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Two birds are making a ruckus outside. One, the smaller one, appears to be a song bird. Flying behind it is what apears to be a hawk, but it's feathers have little dots of light that seem to move across the bird staying stable with the sky behind it. The hawk catches the song bird who then quickly transforms into a middle age man. The man chirps at the bird and then walks into the lodge with the bird on his shoulder.

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Wadreskus begins to look around. It's not that his time is particularly valuable, he had been spending quite a bit of time hanging around Flaxseed Lodge. Perhaps Trotter was just looking for an excuse to get my lounging self up and moving again. Maybe I aught to bring him more tobacco next time. As I recall Scruffy was always keen for a good cigar. But it is unlike Trotter to keep people waiting and the wait is making Wadreskus suspicious. I wonder if one of the sprites I saw earlier stole something of his, could explain the hold up. I am going to have to do something about those sprites. Get them to go bother someone else.
In real life I know the scenario just came out, Wadreskus however is a little superstitious and very suspicious of even the little things that happen around him.

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The tiny gnome sits in the corner, sipping at a cup of cool tea. She had a large spell book packed in her satchel, and there were a couple wands poking out of her belt. She hadn't adventured with any of this crew before, and was interested to know about them. "I'm Pai. I'm a spell caster. It's nice to meet all of you. Has anyone heard any rumors about our mission yet?"

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A tall, handsome, and strong-looking man wearing a gleaming breastplate approaches the others.
He carries a magnificent longspear, and from its tip flies a pennon marked with the glyph of the open road.
"I am Lars von Halgraff. Exile of Molthune, knight of the Society. I can fight and also support you by the powers inherent in my voice. I swear upon my honor to defend each of you."

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sense motive on Lars: 1d20 + 30 ⇒ (20) + 30 = 50
The spirits around you tell me you are telling the truth. But there is more to it, your enthusiasm for the society comes from somewhere in your past. You abandoned what was before and cling to what is now. The pride you felt for your country before has been transferred to the society. You value honor more than loyalty an can be taken at your word. Is this true?

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"Hey everyone, I'm Desmond. This mangy mongrel is Sahrek." the man gives a playful kick at the large grey wolf that's dozing next to him. He pipes in on the conversation between Pai and Wadreskus, "More likely than ot we're gonna have to find some ancient trinket or other, or maybe fight with the Consortium. I expect a high chance of cooperating and exploring... followed by reporting of some kind."
"I just hope we get chance to pick up some gear. I've got some gold weigh in' me down that really should go towards some thing nice for myself." He gives Lars a smile,"We gotta be willing to treat ourselves once in a while, right?"

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Lars' face clouds over for a moment, then he responds to Wadreskus:
"You are very wise and perceptive. Yes, I once thought the greatest honor would be to serve my fatherland. But our actions in war were not even remotely as pure as I would have hoped. Fortunately, I happened across a couple of rogue Pathfinders working to infiltrate my country. The Ten are no saints, but there is honor in our work. I have fought beside many a brave soul. My word is my bond. It is indeed the only thing that I have left, besides my name. And that carries little weight here, and none any longer at home."
To Desmond:
"Indeed! Our equipment is vital to our success, and I intend to outfit myself with some improvements. I've heard of enchanted belts that can increase one's strength, for instance."
I am going to buy Gamin the Misforged off Lars' Night March chronicle, so we'll add in a few words from him as well.
You hear a voice that sounds like it's coming from Lar's hip. The one where he carries a sheathed longsword.
"Sir Lars! Aren't you going to introduce me as well? I know we've only begun our adventures together, but I'm sure they'll be splendid!"
Lars smiles, then draws the glittering blade from its sheath. All immediately see the crack running down the center of he blade.
"Yes, everyone, this is Gamin. I once helped his master, as former Pathfinder named Kalkamedes. Gamin offered to join me on my adventures. After my journey to Thornkeep, I decided to pick him when I was next in Varisia. Now we are together, and I hope to allow him a chance to regain some of his lost glory!"

EndlessForms |

Venture-Captain Trotter Flaxseeds sends you to Karcau where you are to meet with Venture-Captain Basia Kalistoff at the Cloisoi Theater.
No Scarab Sage people? So sad! If Rycky brings a SS character though, here is a special note for Scarab Sage people.
The lobby of the Cloisoi Theater is the epitome of aristocratic refinement. Marble statues of noteworthy Ustalavic nobles are on display throughout the room, and the swell of a large orchestra reverberates from the theater beyond. The lobby is empty, save for Venture-Captain Basia Kalistoff, who sits in a velvet chair beneath a large portrait of a young singer. The raven-haired adventurer smooths her dark silk gown, and motions invitingly to several nearby settees.
“Thank you for joining me this evening, and welcome to Karcau. As you may know, Pathfinders do not enjoy a kind reputation in Ustalav, and the rather brief command of my cousin Skeldon Miregrold did little to help that before nearly being killed by the dark folk years ago; he murdered, betrayed, and stole from many, and he eventually paid the price for it. I have done what I can since then to convince the locals that we are not murderous, grave-robbing vigilantes.
“Over the past few months, a rash of disappearances has plagued Karcau. At first the victims were shopkeepers and stable boys—tragic, but easily relegated to the guards to investigate. However, last week someone abducted a noblewoman from this very theater.”
Basia Kalistoff gestures to the portrait above her, which features a stunningly beautiful woman with a mass of curly red hair and a mischievous grin. “Olivina Sharnau is the darling of the Karcau theater scene and the heiress to a substantial fortune. Her disappearance has piqued concern among the city’s nobility, and it won’t be long until fingers begin pointing at the Pathfinder Society. My hope is that by solving this mystery ourselves, we’ll be seen as heroes and not suspects. Any evidence you can gather to strengthen our case can only help.”
A thunderous round of applause explodes from beyond the theater’s doors, and Kalistoff raises her voice to be heard above the din. “I recently received a request from Countess Sasandra Livgrace, who inquired about our doing exactly that. She is one of the few and finest nobles who truly trusts the Society, so keeping her vote of confidence—and that of any other noble we can manage—during this investigation is critical. Do you have any questions?”
You may already be familiar with Karcau’s culture and geography.
You may know of the haunted background of the Cloisoi Theater.
You may know more about Sinaria’s countess.

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knowledge history: 1d20 + 3 ⇒ (8) + 3 = 11
Turning to Basia in a slow unhurried voice,
Do you know of any suspects? Has anyone else been accused? After the show ends I would like very much to take a look at the place the body was found.

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Kidnappings? Sounds terrible! A halfling runs in, obviously called in at the last minute to join the group. He holds a half-eaten banana in one hand while wiping the sweat caused from running with the other. Oh! I'm Quiven in case you wondered!
Local: 1d20 + 5 ⇒ (16) + 5 = 21
Interesting place this is, huh? Karcau is a cultural hub of Ustalav, famous for its opera, theaters, and orchestras. As a result, it also attracts hundreds of aspiring performers who flock to its conservatories and practice in every plaza. Nearby Graidmere Swamp lies just north of the city, and it is the source of countless insects that plague Karcau during the spring and summer. It is common for well-to-do citizens to don veils or masks to ward off these swarms.
Oh, and a series of naturally occurring tunnels riddles the ground beneath Karcau. Some are part of the city’s sewer system, though many more remain unused and largely uncharted. Over the centuries, these tunnels have hosted countless, often short-lived cults. They remain a popular refuge for transients, criminals, and many of the superstitious rural folk known as “swampers.”
History: 1d20 + 2 ⇒ (11) + 2 = 13
Nobility: 1d20 + 2 ⇒ (8) + 2 = 10
Does anyone know more about the history or nobility of this place though?

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Know. Local 1d20 + 17 ⇒ (13) + 17 = 30
Know. History 1d20 + 11 ⇒ (5) + 11 = 16
Pai clasped her hands together, excited about her ability to educate about the topic. "Karcau is a wild place!"
"Karcau is a cultural hub of Ustalav, famous for its opera, theaters, and orchestras. As a result, it also attracts hundreds of aspiring performers who flock to its conservatories and practice in every plaza. Nearby Graidmere Swamp lies just north of the city, and it is the source of countless insects that plague Karcau during the spring and summer. It is common for well-to-do citizens to don veils or masks to ward off these swarms.
"A series of naturally occurring tunnels riddles the ground beneath Karcau. Some are part of the city’s sewer system, though many more remain unused and largely uncharted. Over the centuries, these tunnels have hosted countless, often short-lived cults. They remain a popular refuge for transients, criminals, and many of the superstitious rural folk known as “swampers.”
"The swampers are seldom seen in Karcau proper, though they commonly scavenge in the sewers below. The citizenry typically views the swampers with fearful respect, for despite being seen as backwater bumpkins, the reclusive folk are also supposedly capable of working strange miracles and terrible curses."
"Many of the city’s aristocrats are not content with the abundant theatrical entertainment. Rumors of wine-fueled debauches are rarely mentioned in polite company, but those seeking especially edgy entertainment often find themselves invited to one of these secret parties. Speaking about these events is considered uncouth, and anyone pulling back the curtain on the practice would certainly make numerous enemies among Karcau’s elite."

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Knowledge (local): 1d20 + 14 ⇒ (18) + 14 = 32
Knowledge (nobility): 1d20 + 9 ⇒ (16) + 9 = 25
"Countess Sasandra Livgrace is the unmarried daughter of the elderly Count Birmienon Livgrace, who still lives with her in the Starling House, their estate. She received extensive training in the arts before leading the county. Most consider her a fair and well-intentioned ruler." said Sir Terramor.
"Even though the counts are subservient to Ustalav’s prince, he relies on them, their people, and their wealth to enforce his mandates. As a result, the counts hold considerable sway in the capitol of Caliphas, and commanding a count’s ear could ultimately influence the decisions of the entire nation."
"It is an open secret that Countess Livgrace fell deathly ill toward the end of her studies at the conservatory and disappeared entirely from the public sphere for several months. She has since recovered, but theories abound about what happened to her. She has sometimes exhibited strange outbursts in response to particular tunes, fueling more rumors but not diminishing the public’s respect for her."

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"Madame Kalistoff, who was the last person to see Miss Sharnau? And I hope we shall be able to search the premises - especially Miss Sharnau's dressing room - or wherever we think she was taken from."
Knowledge (Geography): 1d20 + 8 ⇒ (14) + 8 = 22
Desmond can't add anything else to the conversation about Karcau. "The tunnels... seems like a natural place to take kidnapping victims, eh?" He kicks at Sahrek gently, "Whaddaya think, boy? Think we're gonna do some tunnel-diving?"
"Oh, what sorts of things have been going on that make people think this place is haunted? I mean, other than the kidnappings..."

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Wadreskus smiles, having a canine may be useful in this case. He reaches down and pets him.
handle animal: 1d20 + 10 ⇒ (11) + 10 = 21
He whispers in his ear. You are going to be very helpful my friend.

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Zoinks! Haunted? No way!

EndlessForms |

[dice= knowledge history]1d20+3
Turning to Basia in a slow unhurried voice,
Do you know of any suspects? Has anyone else been accused? After the show ends I would like very much to take a look at the place the body was found.
"On the surface, Karcau is a totally respectable town. However, the sewers beneath the city are extensive and shelter all manner of transients, cults, fugitives, and swampers. these are the usual suspects for any crime in this county. If the perpetrator is hiding down there, you could be looking for a long time before stumbling across the right hidey-hole."
"There will be time to look at the crime scene soon. I'd suggest beginning your investigations here to see if you notice anything the city watch missed."
"Madame Kalistoff, who was the last person to see Miss Sharnau?"
"Oh, what sorts of things have been going on that make people think this place is haunted? I mean, other than the kidnappings..."
"Certainly her abductor was the last to see her, but I take it that that is not your meaning. That is not something that is known, as far as I am aware. Certainly many people saw her about the theater shortly before her disappearance."
"There are reports of spectral visions and other such horrors. Of course such things can happen but whether or not these are just rumors or actual unresting spirits is up for debate."
"Is there anything else I can help you with?"

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"No Ma'am," said Sir Terramor.
Turning to his companions, he added "Should we start with a search of the theater? We are already here."
So saying, he followed his own advice and began to look around.
Perception: 1d20 + 11 ⇒ (1) + 11 = 12 Yeah, that's the stuff!

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Wadreskus casts heightened awareness on him self and blindness on his hawk. His hawk has sensing armor so gains blind sense 60@ and blind sight 5. In case this seems cruel, you have to look at it from their perspective where blindness is cause by an anthropomorphic animal spirit and can be asked to go away later with diplomacy. In this case the blindness is caused by a bat spirit which covers the familiars eyes but helps trigger his sensing armor.
The animist can attempt a Diplomacy check to persuade the condition's spirit to leave. Conditions the animist can affect are ranked from minor to dire, with each category having an accompanying Diplomacy DC (see below). The animist cannot take 10 or 20 on the check or receive aid from any creature except another shaman. Failure by 5 or less means the condition spirit is willing to leave the target and transfer to the animist for the rest of the duration or until cured; this happens only if the animist is willing. Failure by 10 or more means that not only is the target inflicted with the condition, but the animist is as well (whether or not he is willing) for the remaining duration or until cured.
Minor Conditions (DC 15): Fatigued, shaken, and sickened.
Major Conditions (DC 20): Dazed and staggered.
Severe Conditions (DC 25): Exhausted, frightened, and nauseated.
Dire Conditions (DC 30): Blinded, deafened, paralyzed, and stunned.
The animist can use this ability a number of times per day equal to 1/2 his shaman level + his Wisdom modifier. Using this ability is a standard action that requires no contact or shared language with the target, but it includes verbal and somatic components. If a target is afflicted with multiple conditions, the animist targets one condition at a time (of her choosing). The animist cannot use this ability on himself.
At 5th level, the animist can use this ability to exorcise minor conditions without needing to attempt a Diplomacy check. He can dispatch major conditions without a roll at 9th level, severe conditions at 13th level, and dire conditions at 17th level. Doing so still requires one use of this ability per condition.
Wadreskus perception: 1d20 + 34 + 2 ⇒ (5) + 34 + 2 = 41
Wadreskus begins to look around as the spirits of the place begin to point stuff out to him. That part is completely flavor, perhaps he delusional, but it adds flavor to his high perception.

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Lars will aid in the investigation, but he ends up being more distracted and amazed by Wadreskus' actions, seeing him glancing in places suddenly, with no apparent reason.
He keeps quiet, introspectively considering the many possibilities behind the kidnappings.

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Sahrek gently licks the Shaman's hand and welcomes the scratch behind the ears. His attention perks up as his human companion follows the others.
After Wadreskus casts his spell, Desmond watches closely. Now there's a man that probably doesn't miss a thing... He decides to try and help out as much as he can.
"You got an interestin' technique there, Wadreskus... I'll try and see what I can do to help out."
He crouches down to closely examine the floor, looking for any signs of struggle that could offer clues.
Perception (Aid Another): 1d20 + 17 ⇒ (6) + 17 = 23

EndlessForms |

Before you can begin your investigations proper, the doors to the theater swing open, and the audience streams out. Scores of the Ustalavic elite bedecked in embroidered silks, bejeweled collars, gold broaches, and colorful sashes emerge, lightly step around Desmond as he picks himself up from the floor awkwardly. Many frown, butn up their noses, or flick open lacy fans to conceal looks of distaste as they pass by Basia Kalistoff and yourselves. The Venture-Captain politely acknowledges terse greetings while much of the crowd disperses to attend stylish afterparties. Then, she stands and announces, "We have another appointment before you can start crawling about, Desmond. An appointment better held in private."
With that she motions for you to follow and ascends one of the grand staircases to enter one of the private boxes. Basia Kalistoff motions toward a regal woman strategically seated where she can watch both her theater box's entrance and the stage as assistants clean up after the performance. "Allow me to introduce Countess Sasandra Livgrace, ruler of Karcau," the Venture-Captain announces softly.
The countess rises and offers her hand in friendship. "I appreciate your and your associates' willingness to assist in this matter, Basia. Karcau is no stranger to crime, but what has occurred of late goes beyond what the guards can handle. With the recent disappearance of Olivina Sharnau, the citizens have become especially fearful, and if the perpetrators feel they can get away with one high-profile abduction, they will no doubt attempt more. I doubt there is much time before they strike again.
"Olivina disappeared from this theater only a few nights ago, as I'm sure you have been told. I have requested that the dressing room she used remain undisturbed until you inspect it, and I have also arranged for you to have access to the theater this evening to conduct your investigation." Countess Livgrace turns to the Venture-Captain and offers a gentle smile. "We have other matters to discuss in the meantime, Basia, so perhaps you would be so kind as to introduce me to those to whom I am entrusting my city's safety."
Basia Kalistoff inclines her head and responds, "They have accomplished so much that I could not do their credentials justice." She then looks to the assembled agents and adds, "Please be so kind as to introduce yourselves and your qualifications to the Countess Livgrace."
We have no Sovereign Court people either! Their bells would be ringing at this point: impress the noble! But you should all be trying to impress her anyways. Please conclude your introduction with a social check of some sort.

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Arrgh, I wish Shel was here for the Sovreign Court mission!
Pai gulps and steps forward. "Um, yes, I'm Pai. Pai Kromnite. I've been on several missions for the Society. I've found missing people before (The Disappeared). I've explored the Blackros Museum (Voice in the Void). Most of my time has been in an awful dungeon called Thornkeep. I've fought demons (Day of the Demon). I've even traveled through a certain strange fabric that can transport you to different places. I think I should be able to help here."
Diplomacy 1d20 + 18 ⇒ (15) + 18 = 33

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Social niceties? Not Desmond's strong suit.
Desmond bows low after Kai's introduction and does his best to assuage any doubts the Countess. "Madame, I am Desmond. Recently, I was part of a mission that saved the gnome village of Whistledown. Also, I am a champion of the Ruby Phoenix Tournament," Desmond lifts up his forearm to show off the tattoo he received commemorating the event.
Diplomacy: 1d20 - 1 ⇒ (18) - 1 = 17

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Lars holds his head high, the old breeding of his homeland coming out.
"I am Sir Lars von Halgraff, exile of Molthune. I graduated twelfth in my class at the Academy of Canorate. Since fleeing my homeland, I have aided the Andoran town of Falcon's Hollow in combating a plague (1), helped to save a cursed Pathfinder (2), and driven a wicked fiend from a mansion in Xian Tia (3). I too treaded the final level of Thornkeep, and only escaped death by the barest fraction (4). Most notably, my party rescued the town of Belhaim from the cruel grip of the Green Dragon Aeteperax (5). I will see to this matter with the utmost discretion and skill. My honor demands no less."
Diplomacy: 1d20 + 11 ⇒ (15) + 11 = 26
(1) The Pallid Plague; (2) The Night March of Kalkamedes; (3) The Haunting of Hinojai; (4) The only reason I survived a save-or-die effect was due to my banner bonus (5) The Dragon's Demand, GM credit, but still, he'll claim it as his! Andhe would use the dragon's assumed name. It is more impressive.

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Most pertinently I have rescued powers beyond this world many times before, but if I had to guess why I am here, it would be due to my connection with the spirit world and their tendency to point things out to me. The spirits help me see what others might miss, both in a physical and in a social sense. If you like I can have them tell me something of about you?
diplomacy: 1d20 + 28 ⇒ (10) + 28 = 38
sense motive: 1d20 + 30 ⇒ (14) + 30 = 44 To get a hunch about her. So I can tell her about her own feelings/motives.

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Hi! I'm Quiven! I'm a Pathfinder and an artist myself. Not an actor! I make statues! Maybe you'd like for me to make a statue for the theater or something? Would you like a banana? You look hungry.
Quiven digs into his pack and offers the promised treat. Its fresh, I promise! I'd never give anything spoiled to the supreme leader of an entire country!
Quiven then gets a banana for himself and continues in between bites. Don't worry about a thing, these guys I'm with look smart and I'm the sneaky type, I can find places and stuff, so we'll find out about anything that needs finding out about, ok?
Diplo: 1d20 + 4 ⇒ (19) + 4 = 23

EndlessForms |

"Ah! Well, it is very nice to hear that you all have such varied but relevant experiences in these things. I look forward to hearing of your progress and I wish you the best of luck. I suppose I should leave you to your investigations then. It was a pleasure to meet you all."
With that, Countess Sasandra Livgrace and the Venture-Captain take their leave and give you run of the theater, which by this time has emptied of all patrons.
Map added. Let me know where you want to start.

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Let us have a look at the dressing room first. If it remains untouched it may be best to start there.
Wadreskus will give the door a cursory look over for traps.
perception: 1d20 + 34 + 2 ⇒ (17) + 34 + 2 = 53
perception: 1d20 + 34 + 2 ⇒ (20) + 34 + 2 = 56
Spirits must be strong in here.

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11 ranks+ 1 trait +3 fcb from trait+ 8 wisdom +4 alertness(arms reach of familiar) + 2 Mwk tool + 5 eyes of the eagle +2 heightened awareness. In bright light its +39 not +36 from hawk familiar.
That's not too crazy a ranger, alchemist, bard or inquisitor can pull it off easy with the spell acute senses.

EndlessForms |

Both wings are packed full of props, extraneous set pieces, and costumes. Fake swords hang from pegs on the walls, dozens of elaborate costumes hang on racks, and rows of crude wooden busts support myriad wigs. Wadreskus discovers that several standard costumes are missing; any respectable theater should have at least one beggar outfit, city guard outfit, and merchant outfit. All of these, along with several wigs, are missing from the Cloisoi collection.
The door to the main dressing room (area A4) is locked and partly covered with a knee-high pile of bouquets and notes, all of which express some variation of “Olivina—We miss you! Come home safely!”
The dressing room Olivina used a few nights ago is crammed full of vanity mirrors, makeup kits, and discarded bits of clothing. Some of the mirrors are adorned with favorable reviews, trinkets, and script pages.
Pai: 1d20 + 10 ⇒ (14) + 10 = 24
Wadreskus: 1d20 + 34 ⇒ (7) + 34 = 41
Sir Terramor: 1d20 + 11 ⇒ (19) + 11 = 30
Desmond: 1d20 + 16 ⇒ (11) + 16 = 27
Lars: 1d20 + 10 ⇒ (6) + 10 = 16
Quiven: 1d20 + 13 ⇒ (6) + 13 = 19
Pai: 1d20 + 6 ⇒ (18) + 6 = 24
Wadreskus: 1d20 + 2 ⇒ (9) + 2 = 11
Sir Terramor: 1d20 + 2 ⇒ (1) + 2 = 3
Desmond: 1d20 + 6 ⇒ (13) + 6 = 19
Lars: 1d20 + 6 ⇒ (4) + 6 = 10
Quiven: 1d20 + 11 ⇒ (12) + 11 = 23
Wadreskus and Sir Terramor only:
Wadreskus can also take a surprise round action.

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Sounds like scissors but there is no one here. Something is amiss.
knowledge religion: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Hearing the noise of scissors and thinking them out of place but unsure precisely what it all means, Wadreskus asks the spirits to bring fortune to Sir Terramor.
2 rounds of luck unless I extend it via chant.

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What Terramor knows about religion isn't enough to fill a half page of hymns.
"Did you hear that, too?" Terramor asks. Frowning, he looks around.
"Show yourself," he says."

EndlessForms |

Soon, a spectral vision superimposes itself over the room as you watch in horror. The vision shows a bedraggled woman splattered in blood, her face painted in a garish caricature of a chorus girl. Around her are several corpses, each featuring a mess of ragged puncture wounds. The woman rants aggressively, berating the corpses for their vanity, and waves a pair of blood-drenched sewing scissors in front of her. She is insensible to you and seems to ignore you completely.
DC 23 Will or affected by song of discord: each affected creature has a 50% chance each round of attacking the nearest target. A creature that does not attack its nearest neighbor is free to act normally for that round. Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious.
Anyone can now try for this:

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will save: 1d20 + 20 ⇒ (3) + 20 = 23 That was close.
Hawk familiar will: 1d20 + 9 ⇒ (10) + 9 = 19 Not sure if SR applies, if so the hawk has an SR of 16.
hawk 50/50, if needed, high is good: 1d100 ⇒ 3 Come on bird
Talon on me: 1d20 + 13 ⇒ (5) + 13 = 181d4 - 2 ⇒ (3) - 2 = 1
Talon on me: 1d20 + 13 ⇒ (13) + 13 = 261d4 - 2 ⇒ (1) - 2 = -1
If I am able to get a general feel for what is going on I take the steps below, otherwise I delay.
Sensing that this thing is causing allies to attack allies, Wadreskus readies an action to drop an enveloping void on Pai if she seems to fail her will save.
Enveloping Void (Su): The shaman curses one creature with the dark void. As a standard action, the shaman can cause one enemy within 30 feet to treat the light level as two steps lower: bright light becomes dim light, normal light becomes darkness, and areas of dim light and darkness become supernaturally dark (like darkness, but even creatures with darkvision cannot see). This effect lasts for a number of rounds equal to the shaman's level. A successful Will saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.
Pai if you fail you will be in darkness and unable to see and therefore target us.
If we are in dim light, you will be in deeper darkness instead.
You of course can choose not to be a valid target as this is pfs and it is technically PvP but enveloping void is mostly harmless. And I can bring people back from death due to hit point damage with breath of life but PK would have us out of luck.

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Will 1d20 + 9 ⇒ (12) + 9 = 21
Know. Religion 1d20 + 14 ⇒ (19) + 14 = 33
Percentile roll. High is good. Low is bad. 1d100 ⇒ 93
Pai was confused by the scene playibg out in front of her. But she kept her sits well enough to not attack. Then darkness overtook her.

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Will save (DC 23): 1d20 + 3 ⇒ (6) + 3 = 9
Go berserk (high is good): 1d100 ⇒ 53
For a moment, Sir Terramor grows furious with Wadreskus, but grits his teeth and maintains control. Realizing that he is not quite himself, he quickly unbuckles his sword belt and allows the weapon to fall to the floor.
"Get away from me," he warns with an angry growl.

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Sir Terramor, don't forget you are fortuned. Not sure how much help it will be. Technically you are supposed to decide to use it before the roll but I am not sure what else you could use it for this turn. ;)

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Will: 1d20 + 6 ⇒ (7) + 6 = 13
Crazy?: 1d100 ⇒ 9 I assume high is good, so...
Attack: 1d20 + 15 ⇒ (20) + 15 = 35 for Damage: 1d4 + 2 ⇒ (1) + 2 = 3 Seriously?
Confirm?: 1d20 + 15 ⇒ (14) + 15 = 29 for Damage: 1d4 + 2 ⇒ (3) + 2 = 5

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If someone besides Quiven hits someone with an attack, I will have the spirits try to redirect the blow as an immediate action.
Benefit: As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day.
I will sacrifice my lvl 1 spirit magic spell slot imposing a -1 on the reroll for the attack.
I picture this as little spirits flying into the weapon and ramming it out of the way as the blow is coming down.
Quiven, nothing against you but you rely on sneak attack to do your damage so as long as you aren't getting that, we'll live.
Not sure how long this haunt will be acting like this but enveloping void will last 11 rounds and should alleviate most of the danger once it is up on those who failed.

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Sir Terramor, don't forget you are fortuned. Not sure how much help it will be. Technically you are supposed to decide to use it before the roll but I am not sure what else you could use it for this turn. ;)
True enough. Save Reroll (DC 23): 1d20 + 3 ⇒ (11) + 3 = 14

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Will: 1d20 + 6 ⇒ (9) + 6 = 15
Attack?: 1d100 ⇒ 95
Know Religion: 1d20 + 5 ⇒ (14) + 5 = 19
Lars feels the power of the song wash over him, but for now he hold back the urge to ram his spear in someone's back.