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Skye had thought Lake-at-Dawn was already convinced that the Pathfinders have made an effective case. (But if that's not the case... )
Guidance, Mentioning Ancestors Bonus, Knowledge (religion): 1d20 + 6 + 1 + 2 ⇒ (18) + 6 + 1 + 2 = 27
The shaman approaches the portly man clad in a cloth tunic and cloth shorts, wearing handwraps and sporting a man-bun.
"Greetings, Lake-at-Dawn," Skye says with a bow. "I am Skye, a shaman of the Lyrune-Quah, though my ancestors were Jadwiga white witches from Irrisen and Kellids from the Realm of the Mammoth Lords. The Shoanti who took me during a raid eventually adopted me, accepting me into the quah and training me as a shaman and guiding me along the spiritual path of Mother Moon."
He points his chin in the direction of the holy Shoanti relics. "We have returned what was stolen from you and convey our apology for the transgression of one of our Pathfinders."
"We accept responsibility for that sin, and seek to atone by restoring the damage to the sacred site of the Muschkal Sepulcher. We seek your blessing in this endeavor."

GM Ladile |

Phase #4 - Quang Chi
With something of a plan of attack in mind, Quang Chi heads off to speak to Togimal-in-Shadow. Much as Payah-Against-the-Wind did earlier, the quiet Shoanti seems to appreciate the attempt to connect on a more personal level and also actually seems more receptive to your attempts to sway them than they were earlier.
In-Shadow and Quang Chi have a quiet but surprisingly spirited conversation about hunting, including the exchange of a few tips and tricks handed down among their respective peoples. When it's all said and done, Togimal-in-Shadow gazes around at the rest of the group - off speaking to the other council members - and offers a decisive nod.
"I admit that I had my doubts, but now I believe that you and your companions can do what you say you can...and that allowing you the chance is in the best interests of the Shoanti and the Pathfinder Society."
______________
Influence Check - Success x2! Between Quang Chi's really good roll and some other bonuses in play behind the scenes, two successes with Togimal-in-Shadow are earned and it seems as though they're convinced to vote in your favor.

GM Ladile |

Phase #4 - Skye
When Skye initially approaches Lake-at-Dawn the portly Shoanti's expression is unusually pensive but slowly relaxes as the Child of the Lyrune-Quah shares a bit of personal information about himself before pleading the case of the Pathfinder Society.
"You know, Kemchet almost had me convinced that you and your companions were simply telling me - and the others - the things we wanted to hear," Lake remarks. "But your persistence tells me otherwise. If you were not sincere then you would have walked away in the face of only a little resistance. Yet here you are."
Lake-at-Dawn's countenance is calm once again, and resolute. "Allowing you to attempt to put things right and atone for the mistakes of your Society would be the right thing for the Shoanti to do, even if not all would see it as such right now."
______________
Influence Check - Success! (Again). Lake-at-Dawn seems (re)convinced to vote in your favor. You think that you now have enough to win when it comes time for the council to vote but it probably can't hurt to try and hedge your bets and keep talking with Memory Tender and Payah-Against-the-Wind.

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Meredith waits to see if Frankie managed to convince Memory Tender or not.

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With renewed confidence, Serge asks anyone else if they want to aid his show of strength, especially since Payah admires teamwork. Then he approaches Payah-Against-the-Wind with his head held high and his muscles tensed. "There are many ways to display one's strength, but sometimes, one must resort to an old fashioned arm..."
Serge pauses suddenly as an idea pops into his head. "... Thumb war. That is right. Place your hand in mine like this, and you must try to put your thumb atop and not let mine come free. But first, there is a very important ritual we must observe. One, two, three, four..."
Strength: 1d20 + 4 ⇒ (15) + 4 = 19

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Caller will wait to jump in wherever it appears he is needed (waiting to see how the others do).

GM Ladile |

Phase #4 - Frankie
Though Memory Tender listens to Frankie's tales with an amused smile, she can't help but shake her head a little when the tale is done. "A fantastic story, no doubt. But a marble for the killing blow? I like the creativity there but come now, that's simply too much to be believed."
It seems as though Memory Tender has mostly bought Frankie's story. Just a little nudge more by a corroborating witness might be enough to get her to take the entire thing at fact value...or, perhaps, one might try their own approach with a different story...
______________
Influence Check - Failure. Per Frankie's instructions he wanted his earlier post to stand. Up to Meredith on how she'd like to proceed...

GM Ladile |

Phase #4 - Serge
Payah gives Serge a rather dubious look when he suggests an alternative to classic arm-wrestling...but then shrugs. "Alright, you're on! Arms or thumbs, I bet I can beat the likes of you with my eyes closed!"
And that's how the Thumb War started.
Well no, not quite. But Serge does introduce Payah to a new and surprisingly challenging way of displaying strength. Also, fun. It's very fun.
"That was great! And it's something anyone can play! Not everyone can swing a sword but anyone can thumb wrestle, unless they don't have thumbs," Payah exclaims. "Bet we could even get a contest going...one for the warriors, one for the kids..."
______________
Influence Check - Success!

GM Ladile |

Current Tallies
Influence Successes: 3/?
Discovery - Skills to Influence:
Profession: Soldier or Strength (Easy Difficulty)
Acrobatics or Intimidate (Moderate Difficulty)
Diplomacy (Hard Difficulty)
Discovery - Strengths: Payah believes that people should stand by their teammates, and that a team bears collective responsibility for the sins of all of its members. If you make an argument that is primarily focused on distancing yourselves from Lumketul and throwing all of the blame onto him rather than focused on how you will make things right, you take a -4 penalty on your influence check.
Discovery - Weaknesses: Payah is more likely to believe in you if she sees you working together in harmony. If you successfully use Aid Another to assist someone else's skill check to influence her, you gain a further +2 bonus to that skill check.
Influence Successes: 2/?
Discovery - Skills to Influence:
Kn. History (Easy Difficulty)
Bluff or Perform (Moderate Difficulty)
Diplomacy (Hard Difficulty)
Discovery - Strengths:
Discovery - Weaknesses:
Influence Successes: 3/3
Discovery - Skills to Influence:
Profession: Hunter (Easy Difficulty)
Kn. Local, Kn. Geography, or Survival (Moderate Difficulty)
Diplomacy (Hard Difficulty)
Discovery - Strengths:
Discovery - Weaknesses:
Influence Successes: 2/2
Discovery - Skills to Influence:
Kn. Religion (Easy Difficulty)
Kn. Local or Diplomacy (Moderate Difficulty)
Discovery - Strengths: Lake-at-Dawn is unimpressed by people who show an unwillingness to compromise and apologize for their mistakes. If you attempt to justify or downplay the effect of Lumketul's ransacking of the sepulcher, you take a –4 penalty on your influence check.
Discovery - Weaknesses: If you mention your own ancestors as a part of your conversation with Lake-at-Dawn, you gain a +2 bonus on your influence check.
______________
Looks like just Meredith & Caller to go and then we'll wrap up the meeting...

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"The marble didn't exactly kill." Meredith overhears Frankie's conversation with Memory Tender. "But it did throw the Inquisitor off balance. He fell right off his horse into a marketplace stall full of cabbages." She laughs. "The poor salesman yelled MY CABBAGES! before flailing against the inquisitor. It took all of the Inquisitor's guards to pull him to safety. Never get between a merchant and his produce."
"But yeah, that's how Frankie saved us with his good old slingshot. Do you think he'll become an archer later in life?'
Bluff, Aid Another: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17

GM Ladile |

Phase #4 - Meredith
Memory Tender's eyes widen as Meredith chimes in to validate Frankie's story in her own way, putting a slightly more believable but humorous twist on the ending. She looks to Frankie and then to Meredith and then laughs.
"Haha! Now that's more like it," she chuckles. "What's more, the more I speak with the two of you the more I can see this very thing as clear as crystal in my mind. If the two of you - and the rest of your Pathfinder companions - can accomplish such things in the midst of a crowded city then I believe that you can likely accomplish anything you set your minds to."
At this point, Memory Tender seems to have warmed to the group a fair bit, apparently convinced that you'll attempt to do as you say that you will.
"Oh and the child? If he wishes to become an archer then I have no doubt he will excel at it."
______________
Influence Check - Success! Memory Tender now seems convinced to vote in your favor as well. This leaves Payah-Against-the-Wind as the only one still not entirely convinced.

Meredith's Eidolon |

Denair is fascinated as Serge performs the strange "Thumb War." This must be a human thing. Denair isn't sure if she can actually help with that, given her rough, bark-lined appendages.
"Oh! Oh! Maybe we can arm wrestle. Sometimes the Boss does it with other people, although it gets more complicated later on- oh she said I shouldn't talk about that in public. Hey Caller, get over here!" She sits at the table and calls Caller over, leaving a wooden hand exposed.
Denair will Aid Caller with any check he wants, but maybe we can try a strength check.
Str Check, Aid Another: 1d20 + 4 ⇒ (6) + 4 = 10
Here's a +2 bonus, Caller!

Sova the Snowy Owl |

Acrobatics to Aid, +2 Teamwork bonus: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
Sova flies toward Payah-Breaking-Wind in a rapid and fluid series of horizontal and vertical lines, loops, barrel rolls, spins, and hammerheads, aiding Caller and Denair with an astounding, death-defying display of aerobatics.
*Hoot!*

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Caller will try one more time to influence Memory Tender by relating his origin story and that of several other great Shoanti warriors.
"...as so that was when I was told of my ancestry and now quest to find the identity of the Giant who slayed my parents... just like Urgath the Lightning Hurler!"
Knowledge (History): 1d20 + 4 ⇒ (2) + 4 = 6

GM Ladile |

Phase #4 - Caller
Although it's certainly a good thing that Caller is in touch with his own history and able to draw parallels between it and the history of other famous Shoanti, Memory Tender seems to have trouble following along.
Of course Sova's aerial acrobatics and Denair arm-wrestling with Caller during the story probably don't help matters that much...though if this were a circus show it might be a different matter entirely.
______________
Influence Check - Failure. Even discounting the two Aid Anothers were each for different checks entirely, I'm afraid there really wasn't much to be done for that roll. Another post to follow, please stand by~

GM Ladile |

As the discussions naturally begin to wind down, Cousin-to-All claps her hands together and announces, "The time for talk is through! Now, we vote!"
Each of the council members take their places on the central platform once more as Cousin-to-All addresses the crowd and yourselves.
"I will lead us. On behalf of the Shriikirri-Quah, I vote yes. We should give the Pathfinders the opportunity to right their wrongs," she calls out.
Rollicks-in-Waves speaks up. "On behalf of the Shadde-Quah, I vote yes as well. I have seen the good that the Pathfinder Society can do."
Kemchet Flame Stoker speaks next. "You know my feelings on this. A Pathfinder desecrated a holy site, and now we let them back in there to finish the job and destroy it entirely? We should handle this situation ourselves. I see no reason to allow them a chance. I vote no!"
Memory Tender speaks, her vulture adding a caw. "In time, even a mighty tree will fall. On behalf of the Skoan-Quah, I vote no as well."
"The bones will know," Togimal-in-Shadow whispers. "On behalf of the Lyrune-Quah, I vote yes."
Payah-Against-the-Wind taps her greatsword as she speaks. "They are strong and work together as one. If any Pathfinders can get the job done, I think it's them. On behalf of the Tamiir-Quah, I vote yes."
Last of all is Lake-at-Dawn. "There must always be second chances. On behalf of the Shundar-Quah, I vote yes."
Cousin-to-All summarizes the vote. "It is done. With a total of 5 for and 2 against, we agree to allow these Pathfinders to return the sacred burial items to the Muschkal Sepulcher and repair the damage caused by the previous Pathfinder agent. Pathfinders, I will provide you with directions. I suggest you set out at dawn's first light - until then, you may rest here. This council is now adjourned!"

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Meredith stands tall as the Quah leaders make their decisions. She makes sure to thank all of the leaders for attending, even the appropriately named Kemchet Flame Stoker. "I recognize the great risk in allowing the Pathfinders to return to a sacred place and potentially make things worse. But we will make things right, believe me. Thank you for your consideration."
She hesitates a bit when talking to Payah-Against-the-Wind. "Also, if you ever want to see the farm- er, my farm. Well, it would be a trip. Maybe I could tell you about it later." She coughs. "I should return to my allies. Now. Um, bye." She turns around, hustles back to the other Pathfinders and shoots Denair an angry glare as her eidolon chuckles.
Once she calms herself, she turns to her Pathfinders. "So, looks like we have the okay from the Quahs. Let's not blow our chance here. Something tells me we need to keep our eyes out for anything whats-his-face cursed or unleashed along the way."

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Relieved that the quahs have agreed to let the mission proceed, Skye sits down on a comfortable stone next to the crackling fire. Perched on a nearby ledge of the cave, Sova keeps a wary eye trained on Memory Tender's vulture.
The shaman digs around in his handy haversack and the pockets of his robes, drawing out his waterskin, pipe, and pouch of Shoanti Special Blend No. 7. Pulling a branch from the fire, he uses the burning ember to light the pipe and takes a long pull with a pleasant gurgling noise. Closing his eyes for a few seconds, he releases his breath in a blue-gray smoke ring.
Holding forth his pipe, Skye smiles at his companions and the gathered representatives of the quahs. "Smoke?"

Meredith's Eidolon |
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Denair wrinkles her nose and tries to ignore the smell of dead leaves and berries. "Nooo...."

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"I'm reminded of a court performance my late cousin, bless his soul, once put on. Of one hundred nobles, he was only ever able to impress ninety-nine." Serge quietly muses out of earshot of the quahs. "Point is, there will always be one or two, ahem, naysayers among the lot."
His thoughts aside, Serge looks on at the Quahs with satisfaction in his eyes. "Excellent, we have an agreement! In that case, we will do everything in our power to return the items and keep the Sepulcher in good shape. My thanks, Quahs. You will not regret giving the Society a second chance."

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While most of the group is pretty solemn during the proceedings, and afterwards, Frankie remains quiet, at least until the verdict is announced. "Woooo hoooo! We won!" He leaps with joy, blowing a raspberry at Kemchet as soon as he turns around and is out of earshot.
"We're going to fix all that stuff, and MORE!" Never have those words come out of the little kid's mouth. Certainly not back at home before his days as a Pathfinder. Mom was always screaming at him for breaking something: windows, doors, locks, glasses, and even forks!
Oh wait.. I HATE fixing things! Best I FIND the things to fix... and THEY can do the fixing!
After a quick bout of inner struggle Frankie returns to celebration. Cooking up a new, fresh batch of cocoa and looking around for the refreshment table. "So... do you guys eat a big feast after a meeting like that? I know I sure could..." He hints suggestively.

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Quang Chi bows to the council as a whole and thanks them for their consideration.
Recalling his earlier conversation with Memory Tender, he then makes a smaller bow to her specifically. "I hope that we can win your trust with our deeds where our words have failed."

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Caller takes a moment to acknowledge all of the council members regardless of how they voted.
Bowing to all, "We will honor the wishes of the Quah. Even those who do not trust the intentions of the Pathfinder Society, I swear, as one of the People, we will restore the sacred places. If they Pathfinders do not do as they say they will, I will hold them accountable."
Looking at Cousin to All-
"I thank you for arranging this meeting. May the People see you for the great mediator that you are. While I had hoped for consensus among all of the Quahs, I am glad to see that all have agreed to abide by the council's decision."

GM Ladile |

With the meeting and the voting concluded the atmosphere inside the large cavern is...not exactly jubilant but not especially tense, either. If anything, the general demeanor among the gathered Shoanti seems to be one of cautious optimism, which still lends itself fairly well to a nice evening feast (including cocoa supplied by Frankie). The immediate pressure upon each of you now dissipated, it's easier to approach the various members of the council for regular conversation, too...
"Also, if you ever want to see the farm- er, my farm. Well, it would be a trip. Maybe I could tell you about it later." She coughs. "I should return to my allies. Now. Um, bye."
Payah-Against-the-Wind stares at Meredith for a moment...and then grins. "Tell you what - if you and your friends make it back in one piece, I'll come visit your farm. We of the Tamiir-Quah don't really travel much outside our own lands...but this time, I think I can make an exception."
"I hope that we can win your trust with our deeds where our words have failed."
"There are no such things as accidents," Memory Tender remarks cryptically. "Only fate redesigned."
It's a rather strange response but at least she doesn't seem particularly angry at being outvoted, so at least there's that?
"I thank you for arranging this meeting. May the People see you for the great mediator that you are. While I had hoped for consensus among all of the Quahs, I am glad to see that all have agreed to abide by the council's decision."
"Yes, I would have liked to have seen a unanimous vote...or at least close to unanimous. It seems that Kemchet had already made up his mind before he ever arrived here," Cousin-to-All sighs. "But then again, so had I and Rollicks-in-Waves. Still, you did even better than we'd expected or hoped and for that, I give thanks. And perhaps Memory Tender will come around once the sepulcher has been restored."
As for the gathered Shoanti at large, most of them seem ready to settle in for the evening feast - and a good smoke! Kemchet Flame Stoker still keeps his distance from all of you, though if approached more directly he simply gives you a very long look before commenting, "My people have seen fit to give you a second chance. Do not take it lightly or squander it."
Otherwise, the evening passes fairly pleasantly and without major incident.
______________
Another post to follow, please stand by~

GM Ladile |

Meredith Perc.: 1d20 ⇒ 4
Lil Frankie Perc.: 1d20 + 14 ⇒ (1) + 14 = 15
Caller Perc.: 1d20 + 11 ⇒ (3) + 11 = 14
Serge Perc.: 1d20 + 2 ⇒ (7) + 2 = 9
Skye Perc.: 1d20 + 16 ⇒ (17) + 16 = 33
Denair Perc.: 1d20 + 15 ⇒ (17) + 15 = 32
Quang Chi Perc.: 1d20 + 15 ⇒ (1) + 15 = 16
After a refreshing and restful night you all rise early the next morning to greet the dawn and set out to the Muschkal Sepulcher. On Cousin-to-All's advice you head east through a gap in the Iron Peaks to reach the Muschkal River, after which you follow the river northward. The journey is actually quite idyllic and you reach your destination, without incident, early in the afternoon.
The entrance to the sepulcher consists of a rather unassuming opening into the nearby cliffside. Large chunks of stone are scattered throughout this grassy area and further inspection reveals them to be part what was once a seal - a seal that Lumketul seems to have simply blasted his way through. A cursory glance at the opening also reveals that there is some form of dim light emanating from within. Luckily you have a map of this place already and so you begin your preparations to enter the sepulcher.
As you make your preparations your ears begin picking up what sounds like lumbering footsteps and strange crunching sounds from somewhere just inside the sepulcher.
______________
I've placed everyone on the map just outside the sepulcher entrance.

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Frankie enjoys the short hike, always running up ahead of the group, burning off some of his youthful energy, aka sugar and caffeine. "I bet its just over this next hill, come on guys, keep up!"
----
"Holy smokes, I can hear something big walking around in there!" Whispers Frankie to the group, poking his head around the corner a bit to try to spy just what it is. He draws out his dagger and keeps hidden.
Stealth: 1d20 + 12 ⇒ (14) + 12 = 26
Who's going to carry the 'fixing rock'? Frankie has elected to keep his reputation untarnished, allowing someone else the honor of fixing something broken.

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During the overland trek to the sepulcher, Skye asks, "Would someone else prefer to carry the Scavenger's Stone?"
Inside his handy haversack, the artifact doesn't seem to be a terrible burden.
When the sepulcher comes into view, Skye prepares himself for what may lie ahead. The shaman casts barkskin, false life, and heightened awareness on himself.
Temp HP: 1d10 + 6 ⇒ (5) + 6 = 11
Skye nods in agreement, when Frankie whispers a warning. "Lumbering footsteps and strange crunching sounds from somewhere just inside the sepulcher."
He draws his wand of bless and activates it, before stowing it again. (35 charges remaining)

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Bluff: 1d20 + 9 ⇒ (13) + 9 = 22
Meredith hides her surprise and shock as Payah accepts the offer to visit her farm. "Well, thank you. I'll make sure it's in tip top shape. You'll get to see the crops of Absalom, too." She takes a deep breath and excuses herself.
"Right. So, tomorrow." Meredith spends her night time researching whatever she can about the Shoanti, until finally she needs to take a short nap.
Another day rises, and Meredith and Denair are already practicing their flanking fighting style. Once everyone else awakens they are off to the site. She frowns as she sees the obvious use of force. "That idiot. If he asked one person about this place before blowing the door off we wouldn't be in this mess."
She casts Unfetter and tries to use the wand of Mage Armor on Denair.
UMD DC 20: 1d20 + 9 ⇒ (1) + 9 = 10
Upon her first use it backfires immediately. "Dam" she takes a quick look at Frankie. "Uh, darn, I can't get it to work." She casts Shield on Denair instead and draws her longspear. "Denair says trouble is on its way. Here we go."

Meredith's Eidolon |

Denair is glad to spend the night with Meredith, talking about the flora and faunae of the area. This area is new to her, too.
On the way to the sepulcher, Denair's ears perk up. "Uh, do you hear that, Boss? Well Frankie hears it. We're gonna go hide, okay?"
Stealth: 1d20 + 17 ⇒ (3) + 17 = 20

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"Huh? Your magic stick won't work? I'm an EXPERT in casting magic spells!" He takes the wand and.. blamo! Instant success. "Here you go. If you have trouble again just let me know."
UMD: 1d20 + 13 ⇒ (8) + 13 = 21

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*** Before the sepulcher***
"If anyone is in need of a magical protection, the gods of the winds and sky have given me the ability to enchant normal armor, clothing or shields for a limited amount of time."
If anyone wants to have Magical Vestment cast upon their armor or shield, please let me know- I will cast it 2x if need be.
As for himself, Caller will cast Blindness into his spell storing armor.
*** Back to the Action***
As warnings are being shouted by his companions of an approaching danger, Caller will cast Enlarge Person upon himself.
"I will crush whatever this menace is!"

GM Ladile |

Red: 1d20 + 13 ⇒ (7) + 13 = 20
Blue: 1d20 + 13 ⇒ (11) + 13 = 24
Aware that something lurks just beyond the entrance you all quickly apply your various protections and enchantments. Then, Frankie and Denair meld into the shadows as they step forward through the opening and into the sepulcher.
A gently sloping passage leads to a cool, dimly lit area. The air is damp. Animal bones, gristle, and long-rotten viscera are haphazardly scattered across the floor. Stairs to the east and west lead to slightly elevated walkways flanking the recess. Doors lead away from the entrance hall to the northwest and southeast.
The source of the noise becomes apparent, for within the entrance hall are two large humanoids with python-thick apish arms and stumpy legs. Their misshapen features resemble a man's face rendered in watercolor, then distorted by a careless splash. Both of them are dressed in chain shirts and wielding large greataxes, which they seem to have been using to smash the bones scattered about on the floor.
"Þetta skemmtilegt en að verða leiðinlegt," one of them grunts to the other.
"Já, mér leiðist líka. Kannski betra efni til að mölva-! Ég heyri eitthvað!" the second replies, suddenly swiveling his head around...to stare directly at Denair!
"This fun but me getting bored."
"Yeah, me getting bored too. Maybe better stuff to smash-! Me hear something!"
These creatures are ogres - more specifically, ogre brutes.
For every 5 that you exceed the above DC you recall one piece of information from this list.
Meredith Init: 1d20 + 2 ⇒ (13) + 2 = 15
Lil Frankie Init: 1d20 + 4 ⇒ (6) + 4 = 10
Skye Init: 1d20 + 6 ⇒ (20) + 6 = 26 +4 HA?
Serge Init: 1d20 + 4 ⇒ (3) + 4 = 7
Caller Init: 1d20 + 4 ⇒ (16) + 4 = 20
Caller Init: 1d20 + 4 ⇒ (6) + 4 = 10
Quang Chi Init: 1d20 + 5 ⇒ (2) + 5 = 7
Red: 1d20 ⇒ 2
Blue: 1d20 ⇒ 14
______________
Round 1
Skye (Barkskin, False Life, Heightened Awareness)
Caller (Enlarge Person)
Meredith + Denair (Mage Armor, Shield)
==============
Blue
==============
Frankie
Quang Chi
Serge
==============
Red
Active Conditions: Bless
Environmental Conditions: None
Skye, Caller and Meredith + Denair are UP!
Current Map
______________
Couple of notes over in Discussion, please check 'em out when you can!

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Skye kicks himself. I really need to spend some time studying humanoids and their many variants.
"Heaven's leap?" Skye offers to get Caller as close to clobbering range as the enlarged man would like to be.
If the battle oracle indicates his assent, Skye calls upon his spirit’s abilities. His eyes turn pitch black and the colors around him drain for a brief moment, as he creates tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole.
Heaven’s Leap (Su): As a standard action, the shaman can designate himself or a single ally that he can see who is within 30 feet of him. He can move that creature as if it were subject to jester’s jaunt. Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours.

Meredith's Eidolon |

Denair realizes she's been spotted. Or maybe they like crushing foxes. Not sure.
So she flies into the room and swings at the Red creature.
Power Attack Slam: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
Power Attack Damage: 1d8 + 6 + 6 ⇒ (7) + 6 + 6 = 19
"Boss, did you learn how to outflank yet?"

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"Not yet, Denair. Come on, we've been over this." Meredith runs in with her longspear ready.
She runs behind Denair and casts Invisibility on Frankie. "Be careful, kid."

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***Sounds like a plan*** can you get me to one side or another so it makes them harder to flank me? In Celestal or Auran. Position updated on map
If possible Caller will delay until after Denair has engaged in order to provide flank bonus- or move and wait until she attacks to trigger a planned action.
Caller steps through the magical portal and materializes with his earthbreaker already in mid swing.
Shouting in Auran, "I am Caller of the Eastern Storm... Stand down or meet your doom!"
Power Attack with Hammer (Large): 1d20 + 7 + 1 + 1 - 1 + 2 ⇒ (9) + 7 + 1 + 1 - 1 + 2 = 19
Damage (magic/silver): 3d8 + 14 ⇒ (6, 3, 5) + 14 = 28
*=current AC 17.

GM Ladile |

Though Skye can't understand Caller's words the general intent behind them is still quite clear - Operation Heaven's Leap is a go. As Meredith moves up to tag a still-hidden Frankie with Invisibility, Caller waits until Denair moves in and delivers a powerful slam attack to Red and then gives the signal; Skye's eyes darken as he opens a wormhole and whisks Caller across the room and into the corner between Red and Blue.
It's a bit awkward, as Caller finds himself sort of half-on, half-off the slightly elevated walkway but thanks to his increased size it's still manageable. He swings his earthbreaker at Red, delivering a crushing blow to the ogre's forearm and elbow!
On being met with such ferocious resistance Blue flies into a rage, hefting his greataxe and taking two mighty swings at Caller...
Blue vs. Caller (Greataxe; RWARGHKGH): 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 3d6 + 14 ⇒ (5, 2, 1) + 14 = 22
Blue vs. Caller (Greataxe; RHGARHGHL): 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 3d6 + 14 ⇒ (3, 1, 6) + 14 = 24
...and connecting both times! Blood from friend and foe alike now paints the nearby walls and drips onto the ancient stone floor.
______________
Round 1
Meredith + Denair (Mage Armor, Shield)
Skye (Barkskin, False Life, Heightened Awareness)
Caller (-46; Enlarge Person)
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Blue
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Frankie (Invisibility)
Quang Chi
Serge
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Red (-47)
Active Conditions: Bless
Environmental Conditions: None
Frankie, Quang Chi and Serge are UP!

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With a clear line on the one wearing the pretty Blue scarf (we never judge), Quang Chi focuses and lets fly.
Attack, Flurry, Bless: 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30
damage, Bow: 1d8 + 6 ⇒ (1) + 6 = 7
Attack, Flurry, Bless: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14
damage, Bow: 1d8 + 6 ⇒ (2) + 6 = 8
I should not have let that scarf distract me so much on that shot.
Attack, Flurry, Bless, ki point: 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30
damage, Bow: 1d8 + 6 ⇒ (3) + 6 = 9
Attack, Flurry, Bless: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
damage, Bow: 1d8 + 6 ⇒ (5) + 6 = 11
As he lowers his point to assess his accuracy, he takes a small step forward to be just that much closer to the action.

GM Ladile |

From his position Quang Chi focuses his efforts on the blue-scarf-wearing lump. The first shot is a sound one, sinking into the creature's shoulder with a satisfying *THWACK*. But the second shot flies just a bit too wide, the archer having been momentarily distracted by the brightness of the scarf. Who knew such brutes could be so fashionable?
Still, Quang Chi regains his focus and makes the third and fourth shots count as well, leaving Blue well on his way to looking like a pincushion.
______________
Round 1
Meredith + Denair (Mage Armor, Shield)
Skye (Barkskin, False Life, Heightened Awareness)
Caller (-46; Enlarge Person)
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Blue (-27; RAGE!)
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Frankie (Invisibility)
Quang Chi
Serge
==============
Red (-47)
Active Conditions: Bless
Environmental Conditions: None
Frankie and Serge are UP!

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* Point of order... point of order! Blue owes Caller a DC16 Fort Save vs. the Blindness Spell. I am sure he makes it, but since it looks like Caller isn't going to last much longer I thought it might help.

GM Ladile |

Blue: 1d20 + 14 ⇒ (16) + 14 = 30
As the first of Blue's strikes hit Caller, his armor flashes with light as the spell stored within is activated and directed back against the Shoanti's attacker!
Blue blinks...but doesn't seem to have succumbed to the blindness spell.

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"Huh?" Frankie blurts out as Meredith casts a spell on him. He looks down and realizes the coolness "I'm unvisible? I can't see myself to tell... COOL!" Then he rushes into battle with the really big ogres.
"I'm coming to help big new Caller guy!" Unfortunately his short little legs only carry him so far and he can only reach the one with arrows sticking out of him.
"We're here to fix this place and you two are BREAKING THINGS!" He stabs out at the red ogre's knee as he shuffles sideways like an angry crab, making sure to stay ready for a return swing.
vs FF: +1 Mithril Dagger, Invisible, Bless, Defensively (+5AC): 1d20 + 10 + 2 + 1 - 4 ⇒ (8) + 10 + 2 + 1 - 4 = 171d3 + 5 + 2d6 ⇒ (1) + 5 + (6, 4) = 16
Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
**Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Blundering Defense (Combat): Your feverish and sometimes comical defensive techniques offer enough distraction to aid allies. Prerequisites: Cautious Fighter, halfling.
Benefit: Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD equal to 1/2 the dodge bonus you gain from the action you are taking. Allies only gain this bonus while they are adjacent to you.
**(Will Use if Triggered)** Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space.
While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.
Ok, as much as I love Frankie, all these abilities and triggers are a lot to keep track of. So the summary is his AC is 27 for the round, and if the above attack is a sneak attack the red ogre gets -2 to hit anyone, -4 vs Frankie. If he attacks and misses Frankie then Frankie will trigger Underfoot Assault and move into his space. Also, due to blundering defense Frankie gives all adjacent allies +2 AC and CMD for the round. See, Frankie is a tank! (With low HP...)

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Serge rushes up into the room, his noisy armor singing its own version of inspire courage. "Giants, huh? One good swing from these beasts and it's lights out. Yet, luckily, their aim probably leaves much to be desired." Greatsword in hands, the paladin waits for a little more time to strike at the giants.
Double move.

GM Ladile |

Frankie and Serge rush to Caller's defense, though only the Invisible Wonder is able to get close enough to back up his words with actions. He pops back into view as he slashes at Red's calf, slicing through tendon and muscle, causing the lumbering brute to bellow with pain!
"Það meiða! Ég mölva pínulítill manneskja!" Red bellows as he too flies into a rage and attempts to smash and slash the teeny tiny 'human'...
"That hurt! Me smash tiny human!"
Attack vs. Frankie (Greataxe; Debilitating Injury, RAGHKRKHG): 1d20 + 15 - 4 ⇒ (13) + 15 - 4 = 24
...but misses as Frankie does a tuck and roll, popping up more or less right between the brute's feet! Though startled, he instinctively tries to swing again...
Attack vs. Frankie (Greataxe; Debilitating Injury, RAHLJRLHG): 1d20 + 10 - 4 ⇒ (1) + 10 - 4 = 7
...and very nearly makes himself a castrato, instead. That's a baaad angle to try and swing a sharp implement at!
______________
Round 2
Meredith + Denair (Mage Armor, Shield)
Skye (Barkskin, False Life, Heightened Awareness)
Caller (-46; Enlarge Person)
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Blue (-27; RAGE!)
==============
Frankie
Quang Chi
Serge
==============
Red (-63; Debilitating Injury - Disoriented 1rd, RAGE!)
Active Conditions: Bless
Environmental Conditions: None
Meredith & Denair, Skye and Caller are UP!

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Quang Chi looks over his shoulder at Skye.
"Do you recognize these brutes?"

Meredith's Eidolon |

"Eee! Frankie!" Denair swings again at the Red Sashed Giant.
Power Attack Slam, Flanking: 1d20 + 9 - 2 + 2 ⇒ (13) + 9 - 2 + 2 = 22
Power Attack Damage: 1d8 + 6 + 6 ⇒ (1) + 6 + 6 = 13

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Meredith keeps her longspear ready as she circles the Giant in Red.
If Denair kills the Red Giant, move Meredith 15 feet north and attack Blue.
Cold Iron Longspear: 1d20 + 8 ⇒ (5) + 8 = 13
Arcane Strike, Damage: 1d8 + 5 + 2 ⇒ (6) + 5 + 2 = 13

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"Frankie the Flash has you right where he wants you now!" Frankie slips between the brute's legs and starts dancing around, poking holes in the giant's calves with his dagger.
"Save Caller, I've got this guy haha!" He bravely calls out, but you know full well what one of those axe strokes could do.

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"Sorry, bro, local isn't my forte," Skye shakes his head. "Your guess is as good as mine."
Seeing Meredith and Denair attack the red monster, Skye sketches a hex against the blue one, trying to put it to sleep.
Slumber Hex: Will DC18 or the creature falls asleep for a 6 rounds. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage.

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If Red goes down Caller will do the following.
Withdraw (not actually possible as a Large creature is it?).
So instead will take a 5-foot step and cast defensively.
Cast Defensively (Level 3): 1d20 + 8 ⇒ (5) + 8 = 13
...Reroll
Cast Defensively (Level 3): 1d20 + 8 ⇒ (9) + 8 = 17
and his spell fizzles.
If Red doesn't go down Caller will go for broke and attack.
"Spirits of the WIND protect me!"
Attack (not power attacking): 1d20 + 9 + 1 - 1 + 2 ⇒ (10) + 9 + 1 - 1 + 2 = 21
Damage: 3d6 + 8 ⇒ (4, 4, 4) + 8 = 20
...taking a re-roll just to make sure.
Attack (not power attacking): 1d20 + 9 + 1 - 1 + 2 + 3 ⇒ (3) + 9 + 1 - 1 + 2 + 3 = 17