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Gm, can you explain why I had to make two saves the first round and now two again? Thats 4 saves in 2 rounds..
Fort: 1d20 + 13 ⇒ (12) + 13 = 25
Fort: 1d20 + 13 ⇒ (16) + 13 = 29
Tired of it's crazy eyes Grim quick casts Channel Vigor burning a fervor and attacks the Bodak twice. No more averting eyes..
Attack Haste: 1d20 + 15 + 1 + 1 ⇒ (4) + 15 + 1 + 1 = 21
Attack 1: 1d20 + 17 ⇒ (10) + 17 = 27
Dam Haste: 2d8 + 22 ⇒ (3, 5) + 22 = 30
Dam 1: 2d8 + 22 ⇒ (8, 6) + 22 = 36

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Saves:
Chaine Fort Save: 1d20 + 8 ⇒ (14) + 8 = 22
Silvermane Fort Save: 1d20 + 9 ⇒ (15) + 9 = 24
Acrobatics rolls for jumps: None
"FOR THE GOOD VENTURE-CAPTAIN! FOR VALSIN!"
Chaine's attacks and confirmations: Chaine AC 32 vs. Blue
[swift action- For The King!!! all allies within 30 ft gain +3 competence bonus on attacks and damage for 1 round]
[full attack action]
+1 Cold Iron Valiant Lance, Mounted vs. Challenged Target (Blue), Lion's Call, For The King: 1d20 + 12 + 1 + 3 ⇒ (18) + 12 + 1 + 3 = 34 for 1d8 + 14 + 1d6 + 3 ⇒ (6) + 14 + (4) + 3 = 27 piercing damage.
+1 Cold Iron Valiant Lance, Mounted vs. Challenged Target (Blue), Lion's Call, For The King, 2nd Iterative: 1d20 + 12 + 1 + 3 - 5 ⇒ (9) + 12 + 1 + 3 - 5 = 20 for 1d8 + 14 + 1d6 + 3 ⇒ (2) + 14 + (1) + 3 = 20 piercing damage.
Silvermane's attacks and confirmations:
[full attack action]
Hoof, Lion's Call, Mounted Challenge, For The King: 1d20 + 9 + 1 + 3 ⇒ (7) + 9 + 1 + 3 = 20 for dmg: 1d6 + 5 + 5 + 3 ⇒ (1) + 5 + 5 + 3 = 14 bludgeoning damage.
Hoof, Lion's Call, Mounted Challenge, For The King: 1d20 + 9 + 1 + 3 ⇒ (2) + 9 + 1 + 3 = 15 for dmg: 1d6 + 5 + 5 + 3 ⇒ (4) + 5 + 5 + 3 = 17 bludgeoning damage.
Bite, Lion's Call, Mounted Challenge, For The King: 1d20 + 9 + 1 + 3 ⇒ (15) + 9 + 1 + 3 = 28 for dmg: 1d4 + 5 + 5 + 3 ⇒ (3) + 5 + 5 + 3 = 16 b/p/s damage.

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Sure, Grim. For gaze attacks, there is a passive save if you are within the gaze range (in this case, 30 feet) at the start of your turn. The creature with a gaze attack can also select someone for a targeted gaze as a standard action each turn. In our situation, he readied to do that last round for the first person to approach him (which was you), and then chose you again this round since you nearly split him in half last round. Unlucky for him, you have the highest fort save in the group, and he isn't likely to make it to the next round.

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Shut your eyes of shoot it from range! Laara yells as she hears commotion around her. For something that's not breathing any more you'd be surprised how much noise they make!
Just recalled to point out, but everyone can spend a move action for Blind-fight thanks to that Orc's advice.
Now if only I'd though to suggest earlier

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Hoping to slow the other rageweight, Torrag moves up and casts grease.
Reflex DC 18 or fall prone.

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The dicebot hates me... I've moved myself.

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Shaking off the dreadful glare of his foe, Grim calmly speeds up his swings and his second quick strike fells the bodak, mixing its dust with that of scorched landscape. Torrag slips his spell under the remaining creature and it topples gracelessly. Chaine upon Silvemane finish it off with no quarter, pounding it into the ground with hoof and lance.
Everyone soon raises their heads and opens their eyes as the menace dissolves, only to see Twinhorn tribesfolk slowly pour from the cave opening.
"Thank the gods you arrived! All of our blessings to you. But time is tight, you must head to the camp to meet with the Spiritbreaker. The convoy got pretty bloodied as we moved north, and some of the leaders of the Following are even questioning whether we all should keep following Ivvora’s path, and hold on to these ancestral lands, or move on to gentler and maybe safer places.”
She gives the party a canny look. ”But maybe you lot could talk some sense in ‘em, and give them the courage to stay and continue. I figure if'n you can stare down a death-eyes like that, you likely can influence the leaders better than a nobody like me.”
"Come we will take you there, saviors of Absalom!"
reflex ragewight: 1d20 + 5 ⇒ (2) + 5 = 7
Out of combat
Hugh
Laara (barkskin, eyes shut)
Grim (bull's strength, ironskin, shield of faith)
Torrag (mage armor)
Chaine (barkskin)
Silvermane
Iskar
Zaas (mage armor, bull's strength, 3 neg levels)
-------------------------------
1d6 + 1 ⇒ (2) + 1 = 3 minutes pass for buffs
When you arrive to the camp, you can see the silhouettes of other pathfinders milling about with the Twinhorn clan. They eye you as you enter, as if to discern your true nature.
A paladin of Iomedae relaxes as he recognizes you. "Well met. I'm sorry for the extra attention, it's just that the camp has been under assault by foul creatures since we arrived. We can't be too careful, the undead can indeed be frightening foes. We could use your help guarding the perimeter, stretched thin as we are."
You need to make a decision as a group - help guard the perimeter of the camp against undead incursions (or worse), or find Medda and the other Twinhorn leaders and try to talk some sense into them. I'll proceed once three of you have agreed on a choice.

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"We come all this way for a ritual and just as we get here some of you think its too tough?" Laara says incredulously. "We crossed half the continent, and can take out a little spirits with my eyes closed. Where are these leaders of yours?"
Laara wouldn't mind trying to jab some sense into the Twinhorn chiefs. But if the rest of the group wants a brawl she won't say no.

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"Paladin, you'll do fine around the perimeter. However the elders need heroes to cheer them up, and THAT, is where we come in! We'll join you as soon as we're done though. There, catch!" says Chaine, tossing a full wineskin at the paladin, "some liquid courage against the nasties, and if they don't show up, you can use it to get the party started early! May Cayden bless you all!"

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"No kidding." snaps the giant half-orc. "We could have teleported and bypassed all of this. Heck, look at poor Zaas there! He's a shadow of his former self. Where are the pansies hiding?"
-Posted with Wayfinder

Zaas |

Sliding back to his companion's side, the beast pants heavily. Obviously not in top shap, it lays down silently.
-Posted with Wayfinder

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Catching his breath..
"I'm for either, but I'm no good at talking sense into people.. Only good at beating it out of em.."

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The thick hide walls of the large tent muffle the sounds from 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.
As you enter, you hear Medda’s voice. “You’re asking us to leave behind everything we know and care about!”
“Indeed,” rumbles Anok the phantom’s deep and booming voice, “You would have us abandon our sacred pledge to Ivvora.”
“Aye, I’d have us abandon this lunacy!” Another man proclaims as you enter. He is a towering man, broad-shouldered and sturdily built, wearing the cloak of dire polar bear. Covered in scars and with a proud bearing, his presence fills this tent as he paces back and forth. “Surely we can find better winter hunting grounds, where we don’t have to compete for game with bloodthirsty orcs and cursed undead! As for leaving behind what we care about... What I care about is my warriors, many of whom we’ve left behind on this battlefield!”
“Who are we as a people if we abandon our oaths? I demand,” declares Medda, “that we stay and fight for our homes and our traditions!”
In addition to Medda, Anok the phantom, and the towering man, 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. 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 three 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 morning sun in her face, she asks with a quavering 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 and Anok.” She pauses, grabbing a drink from a leather water skin and licking her lips. “Speak. We are at a decision point.”
Now you have an opportunity to influence the three Leaders of the Following (Medda, Kraugr, Jala) to stay and help the fight. Even Medda needs convincing, for the arguments of others have started to wear upon her.
THE RULES
There will be three rounds where you can each try to influence one of the members, or discover information about them that might be helpful for you to figure out how to influence them best. Each round, each of you may make a single skill check on any of the three leaders to either:
1) Influence them with a skill that will work on them
2) Discover what skills will influence them
3) Discover what biases they have (what might give bonuses or penalties to your influence checks)
4) Aid another to someone else’s roll
You may always take ten if you wish. If you have a profession or craft skill that you think might also be applicable, feel free to give it a try. Bonuses for clever arguments or intriguing roleplay.
Each of the Leaders: Medda, Kraugr and Jala need a certain number of successful influence checks to be convinced to stay. The number of checks needed for each one of the leaders varies.
THE LEADERS & SKILLS YOU CAN USE FOR DISCOVERY:
Medda Spiritbearer (Knowledge Religion or Sense Motive)
Kragr Bloodhand (Knowledge Local or Sense Motive)
Jala the Patient (Knowledge Nature or Sense Motive)
Round 1 - What do you want to say to them... (don't forget your associated skill check roll)

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“Are you the warriors that Medda told us about? If so, I am pleased to meet...
"Warriors?" Laara replies to the old woman, trying to get the lay of the land. "Of a sort I suppose. I'm Laara Delchain, captain fo the Fearsome Tide."
She turns towards the towering man. "And while I at least may not dedicate my life to fighting or hunting like you lot I'm good enough in a scrap. Medda can vouch for that: when needed I'll take a skewering from a devil itself. Now Medda convinced us to come here and help and I'm willing to do so even if I've never seen a land like this before. Your warriors have to be ready to do the same, don't they?
Trying to suss out what's up with the man
Knowledge Local: 1d20 + 11 ⇒ (2) + 11 = 13

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Grim looks to Kragr..
"You obviously know your way around a weapon, as do I, and as do all of the Pathfinders that have made this journey to fight. We will stand with you! Do not turn your back on your ancestral grounds for you will regret it till the end of your days.. Some things are worth dying for!"
Sense Motive: 1d20 + 7 ⇒ (15) + 7 = 22
Trying to figure out what will best influence his decision.

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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 + 12 ⇒ (17) + 12 = 29

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Sliding back to his companion's side, the beast pants heavily. Obviously not in top shape, it lays down silently.
Outside...
As Zaas lays down silently, Silvermane paws his shoulder carefully with his right hoof... once... twice... then snorts and whinnies, and nudges the eidolon with his nose, as if trying to get him up...

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Knowledge (nature): 1d20 + 9 ⇒ (3) + 9 = 12
Hugh sidles over to Jala.
"So... Any interesting plants around here?"

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Torrag moves over to Medda, "Tell me more about this quest and your connection to the sword hilt."
Know Religion: 1d20 + 11 ⇒ (20) + 11 = 31
Discover what skills will influence Medda.

Zaas |

With an odd smile, showing rows of jagged teeth, the extra planar creature stands. "Worry not friend. I'll be fine. Even if I 'die' here, I simply return to my home plane. As long as Iskar lives, I can never truly die."
"Speaking of, I should probably help him here."
Stepping inside, the quadruped listens to the Half-Orc, attempting to evaluate how his words are received.
Sense Motive: 1d20 + 8 ⇒ (8) + 8 = 16
Discover Biases - Medda

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Standing next to the dwarf, Iskar looks to Medda. "Yes, dear. Such things are quite intriguing. You've heard about our skills in battle. Let us show you there is more to us, shall we?"
"For no warrior simply fights for the right. We fight for honor, tradition, or the occasional coin. We fight, but we do so with purpose. Your ancestors were chosen for the ancient pact, and yet some fear it's no longer worthy of their time? I understand your distaste in the matter. Please indulge my companions and I with the story, so we may better understand the sanctity of your rightful ties to this place."
"If you'll grant me the honor of introductions, I'm called Iskar. This four-legged creature is Zaas and the bearded one is Torrag."
Sense Motive?: 1d20 - 1 ⇒ (20) - 1 = 19

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"We have fought together, they saved us from an ice devil, and killed the orc leaders that hastened our victory at the flood road. I've rarely seen such prowess." Medda speaks after Laara's introduction and Chaine's rousement, her voice quavering slightly from overuse. The two others shake their heads.
"Great warriors we have seen," the scarred Kragr begins gruffly, "great warriors we already have. Does it not show weakness to bring in foreign mercenaries to this place just to uphold the old traditions... traditions that no longer feed our families?" He tightens the clasp around his neck on his polar white fur cloak as if preparing to depart.
"No, refusing to fight the good fight because it is hard is what shows weakness, my friend." Medda responds, her eyes trailing away. Kragr bristles.
Grim interjects and Medda nods in unison. There is silence.
Jala casts a side glance at Hugh when he mentions plants, purses her lips, still wet from the water skin, but does not speak. She simply shifts uncomfortably and re-positions her longbow.
Medda smiles at Torag as he steers the conversation to the task at hand and touches the symbolic bandage she wears, then turns to the other elders.
"You remember when I was young. Before you knew I was a girl, when I hid under the cloaks and heavy furs and learned the ways of healing from the shamans and priests. You called me an "evening's daughter" because it took so long for me to reveal my true nature. And you knew then "evening daughters" were special: resilient and tenacious. Even then, I knew I was special. Long before I took the charge of protecting Anok. Long before I helped to lead this tribe, I knew I had this destiny. Ivvora's hilt was always tied to me, and always will be, the gods have willed it so." As she speaks and moves, her bandages shift and the magical runes underneath glow a dim blue.
After Iskar's monologue, Medda's brow tightens. "I would hope it is not for occasional coin that you stand beside me today..."
Round 2 is up, I have included a table in the maps section to keep track of your information and successes.

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"Kragr Bloodhand, yes: I am not of your blood. But call me a mercenary one more time, and you will discover how some call me The Butcher down south. I fight for what I believe! not for gold! we came here to help, and I could not wait to meet Medda's kin, for I had hopes to see a great tribe that made us look weak. After we defeat the enemy and return south, what will I say when I speak of Kragr Bloodhand? will I speak of boldness and courage, or will I speak of fear and doubt?"
Intimidate: 1d20 + 16 ⇒ (15) + 16 = 31

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Knowledge (nature): 1d20 + 9 ⇒ (1) + 9 = 10 Sweet baby Jeebus...
Hugh shuffles nervously at Jala's continued stoicism.
"Uh, I guess you're more interested in animals then?"

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Torrag turns his attention to Jala, "What my friend here is trying to say, I believe, is you seem to prefer being out in the wilderness rather than in this tent."
Know Nature: 1d20 + 11 ⇒ (17) + 11 = 28
rolling to determine what skills influence Jala.

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Kragr's face tightens as Chaine skirts the edge of insult to his honor. In the end he just grunts audibly, staring the cavalier up and down.
Jala's eyes widen as Hugh continues, but she continues to gaze straight ahead. Once Torag has clarified the matter, she speaks. To everyone's surprise.
"As it would be for most of our clan, of course I would rather be outside, on the hunt, providing for it. That is why Kragr and I had decided to leave. We have tribal needs to attend to. Simple really. If we all die here, pacifying the gods for this annual ritual, no matter its import, who will feed our tribe...let alone lead it? But we are still in this tent for a reason. I am a reasonable woman, spare me your rallying cries, why should we stay?"
Updated the sheet.
Iskar, Zaas, Laara, and Grim can still contribute this round.
Also, once I've updated the skills needed to influence or the biases, they are complete. No need for more discoveries on them. But remember, more than a single influence is needed for each of the leaders.

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Ha! I knew that rank in profession would do more than a few extra gold some day!
Looking to Jala.
"I understand you are needed else where, I'm sure we are as well. You and I both know a divided front will get you flanked every time in battle. We must stand together or there might not be a tribe left that needs feeding. I implore you to join arms when us! I know we can win if we stand together!"
Prof Soldier: 1d20 + 7 ⇒ (11) + 7 = 18 Well sorta good I guess..

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"I am here for the cause. The Society has done well for me and my companion. They requested our assistance and we came." he replies matter-of-fact.
Turning to Kragr, he continues. "Sir Kragr, I understand your frustration. But you and I both know without your strength and that of your warriors, this would be lost. This sacred vow taken by your ancestors has not failed you yet. Can you really turn your back on it now? When things take more work to accomplish, they always pay off in kind. This is but a trial. You and your tribes will prevail!"
Diplomacy: 1d20 + 14 ⇒ (1) + 14 = 15
Well...that hurts. I suppose that's what I get for trying to be diplomatic.

Zaas |

Stepping closer to Iskar, Zaas speaks to Kragr. "What my friend is trying to say is we understand. You want what's for you tribe, and currently this situation doesn't seem to helping you and yours. But we understand honor and the bonds of battle. I left my home when he was young to care for him. I taught him to care for himself."
Sharing a knowing look with the half-orc, the beast continues. "Our time together hasn't always been good. A few times he nearly died to protect me. It's our way. Believe me, things are always darkest before the dawn. Without darkness, could we appreciate the light?"
Thinking a moment, he concludes "Whatever your feelings are, this is not something to walk away from. We must stay and finish this. You must stay and finish this!"
Diplomacy: 1d20 + 1 - 3 ⇒ (13) + 1 - 3 = 11
Edit: Forgot the -3 for neg levels

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"Great warriors we have seen," the scarred Kragr begins gruffly, "great warriors we already have. Does it not show weakness to bring in foreign mercenaries to this place just to uphold the old traditions... traditions that no longer feed our families?" He tightens the clasp around his neck on his polar white fur cloak as if preparing to depart.
More weakness in turning away aid than standing with them to defend your ways." Laara says, getting into it. Real tired of people underestimating what we can do...
You don't want to send good men after bad? Makes sense. But even if its time to get some new 'ways', do it for your own reasons at the time of your choice. Abandon this land and your duty now, when you have forces supporting you and a just cause? Then you'll always be wondering if that choice was made 'cause its best of 'cause it was convenient then. Instead, rise up, strike out, and be the great warriors you are! After that you want to leave? Fine. But make the Twinhorn's next saga start proud instead of with a whimper.
Intimidate: 1d20 + 17 ⇒ (9) + 17 = 26

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Knowledge (nature): 1d20 + 9 ⇒ (3) + 9 = 12
Hugh stubbornly continues his fruitless conversation with Jala.
"Um, but isn't this area the best hunting ground for miles? Undead abominations not withstanding..."

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The battle heats up outside the tent, warriors howl and mysterious creatures screech, leading you to believe the time for convincing the leaders is quickly running out. If they don't make a decision soon, you will be forced to rejoin the fight outside, if nothing but to save your own lives.
Jala nods along as Grim tries to reason with her.
Medda, sensing the time is nigh, steps to center of the tent. She closes her eyes and begins what seems to be a practiced telling. Although they have likely heard the tale countless times. Jala and Kragr stand in rapt attention.
"Ivvora, disciple of the martyr Vildeis, tracked the evil into the Tusk Mountains. She found the Twinhorn there as well, and together, we formed a plan to destroy the nightwalker. On the winter solstice, we lured the vile Eshimka to the stone circle where our druids used their powerful magic to bind the nightwalker. Ivvora leapt from the shadows and attacked, burying her sacred dagger deep into Eshimka’s flesh before the blade snapped off near the hilt. Try as it might, the nightwalker could not pry the blade loose. As the ritual concluded at the darkest hour of the solstice, Eshimka sensed its imminent demise and used magic to escape back to the darkness from whence he came."
"After the escape of the nightwalker, Ivvora left the ruined hilt of her blade with the Twinhorn, commanded us to place it on the center stone each year when the world grew darkest. She then traveled north, pursuing new threats in her never-ending quest to eradicate evil from the world. Twinhorns have kept their promise to Ivvora over countless generations, ensuring that our hunts always bring us back to these standing stones each winter."
"Eshimka is patient and waits for the day it can gain its revenge on the mortals that defeated it. Each year it prepares itself to travel back, but thinks better after sensing Ivvora—" she pulls out the hilt of the dagger "—waiting to finish it off."
As her eyes reopen, the grim determination as she spoke quickly vanishes. It is replaced with a sense of doubt about her own resolve.
Round 3 is up, everyone is up. I will try to monitor your influence attempts as they happen (wish me luck) and let you know when each leader is convinced, so keep track of the influence tracker so that we don't waste any rolls. For those of you with medium to high bonuses, remember, Take 10 is your friend!

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Thanks for the reminder
"The battle approaches Kragr: lead your warriors to battle and we will all follow you as well!"
Diplomacy +16; taking 10 for 26.

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Kragr stands and re-positions his sword, his head nearly scraping the sagging tent above. The explosion of a fireball nearby lights up the tent from the outside, casting odd shadows on those within.

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Laara’s ears perk at the sound of fighting and screaming from outside. The half-elf begins to step towards the doorway. ”Medda’s the expert on this tradition of yours. I don’t have anything to speak to that except that from the sound of things outside I’d say it’s pretty clear there’s some truth to it. But tradition or not, promise or not, your past or your future: ther’es people out there fighting and bleeding right now.
She turns to stare at Kragr as she reaches the door. ”So I’m going out now. Me and the rest of us and anyone who’ll join. And when this dark breaks and dawn’s out again, all those left’ll remember which’ve us did.”
Take 10 Intimidate for 27

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With the tent door flaps now framed by foreigners, and his men warring just beyond, Kragr lets loose a guttural sigh.
"Today, I stand and fight with the Pathfinders. An enemy of the Twinhorns from the past is an enemy of the Twinhorns forever!"

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"Yes! well done Kragr! may the Drunken Hero have your back during this battle! may the blessings of Cayden Cailean be upon you all!"
Looking at the posts again upthreadd I noticed a few redundant ones; due to the nature of PbP it seems we have just gone a ahead of few times and just rolled against the same NPC needlessly. If this game would have been face to face for instance, chances are that Zaas wouldn't attempt to do the same thing Torrag did after Torrag aced it with a 31... Chaine might have done some useless probing as well on his first post right after Grim, but it's hard to tell without knowing the DC! LOL! Any chance we could reassign some of the redundant rolls to attempt a more significant outcome? Face to the face the GM would say, 'That'll do it or something' but via PbP it's hard to gain that instant feedback. Maybe we did ok and I'm just ranting here, in which case please ignore me! :)

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Chaine, I do take the nature of PbP (vs face to face) into consideration when determining successes and at what. There were several obvious successes and a few probable failures based on the rolls alone. You have also succeeded somewhat by actually saying specific things, regardless of the rolls. Long story short, things are going pretty well, let's see how the last five interactions go. Kragr is convinced, but Medda is wavering a bit and Jala is only barely coming round.

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I hope we get Medda onboard as she carries the hilt! :) Thank you for the clarifications! I must say this is one of the best PbP I've participated in, nay: one of the best PFS game I've ever played actually. You're GMing is pretty darn impeccable!

Zaas |

Stepping forward, Zaas clears his throat.
"Seems you'd be one to like a good poem. I'll give it a whirl for you."
Pausing a moment to collect his thoughts, the creature begins.
"Though the night looks bleak
the screams of battle ring as we speak.
We hold this place most dear
against those monsters of fear.
A time long past
a pact here was cast.
For this our night
each year we fight."
Perform Oratory (-3 levels): 1d20 + 1 - 3 ⇒ (2) + 1 - 3 = 0

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Quickly shoving his companion aside, Iskar says aloud "Uh, forgive him. He's not from these parts. Though my story is no where near as valiant as yours, perhaps knowing what has brought us to this place would easy your concerns."
Closing his eyes a moment, the half-breed takes a deep breath before he begins. "Iskar of no blood right was sent to the Twilight Academy. Alone...hated...I became the target of my peers random 'magical tests'. Multiple times, these pranks of fancy nearly killed me."
"One day, an upper classmen sent me to a dark abyss of a land where I met Zaas here. He may lack my social graces, but he certainly makes up for it with his determination. He came back from that hellish region and saved me from the academy."
"From there we drifted, protecting the weak where we could until the Decemvirate called upon us. Met many a wonderful people under the banner of the Pathfinder Society and ventured out to continue our works. Sure, there are the occasional missions to recover this artifact, or that one. But as for my friend and I, we revel on helping those in need."
"This is why we are here. I would die for him and he for me. It's a pact forged in the soul. You're pact is much older than ours, but we are honored to have the chance to help you maintain your sacred place here."
With a bow, Iskar steps back to the edge of the tent.
Performance (Oratory): 1d20 + 8 ⇒ (14) + 8 = 22
Not much else Iskar or Zaas can do with the remaining two.

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"I know of such pacts, Iskar, my friend." Medda turns to the phantom standing stoically behind her. "I have one of my own."
Anok nods back with respect. "You know we must be strong, evening daughter."

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Knowledge (nature): 1d20 + 9 ⇒ (18) + 9 = 27 Halleluja
With the severity of the situation every increasing, Hugh finally musters his words into something productive.
"Jala, surely you must see the folly of uprooting the entire tribe. Even at the best of times hunting grounds are scarce, and the competition is fierce. Where would you roam to if you were to leave these lands? South, where orcs and vicious beasts prowl the parched hills? Or east, where demonic horrors would hunt you like you hunt your game? Or how about west, where you'd be enslaved to the White Witches whims? Staying here, in your ancestral lands, is your best bet."

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"And it would be one less horror for our clan to deal with." Jala acknowledges the rogue for the first time, although you know she has been following his train of thought the whole time.
Almost there, perhaps one more success with each of the women will do it. Grim and Torrag left to seal the deal.

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Turning to Medda,"In the short time you've known us, have we not proven our worth? If not my words, let your God guide your heart."
Take 10 Knowledge Religion = 21

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"I shall not forsake my solemn vows, Torrag. I shall ride forth to the stones. Guard the flanks and protect this camp, Pathfinders, I will send back word when the path is clear." Medda and Anok begin gathering her gear.
Jala remains in place, certainly moved by the other leaders show of faith. She turns to Grim. "You have the bearing of a soldier, and the blood of an orc. Tell me again why we fight today, why I should tell my archers to take positions against such odds?"

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Grim looks to Jala again..
"Look I'm no grand talker or advisor. I am a soldier born and raised in the fight againt evil! Trained at the mighty Molthuni Arsenal! And given the power to vanquish such evil by the mighty Empyreal Lord Ragathiel! I know prowess when I see it, so stand with us and let's go take the fight to the enemy!"
Prof Soldier: 1d20 + 7 ⇒ (7) + 7 = 14
Well sorry guys dice bot hates me in social encounters..

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17 on a 10... would that be enough? if not, who's got a reroll? I haven't kept track...