlit, haste - May take two turns
Chaine (Silvermane: Confused)

![]() |

Mantis moves to the final foe, drawing his second blade and slicing with the first. sawtooth: 1d20 + 17 + 1 + 1 ⇒ (3) + 17 + 1 + 1 = 22
dmg: 1d8 + 8 + 1 ⇒ (7) + 8 + 1 = 16 I think negative level applies after this round, but subtract 1 if it applies now. (Though probably irrelevant :)

![]() |

5 ft. step
Fade takes a step up to the enemy.
Swift Action
Fade continues to pump arcane energy in Penumbrae. (Arcane Strike)
Full Round Action
Fade states in a breathy voice, "Let's see how you like a taste of your own medicine."
Fade casts a Vampiric Touch of his own, trying to sap hit points from the corpse. Casting defensively, can't fail. Common misconception: Vampiric Touch works on undead just fine.
Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat, Harrow, Haste): 1d20 + 17 - 2 + 2 - 2 + 1 + 1 ⇒ (15) + 17 - 2 + 2 - 2 + 1 + 1 = 32
Black Blade Scimitar Damage (Power Attack, Arcane Strike, Pool +2 & Keen): 1d4 + 11 + 4 + 3 + 2 ⇒ (3) + 11 + 4 + 3 + 2 = 23
Main Attack
Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat, Harrow, Haste): 1d20 + 17 - 2 + 2 - 2 + 1 + 1 ⇒ (1) + 17 - 2 + 2 - 2 + 1 + 1 = 18
Black Blade Scimitar Damage (Power Attack, Arcane Strike, Pool +2 & Keen): 1d4 + 11 + 4 + 3 + 2 ⇒ (2) + 11 + 4 + 3 + 2 = 22
Iterative
Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat, Harrow, Haste): 1d20 + 12 - 2 + 2 - 2 + 1 + 1 ⇒ (18) + 12 - 2 + 2 - 2 + 1 + 1 = 30
Black Blade Scimitar Damage (Power Attack, Arcane Strike, Pool +2 & Keen): 1d4 + 11 + 4 + 3 + 2 ⇒ (4) + 11 + 4 + 3 + 2 = 24
Haste Attack
Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat, Harrow, Haste): 1d20 + 17 - 2 + 2 - 2 + 1 + 1 ⇒ (15) + 17 - 2 + 2 - 2 + 1 + 1 = 32
Black Blade Scimitar Damage (Power Attack, Arcane Strike, Pool +2 & Keen): 1d4 + 11 + 4 + 3 + 2 ⇒ (3) + 11 + 4 + 3 + 2 = 23
--------------------------------------------------------------
CRIT - SpellStrike Attack
CRIT - Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat, Harrow, Haste): 1d20 + 17 - 2 + 2 - 2 + 1 + 1 ⇒ (8) + 17 - 2 + 2 - 2 + 1 + 1 = 25
EXTRA DAMAGE - Black Blade Scimitar Damage (Power Attack, Arcane Strike, Pool +2 & Keen): 1d4 + 11 + 4 + 3 + 2 ⇒ (2) + 11 + 4 + 3 + 2 = 22
CRIT - Iterative
CRIT - Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat, Harrow, Haste): 1d20 + 12 - 2 + 2 - 2 + 1 + 1 ⇒ (13) + 12 - 2 + 2 - 2 + 1 + 1 = 25
EXTRA DAMAGE - Black Blade Scimitar Damage (Power Attack, Arcane Strike, Pool +2 & Keen): 1d4 + 11 + 4 + 3 + 2 ⇒ (2) + 11 + 4 + 3 + 2 = 22
CRIT - Haste Attack
CRIT - Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat, Harrow, Haste): 1d20 + 17 - 2 + 2 - 2 + 1 + 1 ⇒ (18) + 17 - 2 + 2 - 2 + 1 + 1 = 35
EXTRA DAMAGE - Black Blade Scimitar Damage (Power Attack, Arcane Strike, Pool +2 & Keen): 1d4 + 11 + 4 + 3 + 2 ⇒ (2) + 11 + 4 + 3 + 2 = 22
--------------------------------------------------------------
VAMPIRIC TOUCH - on the first hit
SR: 1d20 + 11 ⇒ (6) + 11 = 17
Vampiric Touch Damage: 5d6 ⇒ (5, 4, 1, 2, 4) = 16 - can roll 5d6 more if it Spellstrike hit ends up critting.

GM Cwethan |

Mantis and Fade, unless you have Reach via some method I missed, you can't currently stab the Devourer since it's 15' off the ground. Also (and I just double checked to make certain), Vampiric Touch only targets living creatures, so I think that's actually just a common conception ;)

GM Cwethan |

Love it!
Enlarge takes a full round of casting, so Mantis won't be able to take that standard action swing (which would miss anyways), but will be able to take that full-attack, and Fade will be able to have gotten up there as well.
With Adsal's aid, both Fade and the Brass Mantis set about messily dismembering the undead horror, leaving it scattered about the landscape!
However, the madness it inflicted still remains, and while Silvermane's undead inflicted rage is directed at himself, Yami's has turned outward towards Skipper!
Silvermane: 1d100 ⇒ 63
Silvermane hurt himself in his Confusion!: 1d8 + 6 ⇒ (6) + 6 = 12
Yami: 1d100 ⇒ 92
Coin Flip: 1d2 ⇒ 2
Active Conditions: Harrow Insight (Attack), Dim Light
Bold may Go!
Fade unlit, 5 Images, haste, fly
Yami unlit, Confused
Skipper haste - Holding off on your turn til after Yami's attack, but feel free to post a spoilered turn if you like
Yami's New Friend Protection from Evil, Grappled, haste -37
Adsal Haste, unlit
Brass Mantis -50, 1 negative level, unlit, haste, embiggened
Chaine (Silvermane: -12, Confused)

![]() |

Ah, missing the flying part. In that case, change my Vampiric Touch to Dimension Door right above it before attacking, and you can remove my spellstrike attack. Fade has Dimensional Agility so can attack after using Dimension Door.
It's down now but that's what he would have done instead.
"Thank you Adsal."

![]() |

However, the madness it inflicted still remains, and while Silvermane's undead inflicted rage is directed at himself, Yami's has turned outward towards Skipper!
Me? Make a melee attack? Surely you jest!
Staff Bonk: 1d20 + 3 ⇒ (2) + 3 = 5
Spiky remains motionless, having run out of enemies to attack with his most recent order. Yami's eyes go wild as he becomes confused again, and moves to bonk Skipper with his staff as he mutters something about incoherent about clerics. It, of course, swings through the air so weakly and misses so badly that Skipper may not even know what Yami was actually doing.

GM Cwethan |

Not in the mood to retcon that, but I'll note that nothing in being Confused indicates that you should use your weakest attack when going after the nearest character...
Anyone got a dispel handy before Yami does some damage?
Active Conditions: Harrow Insight (Attack), Dim Light
Bold may Go!
Fade unlit, 5 Images, haste, fly
Yami unlit, Confused
Skipper haste
Yami's New Friend Protection from Evil, Grappled, haste -37
Adsal Haste, unlit
Brass Mantis -50, 1 negative level, unlit, haste, embiggened
Chaine (Silvermane: -12, Confused)

![]() |

Chaine delays.

![]() |

Not in the mood to retcon that, but I'll note that nothing in being Confused indicates that you should use your weakest attack when going after the nearest character...
Actually, I will insist on the retcon! I have always interpreted attack as being different than a spell. I could not find any actual FAQ ruling on that. Yami will instead use magic jar on Skipper.

![]() |

Adsal quickly casts Enlarge Person on mantis and Fly on Fade to give them a bit more reach.
Nice!
Anyone got a dispel handy before Yami does some damage?[/ooc]
"Apsu can make this blade the subdual kind, but I think this is a better option." The enlarged Mantis stows his weapons and makes like the diminutive mantis.
Grapple Yami: 1d20 + 15 + 1 + 1 + 2 - 1 - 1 ⇒ (2) + 15 + 1 + 1 + 2 - 1 - 1 = 19
![]() |
1 person marked this as a favorite. |

Can you magic jar my horse instead so that he can freaggin start moving again? :P

![]() |

Whew, lot to catch up on. It sounds like I need to make a Will save.
Will: 1d20 + 19 ⇒ (5) + 19 = 24 HA! take your magic jar and shove it ;) ;)
"WOAH!" Skipper cries out as Yami becomes visible I think? Assuming it wasn't greater invisibility and directs a hostile spell at him. "Hey, watch it! Okay, maybe I can clear your head..."
Dispel magic, you say?
Skipper takes a step back from Yami and quickly casts a spell to try and break his confused state.
Targeted Dispel check?: 1d20 + 11 ⇒ (5) + 11 = 16 Well, poo.

GM Cwethan |

Only rolling for Silvermane's confusion, since what Yami's going to do could vary greatly based on what other people do to him!
Though Skipper has fought off Yami's mental onslaught, the Wayang necromancer is no less dangerous, and still stricken by the Devourer's curse!
The horse too!
Active Conditions: Harrow Insight (Attack), Dim Light
Bold may Go!
Fade unlit, 5 Images, haste, fly
Yami unlit, Confused
Skipper haste
Yami's New Friend Protection from Evil, haste -37
Adsal Haste, unlit
Brass Mantis -50, 1 negative level, unlit, haste, embiggened
Chaine (Silvermane: -12, Confused, Acting Normally)
Silvermane's Confusion: 1d100 ⇒ 5

![]() |

Fade is pretty useless to stop this. Delay for now.

![]() |

Embiggenned grapple (or is that next round?)

![]() |

Noticing that Silvermane is no longer talking to himself or hitting himself, Chaine spurs him forward immediately, towards... Yami??? "Hey, Yami! spread out your legs slightly ok? it will make it easier for me not to cause some permanent damage... down there..."
In order to shut down Yami's assault on the party, Chaine spurs Silvermane in a wheeling charge through his allies and attempts to aim the lance between Yami's leg to cause major discomfort and perhaps lift him off his feet so that he can fall in a curled up fetal position to deal with the nonlethal pain that is sure to follow...
+1 Cold Iron Valiant Lance, Mounted charge, Banner; Wheeling Charge, Ride-by Attack, Spirited Charge; Harrow Insight; nonlethal: 1d20 + 18 + 1 - 4 ⇒ (7) + 18 + 1 - 4 = 22 for dmg: 3d8 + 15 ⇒ (8, 5, 2) + 15 = 30 cold iron, magical, nonlethal damage. *OOMPH!!* ?
"Everyone! remember this is our friend, and thus let the power of friendship guard your bodies and minds against any of his incoming spells!!"
[Swift Action to grant the Shake it Off feat to everyone within 60 feet!!!]
I'd say Yami still counts as an ally, so if you swarm him you may use him for an additional +1 bonus to your saves...
Lance shining with light; AC 26. The following are not applicable vs. Yami (assuming non-evil): Lastwall Phalanx +1; Protection from Evil.

GM Cwethan |

Yami's vacant body offers no defense as Chaine wallops it and Brass snatches it up.
However, his spirit still roams free...
This one's a slightly weird interaction, but I think because Yami's not currently aware of the state of his body, confusion won't automatically cause him to retaliate against attacks upon it.
Oh, and since Yami's body is "as near as anyone can tell, dead," I'm going to rule that Shake it Off won't read his lifeless form as an ally with the feat.
Active Conditions: Harrow Insight (Attack), Dim Light
Bold may Go!
Yami unlit, Confused
Fade unlit, 5 Images, haste, fly
Skipper haste
Yami's New Friend Protection from Evil, haste -37
Adsal Haste, unlit
Brass Mantis -50, 1 negative level, unlit, haste, embiggened
Chaine (Silvermane: -12, Confused, Acting Normally)

![]() |

I totally missed Yami was on the ground... who are we fighting? Chaine would have nonlethal'ed anyone attacking the party...

![]() |

Lol! I saw Yami say it, then saw Skipper successfully make the Save and totally forgot that is not the end of the spell. :) Any chance of recognizing the spell or its effect in character? I was pretty focused on the undead and might have missed it. Spellcraft: 1d20 + 8 ⇒ (9) + 8 = 17 EDIT: hmmm skill is only usable as a spell is being cast, not on its aftereffects. Cool. :)

GM Cwethan |

Also, that's not high enough to identify the spell anyways. Skipper, however, is certainly aware that something just tried to push him out of his body, so even without explicit knowledge of the spell, there's probably a two and a two to put together :)

![]() |

Hmm, I was forgetting that my spellcraft with Skipper is actually trained, or I would have rolled at the time.
Did Skipper realize what Yami was casting on him, Spellcraft: 1d20 + 10 ⇒ (6) + 10 = 16 *rolls eyes at dice* I'm gonna use Skipper's 1/day fortunate charm
SPELLCRAFT: 1d20 + 10 ⇒ (13) + 10 = 23
"Woah everyone, let's just calm down! I think I know what's going here! Yami tried to cast a spell to take control of my soul," Skipper says blithely, as if this happened every day. "Wait, no, tried to cast a spell taking control of my BODY. He's not dead though. I think he's probably in a gem or something. For now, let's all back more then ten feet away from him, okay? I don't think he can really hurt us just now. Is Silvermane okay, Chaine, or still kinda crazy?"
(If the retroactive skill check was okay, then is it valid for us to just stay out of range of magic jar, wait for Yami's confusion to wear off, and for him to terminate the spell and go back into his body? I don't object to playing it out round by round, but getting close enough to tie him up will result in someone likely having to make will saves, so if we're playing it safe ICly it seems like we'd just wait for the confusion to wear off as Yami's hostile potential while magic jar'd is low.)
No actual actions posted yet, waiting to see if above strategy valid before I see if Skipper will burn more spells

GM Cwethan |

That plan makes sense, but it's 10' per caster level, so you may want to back away a little farther...
Okay, I'm going to steer away from retconning away everyone else's actions, so let me just see if Silvermane or Yami muck up the plan this round.
Yami's confusion: 1d100 ⇒ 47 Babble it is!
Silvermane's confusion: 1d100 ⇒ 9 Acting normally!
Yami won't be able to hurt or chase any of you, and also won't be able to hurt himself for the time being, but let's see what Silvermane gets up to in the SHOCKINGLY LONG intervening time.
Confusions: 1d100 ⇒ 311d100 ⇒ 501d100 ⇒ 281d100 ⇒ 481d100 ⇒ 171d100 ⇒ 151d100 ⇒ 141d100 ⇒ 481d100 ⇒ 811d100 ⇒ 561d100 ⇒ 691d100 ⇒ 461d100 ⇒ 521d100 ⇒ 89
Two sets of attacks at Chaine
Three sets of self flagellation
17s to hit with Power Attack: 3d20 ⇒ (1, 1, 3) = 53d20 ⇒ (16, 6, 8) = 30
Confused Stomping: 3d8 + 18 ⇒ (7, 3, 4) + 18 = 32
After nearly two minutes of Chaine trying to soothe Silvermane, the flanks of the noble horse are bloodied, and flecks of frenzied froth spatter his face. But that too does pass, and though Yami's unquiet spirit leaves flickering corposant and strange echoes in his temporary haunt, Skipper is able to lead the Pathfinders to safety.

![]() |
1 person marked this as a favorite. |

"Yes, Silvermane is acting like he's had catnip. YAMI!! YAMI!! control Silvermane at once! I shall show you the equestrian arts from a first-person point of view!! ENTER MY HORSE PLEASE!!!!!!!"
While waiting for Kami's friendly horse possession ('cause Chaine thinks that would be better), Chaine yanks hard on the leads and on the horse's mane to steer the great steed's head away from the dead tree stumps!
Mounted Combat to negate hit: 1d20 + 21 ⇒ (3) + 21 = 24
Mounted Combat to negate hit: 1d20 + 21 ⇒ (16) + 21 = 37
Mounted Combat to negate hit: 1d20 + 21 ⇒ (17) + 21 = 38

GM Cwethan |

The Twinhorns watching from behind the barricade are relieved to see you cut a hole through the horde, and put disquieted spirits to rest, but when you enter the camp, the entire place is in disarray!
More waves of undead keep battering the encampment, and the council of elders has decided to abandon your quest and flee the area entirely!
The Twinhorns clearly need swords to help battle the horrors that have been unleashed, but well chosen words may prove even more convincing. If not, then a true act of heroism, such as seeking out the enemy's leadership might display the worth of an alliance with the Society!
First option to get two votes takes it: Battle the undead, debate the elders, or battle the leaders?
Feel free to take whatever healing or rebuffing actions you would like before making your choice

![]() |

"To the Elders, Pathfinders! you can bring a man a short-lived tuna sandwich, or teach him how to fish! only the Elders can inspire their own!"
"Skipper: ride with me please, and please apply healing stick to horse a few times while we get there, if you don't mind!"
Wand: 1d8 + 1 ⇒ (7) + 1 = 8
Wand: 1d8 + 1 ⇒ (2) + 1 = 3
Wand: 1d8 + 1 ⇒ (5) + 1 = 6
Wand: 1d8 + 1 ⇒ (4) + 1 = 5
Wand: 1d8 + 1 ⇒ (1) + 1 = 2
Wand: 1d8 + 1 ⇒ (2) + 1 = 3
Wand: 1d8 + 1 ⇒ (7) + 1 = 8
Wand: 1d8 + 1 ⇒ (7) + 1 = 8

![]() |

"You there, Pathfinder, please lend us you magic,"
Unless someone else wants the boon, restoration against the negative level please & pass the boon forward.
channel: 2d6 ⇒ (5, 2) = 7 to all who need it.
On the contrary, they asked us here to help. We should take out these undead's leaders freeing the Elders for the ritual." 25% with you Chaine, 75% removing ever greater evils :)

![]() |

Thanks for the healz! (putting one charge back into the stick! :P)
If we end up fighting undead could the kind mages and priests be so kind as to apply whatever buff they think would be beneficial to the man and horse team? :)
What are the travel time / travel duration involved for the purposes of calculating buff durations?

![]() |

"I hear you, Mantis, but helping them help themselves means we stand united against evil! We cannot win the battles of the Twinhorns for them, alas!"
Voting talk to the Elders. Noted re future buffs for combats, Chaine. Skipper will also help activate any wands that need activating and pop a channel, careful to avoid Yami's Disturbing Friend.
Channel: 6d6 ⇒ (1, 6, 5, 5, 6, 2) = 25

![]() |

But that too does pass, and though Yami's unquiet spirit leaves flickering corposant and strange echoes in his temporary haunt, Skipper is able to lead the Pathfinders to safety.
**Edited Post. Realized I can't use magic jar on Spiky since he is unintelligent undead.
After the confusion ends, Yami will transfer back to his body and end the magic jar effect. "I must apologize for my actions...I was not myself for a while. In more ways than one, perhaps," he says with a smirk. He will use his wand of repair undead on Spiky several times to heal it.
Wand: 1d8 + 1 ⇒ (8) + 1 = 9
Wand: 1d8 + 1 ⇒ (7) + 1 = 8
Wand: 1d8 + 1 ⇒ (2) + 1 = 3
Wand: 1d8 + 1 ⇒ (6) + 1 = 7
Wand: 1d8 + 1 ⇒ (5) + 1 = 6
Wand: 1d8 + 1 ⇒ (8) + 1 = 9
The Twinhorns watching from behind the barricade are relieved to see you cut a hole through the horde, and put disquieted spirits to rest, but when you enter the camp, the entire place is in disarray!
When within close proximity of the camp, Yami will activate his crook to cast major image to cloak the skeleton in an illusion of medium sized androgynous cloaked humanoid. He will leave the decision making up to the other party members, and will attempt to cause little opportunity for any Twinhorns to interact with his illusion.

![]() |

"You there, Pathfinder, please lend us you magic,"
Unless someone else wants theboonaid token, I could use restoration against the negative level please & pass the boon forward.
:)
That's what I meant to say.

![]() |

Adsal nods to the elders!
Looking at Yami he replies."I am not sure you did something sensible, but from my side it was utterly enjoyeable!"

GM Cwethan |

It's just a lesser restoration I'm afraid Mantis :-/, so I'll go ahead and just pass the aid token along with Chaine's compliments.
Medda, accompanied by a recently-battlescarred Anok, surges ahead of you with a team of Kellid warriors back to the large encampment. Random sounds of battle drift toward you from various directions. While the Kellid warriors split up to head towards them, Medda and Anok make a beeline for a large tent near the centre of the encampment, where presumably the other elders are located. You follow along, and enter shortly after her.
The thick hide walls of this large tent muffle the sounds of battle outside. Iron spikes pin down an enormous map in the center of the tent. Wooden carvings of warriors and monsters lie strewn about the map, marking the location of fighting warriors and the encroaching undead.
Even though she was only ahead of you by a few minutes, Medda is already arguing intently with two other Kellids, one a tall and massive man, the other an elderly but still hale-looking woman.
Medda is looking more worked up that you've encountered thus far. "You’re asking us to abandon our sacred duty after all these years! A Kellid warrior stands by their word or they are nothing!"
"Aye, I’d have us abandon this lunacy!" Another man proclaims as you enter. He is a towering man, standing a head taller than most of the Twinhorns you've met. He is broad-shouldered and sturdily built, wearing the cloak of dire polar bear. The many scars on his body suggest a life of physical conflict and perseverance. His physical presence dominates the tent as he paces back and forth. "You were too late in returning the dagger! You were not here when the hordes of undead broke through from the portal! But it is not too late to retreat before our tribe is exterminated! We have dutifully served this dagger's spirit for hundreds of years but it is time to leave. Before the Twinhorn tribe is no more!”
Medda appears deeply shaken by this argument and mutters under her breath, "Is the situation so dire?"
In the midst of the conflict between Medda and the towering man, it would be easy to miss that there is a fourth person in this room. An old woman, with plenty of scars of her own, is calmly listening to the arguments while she fletches arrows. She has to bring the arrows close to her face as she fletches, but her ears are turned towards the conversation. You almost miss her at first with her small size and quiet demeanor. But as you study her longer, her tranquil nature is commanding in its own right. With tanned and wrinkled skin, white hair cut short, and a weathered longbow by her side, there is an intense focus about the old woman, and the other two leaders keep darting glances her way, as if waiting for her to weigh in.
Then the old woman looks up with clouded eyes at the tent flap opening where you are gathered. Squinting at the light shining from your wayfinders and weapons, she asks with a soft but steady voice, "Are you the warriors that Medda told us about? If so, I am pleased to meet you, and hear your wisdom. I am Jala the Patient. This bear in human form is Kragr Bloodhand. You already know Medda." She pauses to finish the arrow at hand. "Speak. I would hear what you have to say."
Each of you can go ahead and make a check to either make your case or try to get a sense of what arguments will be most persuasive - feel free to aid another if you don't feel confident in a given skill!
MEDDA SPIRITBEARER, female human spiritualist
Influence Skills: Knowledge(Religion), Perform(Oratory)
Discovery Skills: Knowledge(Religion), Sense Motive
KRAGR BLOODHAND, middle-aged male human
Influence Skills: Bluff, Diplomacy, Intimidate
Discovery Skills: Knowledge(Local), Sense Motive
JALA THE PATIENT, venerable female human ranger
Influence Skills: Knowledge(Nature or Religion), Profession (Soldier)
Discovery Skills: Knowledge(Nature), Sense Motive

![]() |

Oh boy... Fade literally has none of those skills.
Fade tries to sense out how Jala is feeling.
Sense Motive: 1d20 - 1 ⇒ (7) - 1 = 6
Back to the convention...

![]() |

Adsal starts by talking to Medda together with darter.
KnowRel to discover: 1d20 + 17 + 2 ⇒ (7) + 17 + 2 = 26
"Duty is a sacred task, but so is the survival of the tribe. The gods in their wisdom have given us aid, to find the correct path!"

![]() |

Chaine approaches the gathering, "Jala the Patient: yes, we are they. We are the warriors that fierce Medda told you about. Your words honor us." Chaine bows his head to Jala. Turning his eyes on Kragr, he adds, "WE call ourselves warriors, because we fight. We do not run. When the enemy is strong, we yell at their face, and embrace their challenge, and we PREVAIL. Are YOU with US? Are YOU warriors as well? If so, you will fight. You will fight with US! YOUR fight, is OUR fight now!"
Knowledge Local vs. Kragr Bloodhand: 1d20 + 13 ⇒ (16) + 13 = 29

![]() |

Turning his eyes on Kragr, he adds, "WE call ourselves warriors, because we fight. We do not run. When the enemy is strong, we yell at their face, and embrace their challenge, and we PREVAIL. Are YOU with US? Are YOU warriors as well? If so, you will fight. You will fight with US! YOUR fight, is OUR fight now!"
While Chaine does the talking, Yami settles in a corner and pulls out some of his puppets he was initially working on back in the Lodge. He starts whittling away at one, staring almost unblinkingly at Kragr (an act he learned quite well from his time around undead creatures) as he does so in an attempt to unnerve him. "Hmm?...Run away you say? Creatures of...undeath...do not tire, Kragr." Yami pauses just long enough to be uncomfortable while he makes several unnecessarily loud and drawn out scraping noises while carving. "Trust me, I know. They will follow you wherever you may go, and then add your tribe to their ranks. Whatever your tribe has done to irk the one that directs the undead, I suspect it will not rest until it is satisfied with its vengeance." The wayang nudges the wood shavings into two small piles in front of him. "Their forces are impressive now, yes, but it will only grow as time goes on. So...two choices, Kragr. Run...and die later. Or fight now...and possibly live. The odds are still slightly in your favor...for now."
Yami will adjust the above statement if Chaine's discovery check reveals any useful information as necessary, but will still use Intimidate regardless for the influence check.
Intimidate: 1d20 + 15 ⇒ (13) + 15 = 28
Craft (Puppets) for effect: 1d20 + 17 ⇒ (9) + 17 = 26

![]() |

Mantis nods at the work on the arrows approvingly. "Your moniker and weapon implies the wait involved in hunting. Surely you know when to strike, when to hold, and when to fold." He hands her a bottle and watches as she drinks tje last swallow. "Is it really time to walk from the table. Is it really time to run?"
Sense Motive To discover: 1d20 + 2 + 1 - 1 ⇒ (1) + 2 + 1 - 1 = 3

GM Cwethan |

Adsal surmises by Medda's obvious devotion to Vildeis, The Cardinal Martyr, that she would likely have a bias towards other outward followers of good-aligned deities (+2 to influence), but would likely see violence as a necessary evil. She would likely find those who are violent for glory or personal gain distasteful (–2 to influence).
She still plans to battle alongside the Pathfinders, but her resolve is somewhat shaken. If you were to reinvigorate her, she would be a much more effective ally in convincing the other two.
Chaine recalls from his past dealings with the Following that Kragr is the primary hunter and champion of the Twinhorns, but he has for years seen this as unnecessary danger for very few rewards. He respects force and those with great physical prowess (Fade and Brass Mantis would get a +2) and force and despises the weak (Skipper and Yami will get a -2). Insinuating that he's afraid could work to motivate him to look strong (+4 to influence), but if you go too far, it would just make him angry...
If you'd like to tweak after Chaine's revelations, Yami, please do feel free. I'll press forward once Skipper posts or this evening either way.
Jala's face is impassive, giving no sign of her thinking, much to Brass and Fade's chagrin.
MEDDA SPIRITBEARER, female human spiritualist 0/2 successes
Influence Skills: Knowledge(Religion) (easy), Perform(Oratory) (easy)
Adsal and Skipper get a +2 for being obvious followers of the gods of good.
KRAGR BLOODHAND, middle-aged male human 0*/4 successes
Influence Skills: Bluff (hard), Diplomacy (hard), Intimidate
Mantis and Fade get a +2
Yami and Skipper get a -2
Between -2 and +4 for tweaking his pride.
JALA THE PATIENT, venerable female human ranger
Influence Skills: Knowledge(Nature or Religion), Profession (Soldier)
Discovery Skills: Knowledge(Nature), Sense Motive