
GM_Yogadragon |

A week ago, the Pathfinder's Torchbearing ceremony was interrupted as the Blakros Museum erupted into chaos. The source of the chaos was discovered to be Medda, a woman of the Twinhorn tribe to the north. She was seeking to recover an artifact to banish the evil from her land. Now, the Pathfinders trek north to lend aid in her quest. Currently, you are en route to the Twinhorn camp.
Opening up the gameplay thread for character introductions! Game proper starts on the 13th!

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Wow, that skipped the whole first section. Let's go!
Trade Prince Teric Cain nudges his horse forward coming back up to the group of Pathfinders that he's been traveling with. The horse is very non-descript with no markings whatsoever. You realize suddenly that it may not be real. "Well, this is motley crewe, eh? A sea of Pathfinders trudging their way north on a fairy tale. Well, perhaps Medda and her people will welcome some new business if we can settle this all out."

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Each morning after prayers but before we travel Dortlin uses his lesser extend rod to cast Greater Magic Fang on Rambi's Horn. He then casts Shield Companion and Longstrider on Rambi and will renew them after 8 hours.
Dortlin is a medium height burly man with a bit of a drawl.
He clearly doesn't spend much time around people. Most of the time he rides his skinny yet muscular rhino that he introduces as Rambi It is wearing studded leather barding.
"As long as it's settled I'll be happy."

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Crios rides the horse provided with apparent ease. He nods his head sagely as the Trade Prince pulls along side.
"From your lips to the ears of the gods, Prince Teric." he says pleasantly. "I have a feeling that it will take some talking and some gestures of goodwill on our part to bring things to a close. Actions speak very loud among the tribes from my understanding, but wisdom is not a product of civilization alone, so we will just have to wait and see."

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The wayang takes to the back of his horse, his natural grace managing to conceal most of his inexperience. He follows along the conversation before adding, "Yes, Crios speaks the truth. Many cultures need outlanders to prove their worthiness."

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Earlier when the pathfinder's were mustering for this mission, Daniel greeted Anduris and Dortlin with a toothy smile. He looks at the rhino for a moment sadly, "is Clyde alright? Mebbe just picked a different ally for this long-range mission?"
Daniel is a tall half-orc in mottled green clothing and B.C. is a small grey Raptor hopping around his feet.
Presently as they travel, he and B.C. stay on foot and move ahead of the group to scout. They check back in with everyone on the hour. They seem very comfortable in any forested areas.
Any perception or survival checks useful at this point?

GM_Yogadragon |

The overseer will kick us off proper tomorrow morning. But go-ahead and give me a survival check for scouting ahead Daniel.

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"Clyde is currently living at a temple of Ragdya. His personal encounter with 2 different gods interested them so much that they revere him. He will be well cared for. It is a much better life then I could offer him."
Auto aid on survival.

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***OVERSEER ANNOUNCEMENT***
Months ago, agents of the Blakros Museum in Absalom stole a holy dagger—a relic of the Kellid Twinhorn following and the Shining Crusade from centuries ago. What seemed a simple dagger was key to keeping a powerful villain at bay, and the Pathfinder Society has allied with the Twinhorn following and its bold spiritual leader Medda in order to return the relic, use it to perform a ritual before midnight on the winter solstice, and stem an undead invasion. “We are only hours away from the stone circle and our encampment,” Medda announces. “If we are going to make it there by midnight, we need to press on. Once there, we will use Ivvora’s hilt to perform our time-honored ritual and keep evil from our lands.” Medda produces the small hilt of a broken weapon with only a fragment of its black metal blade remaining. “Let us move. There are dangers in these ancient woods: orc raiders, bears that topple trees, and worse. Stay in groups and don’t get lost.”
As the Kellids and Pathfinders reach the top of the hill next to the Twinhorn encampment, they notice splashes of blood and the occasional corpse dotting the landscape. Medda raises her voice, calling, “My brethren, our families are under attack! Secure the camp and drive back any who oppose you. Pathfinder allies, join us in defense of our home!” The landscape opens into a burned hillside where blackened trees stand like lifeless sentinels. A crude blockade shields the entrance to a natural cavern.
Table GMs, area H is now open. Once you have completed area H, you may proceed to areas I or J. The Deepening Shadows condition on page 14 is in effect.

GM_Yogadragon |

Daniel returns to the party, alerting you to the presence of undead attackers moments before Medda raises the alarm. He is able to swiftly direct you to the nearest set of attackers.
His expert direction allows you to get the jump on the undead! You all get a surprise round on the undead
Kivuli initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Teric initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Dortlin initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Daniel Initiative: 1d20 + 4 ⇒ (1) + 4 = 5 + 2 in Forests
Crios initiative: 1d20 + 7 ⇒ (4) + 7 = 11
Andurius initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Big bad: 1d20 + 6 ⇒ (4) + 6 = 10
2 little bads: 1d20 + 2 ⇒ (15) + 2 = 17
Pathfinders all get a surprise round! Please place your token somewhere in the box on the map and take your actions.
All Pathfinders are up!

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As a swift action Dortlin will use his animal focus power. He looks a bit stronger and more jittery. +4 to Strength, +4 to AOOs.
He'll try to dredge through his memory to see if he knows about these enemies.
kn religion? big bad: 1d20 + 10 ⇒ (1) + 10 = 11
kn religion? little bads: 1d20 + 10 ⇒ (1) + 10 = 11
"Could they be golems? Do golems even live here?"
His next action depends on if the enemies are all walking on the ground. If yes then he will Stone Call: 2d6 ⇒ (5, 1) = 6 turning most of the field into hindering terrain. If one or more of them are floating or flying then he will cast Barkskin on himself.

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Ten attempts, and only a single result above a '10' and five '1's'? That is some sad rolling Dicebot. I hate you already.
Kivuli snatches a flask from his bag. Extract of Long Arm.

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Knowledge, Religion - Big Bad: 1d20 + 6 ⇒ (14) + 6 = 20
Knowledge, Religion - Lesser Bads: 1d20 + 6 ⇒ (5) + 6 = 11
"Looks like undead to me. Let's see if they burn!" Teric launches a fireball in the middle of the undead trio.
Fireball, DC 19 Reflex for half: 7d6 ⇒ (3, 6, 2, 2, 2, 6, 5) = 26

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Know Religion big bad: 1d20 + 11 ⇒ (10) + 11 = 21
Know Religion little bads: 1d20 + 11 ⇒ (4) + 11 = 15
Activating his flight hex, Crios will take to the air. He shouts down to his group with anything he knows about the undead they face.

GM_Yogadragon |

They are indeed all on the ground. Dortlin calls out to the party that he thinks these are a pair of incredibly rare and dangerous rotting flesh golems, along with an even rarer creepy shiny skin golem.
Teric yells out that the black skinned one is a Bodak. While he is unsure what the other two are, he thinks they are undead of some sort. While unable totally put his finger on it, Crios thinks the other creatures are some sort of wight.
bodak reflex: 1d20 + 5 ⇒ (11) + 5 = 16
small guy reflex 1: 1d20 + 5 ⇒ (15) + 5 = 20
small guy reflex 2: 1d20 + 5 ⇒ (4) + 5 = 9

GM_Yogadragon |

Teric recalls that bodaks are immune to electricity and moderately resistant to acid and fire.

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In that cast Stone Call cast. They all took 6 blugoning dmg and there is now a lot of hindering terrain.

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Anduris moves to help ensure a victory by enhancing his friends attacks with the bane ability."Aye just like old time eh Crios? Now go make 'em wish they were dead!" Laughing at his own horrible and not so funny joke.

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More of a man/orc of action, Daniel takes in the actions of his allies and snaps a quick shot off at the closest undead. "Ugh, undead. Not a fan."
Longbow - Deadly Aim: 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27 for Piercing/Cold Iron/Silver/Magic + Deadly Aim: 1d8 + 3 + 4 ⇒ (1) + 3 + 4 = 8

GM_Yogadragon |

All of the undead are pummeled by stones, scorched by fire an pierced by arrows to varying degrees. The two pale undead with greatswords turn their lifeless eyes towards the party. They both open their mouths in a soundless scream and their eyes turn red before they begin running towards the party.
The creatures double move towards the party
2 little bads (40 damage, 19 damage)
Crios
Andurius
Big bad (22 damage)
Teric
Kivuli
Dortlin
Daniel
Crios and Andurius are up!

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Crios enhances his staff with a spark of his own arcane power as he flies toward one of the wights. From above he brings his staff down in a powerful swing.
Arcane pool/swift action bump the weapon +1 and add frostin. for 1 m
Two handed Staff strike+Bane+frost+PA+higher ground: 1d20 + 11 + 2 - 2 + 1 ⇒ (6) + 11 + 2 - 2 + 1 = 18
magic blunt damage+bane+cold: 1d6 + 16 + 2d6 + 1d6 ⇒ (1) + 16 + (4, 1) + (4) = 26

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Anduris rushes to Daniel to enhance him as well. "Don't ye be gett'en started without me blessings" Anduris again uses his mental focus transmutation ability to provide undead bane and frost to his ranged weapon.
Crios will also be receiving the guardian weapon enhancement which:
A guardian weapon allows the wielder to transfer some or all of the weapon’s enhancement bonus to his saving throws as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon. The bonus on saving throws lasts until his next turn. Only the weapon’s own enhancement bonus can be sacrificed, not any enhancement bonus provided by other effects such as a greater magic weapon spell. However, the total of such effects is still diminished by the amount allocated to improving saving throws.

GM_Yogadragon |

The other creature also begins clawing his way through the broken rubble towards then party. Double move.
2 little bads (40 damage, 45 damage)
Crios
Andurius
Big bad (22 damage)
Teric
Kivuli
Dortlin
Daniel
Bold are up!

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Caught off guard by the aid for the briefest of seconds, Daniel nods his thanks and adds, "I'll make it count."
He steps to the side to get a clear line of sight and starts unleashing a torrent of arrows at the nearest undead. B.C. stays close by his side, waiting for a command to unleash his fury. That command, as usual, does not come.
Manyshot + Bane - Rapid - Deadly: 1d20 + 13 + 2 - 2 - 2 ⇒ (18) + 13 + 2 - 2 - 2 = 29 for Piercing/Cold Iron/Silver/Magic + Deadly + Bane: 2d8 + 6 + 8 + 4d6 ⇒ (5, 1) + 6 + 8 + (4, 4, 4, 5) = 37 + Frost: 2d6 ⇒ (4, 5) = 9 cold
Rapid Shot + Bane - Rapid - Deadly: 1d20 + 13 + 2 - 2 - 2 ⇒ (12) + 13 + 2 - 2 - 2 = 23 for Piercing/Cold Iron/Silver/Magic + Deadly + Bane + Frost: 1d8 + 3 + 4 + 2d6 ⇒ (8) + 3 + 4 + (2, 6) = 23 + Frost: 2d6 ⇒ (4, 1) = 5 cold
Iterative + Bane - Rapid - Deadly: 1d20 + 8 + 2 - 2 - 2 ⇒ (16) + 8 + 2 - 2 - 2 = 22 for Piercing/Cold Iron/Silver/Magic + Deadly + Bane + Frost: 1d8 + 3 + 4 + 2d6 ⇒ (5) + 3 + 4 + (5, 2) = 19 + Frost: 2d6 ⇒ (4, 5) = 9 cold

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The hindering terrain from Stone Call lasts 8 rounds. We'll need the radius back.

GM_Yogadragon |

Sorry - took it off to move the things underneath it and forgot to put it back. Got it back up (though not as pretty as yours was).

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You can use the ctrl + arrow keys (toolbar Arrange - Order section) to move things in front and behind each other. That helps a ton with stuff like that. I went ahead and moved the stone call area to just in front of the background so it shouldn't hinder things any more.

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"Come on Rambi, We can handle a flesh Golem."
Through a combination of the Skirmish trick and just being very fast Rambi charges through the rubble and tries to spear the big bad.
Powerful Charge including +2 from charging and activating Broken Wing Gambit as a free action: 1d20 + 17 + 2 ⇒ (16) + 17 + 2 = 35
piercing/magic dmg: 4d6 + 24 ⇒ (6, 6, 2, 5) + 24 = 43
Dortlin will pull his Nodachi and also attacks at the end of the charge using Broken Wing Gambit.
nodachi: 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32
piercing/slashing/cold iron/magic: 1d10 + 15 ⇒ (5) + 15 = 20
crit confirm?: 1d20 + 15 + 2 ⇒ (16) + 15 + 2 = 33
extra dmg: 1d10 + 15 ⇒ (2) + 15 = 17
Assuming 32 is enough to hit...
Rambi takes advantage of Dortlin's powerful blow with an attack of opportunity.
aoo due to Outflank including +4 to aoos: 1d20 + 17 + 4 ⇒ (19) + 17 + 4 = 40
piercing/magic: 2d6 + 20 ⇒ (2, 5) + 20 = 27
And another thanks to his fortuitous amulet of mighty fists.
aoo due to aomf including +4 to aoos: 1d20 + 17 + 4 - 5 ⇒ (17) + 17 + 4 - 5 = 33
piercing/magic: 2d6 + 20 ⇒ (2, 5) + 20 = 27
nodachi aoo from broken wing gambit: 1d20 + 15 + 4 + 4 ⇒ (11) + 15 + 4 + 4 = 34
piercing/slashing/cold iron/magic: 1d10 + 15 ⇒ (5) + 15 = 20
horn aoo due to broken wing gambit: 1d20 + 17 + 4 ⇒ (5) + 17 + 4 = 26
piercing/magic: 2d6 + 20 ⇒ (2, 5) + 20 = 27

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Teric waves his hand and reality twists on itself. Through the wrinkle, three points of light come shooting out and slam into the bodak.
Magic Missile: 3d4 + 3 ⇒ (3, 3, 4) + 3 = 13

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"No worry Teric, me am protect you."
The rogue slips his extract back into his pouch and takes a few steps forward to intercept any possible attack on the sorcerer.
Estoc (PA): 1d20 + 10 ⇒ (5) + 10 = 151d6 + 14 ⇒ (4) + 14 = 18

GM_Yogadragon |

Daniel fells the first ragwight with his bow, then swiftly pivots and puts a pair of arrows in the other one. The creature staggers back, seemingly about to fall, then regains its balance and continues forward, only to be slammed by a trio of force missles, cracking bone, and sending the creature toppling to the ground. Meanwhile, Rambi and Dortlin trample and slash the poor unsuspecting flesh golem to death as they ride by.
With the immediate foes gone, some Kellid warriors greet you. They lead you through the rest of the camp, where you see Medda meeting with two people.
The thick hide walls of this large tent muffle the sounds of battle outside. Iron spikes pin down an enormous map in the center of the tent. Wooden carvings of warriors and monsters lie strewn about the map, marking the location of fighting warriors and the encroaching undead.
Medda speaks first as you enter, Ah pathfinders! These two wish to retreat, taking what warriors we have to safety and abandoning our ancestral lands! You must help convince me that we should stay and fight!
I think you're all seasoned Solstice Scarrers by now, so you know the drill. You need to convince the three council members to stay. Each person gets a pair of skill checks to influence the council. There are different skills for each one, which I will list below. You can also attempt to discern some information about them that will make the skill checks easier for the rest of the party.
Now for the council members:
Medda
Medda has a lithe build, especially by Kellid
standards, and wears her auburn hair tied in a tight braid. She
wears a breastplate over her furs and carries a longspear into
battle. As a devout follower of Vildeis, she wears a bloody
bandage as a symbol of her own sacrifice, giving some of her
own life force to sustain the phantom of Anok. Small scars
featuring celestial runes peak from beneath her clothing.
Skills to influence:Kn Religion or Perform Oratory
Discovery skills: Kn Religion of Sense Motive
Kragr Bloodhand
This massive Kellid stands a head taller than
most humans and wears a dire polar bear cloak from a bear
he personally wrestled, pinned, and strangled during a
year he spent traveling the Crown of the World. The many
scars on his body suggest a life of physical conflict and
perseverance.
Skills to influence: Diplomacy, intimidate, bluff
Discovery skills:Kn Local, Sense Motive
Jala the Patient
Jala’s age may have wrinkled her skin and clouded
her vision, but she still wears her leather armor and longbow
proudly. Regular exercise has kept her body strong, despite
her old age.
Skills to Influence: Kn Nature, Profession Soldier, Kn Religion
Discovery skills:Kn Nature or Sense Motive
Pathfinders are up! You can post both of your checks now if you want, or do them one at a time so you can benefit from any information discovered. Roleplaying is encouraged and bonuses are possible.

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"We am honored to be allow to be speak withing you. Lord Bloodhand, you am no stranger to war and swording. Many glory to be had here, no you think?" Turing to the ancient and wise woman, "Madam Jala, Your guidance had leading the tribe to goodly successes. Bothing you and the tribe prosper thanking to all the land am giving you. Is it time to now protecting the land in return?"
DISCOVERY Kragr {Know Local}: 1d20 + 9 + 1d6 ⇒ (18) + 9 + (6) = 33
DISCOVERY Jala {Know Nature}: 1d20 + 9 + 1d6 ⇒ (19) + 9 + (2) = 30

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"Jala.Have the years gotten to you? Cn you no longer muster the energy to protect your lands? What if those flesh golems were only the start? If all manner of evil creatures move through here it will kill the local wildlife, befoul the water sources, This place will become a tomb. And it will spread. This is where a line must be drawn if nature is to be preserved. Don't just fight for yourself. Don't just fight for your home. Fight for the home that you want your children's children to be able to grow up in."
kn nature: 1d20 + 13 ⇒ (18) + 13 = 31
"And you, Medda. How much have you sacrificed to keep this thing at bay? How much of your life have you devoted to this task? How many before you have given so much? Would you let it all go to waste? Would you let fear *Dortlin glances at Kragr* sway you from your holy mission?"
kn religion: 1d20 + 10 ⇒ (4) + 10 = 14

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Discovery (Medda): 1d20 + 9 ⇒ (17) + 9 = 26
"Medda, my dear. You are distraught. You have a sea of Pathfinders following you, yet you worry about our way forward. Why? Your people know sacrifice. You show that everyday with your bloody bandage. Do you really think your people so fragile that they will not fight for their heritage? Or do you question whether it's all worth it?"

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Daniel sizes up the Kellid leaders and strides over to Kragr, staring him down eye to eye. Surprisingly threatening he merely says, "so you'll flee a fight? Fine. I don't want you by my side anyway. You disgust me!"
Intimidate: 1d20 + 12 ⇒ (17) + 12 = 29
Dismissing the weakling, he turns towards Jala. "Flee if you must. Maybe you'll live another day. Maybe it's the right choice for your tribe even. But is it the right choice for your land? The land that you have lived on and loved and hunted for generations? The land that you have protected with your blood, sweat and tears throughout your clan's history? What does it deserve? You ignoring the plants and beasts and rivers and stones in their time of need just so you can live a few more measly years? I, for one, will not just allow the undead scourge to destroy this beautiful patch of nature. I will fight."
K: Nature: 1d20 + 7 ⇒ (14) + 7 = 21

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Know Local/Discovery Kragr: 1d20 + 9 ⇒ (1) + 9 = 10
Diplomacy/Influence Kragr: 1d20 + 7 ⇒ (16) + 7 = 23
"As some have have said," Crios says, calmly nodding toward Daniel, " fleeing a fight is not to their taste. I believe you to be of a similar mindset, but your wisdom and care for your people are making you sacrifice for the greater good. I can only commend you for that. I must add though, that while running from the fight will most assuredly help your people in the short term, it will only end in woe soon enough, for the undead do not sleep and they consume with a voracity unheard if in nature."
He looks on the Bloodhand with sympathy, knowing the wrestling of conscience he must be going through.
"If you stand and fight with us now, you and your people stand the greatest chance of true victory. We are strong allies, and we have much experience in battling evil. We also have a long history of winning against that evil. Come, fight with us, and let us end this threat to your people, once and for all."

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know religion/discovery Medda: 1d20 + 9 ⇒ (15) + 9 = 24
know religion/influence Medda: 1d20 + 9 ⇒ (18) + 9 = 27
"Yer decisions are yer own but if'n yer ask'en me I say we fight.
Yer people are look'en fer guidance and they be look'en fer hope. I see yer the one who can give 'em both with the strength of yer god ta lead you and yer people. We can rid you and yer people of a great threat and we will stand by ya 'til the end. I giv'en ya my word on that."

GM_Yogadragon |

The council members sit and listen to your arguments. Kragr appears ready to jump up and walk out when Daniel begins calling him a coward, but Crios deftly tweaks the Half-Orcs argument in a more persuasive direction, and together appear to have nearly convinced the half-orc to stay.
Andurius, I am converting your discovery check to an influence check, as the discovery was already completed.
Andurius has an easy time convincing Medda to stay her course of voting to stay and fight for their homelands.
After dressing down the fierce Kragr, Daniel turns his attention to Jala, entreating her to stay and protect the lands she has always called home. While confused shows on her face when Dortlin starts talking about Flesh Golems, she is similarly moved by his arguments. After listening, she reluctantly agrees that staying to fight is the best course of action.
Meanwhile, Kivuli and Teric sit back, observing the council members. During breaks in the arguments, they speak in turn to each of the other pathfinders, sharing what they have learned.
Medda seems to be positively inclined to those who follow good aligned deities, and has obvious disdain for those who act selfishly.
Kragr has a strong sense of pride. It is easier to sway him with arguments that a particular course of action would be cowardly, while outright calling him a coward will anger him, making him less receptive.
Jala has a deep sense of pragmatism, created by many years of leading her people. While not heartless, she knows that often hard decisions must be made, and is more inclined to listen to reasoned arguments than emotional pleas.
Crios, Kivuli already completed Kragr's discovery. There is no benefit to completing that twice, so I'm going to let you re-allocate that action.
Teric has an unused action from the first go around.
And the pathfinders actually get three attempts to influence them (I Just wanted to allow a break to describe things, and allow you to allocate attempts where still needed)
So Pathfinders are up! Finish convincing them. Everyone gets one more attempt, except for Crios and Teric, who have two remaining.
Medda and Jala have been convinced to vote to stay. Kragr is the lone holdout, but seems close to changing his mind.

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"What say ya Kragr? Join us in smash'en them tah fodder! Wouldn't be the same without ya."
diplomacy: 1d20 + 3 ⇒ (13) + 3 = 16
maybe that would be better as an assist

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"Kragr, your people value honor and courage. They tell tales of mighty heroes like Ivvora. Children for generations know about her prowess, her power, and her valor. Stories are told of how she walked, where she slept, and what she said."
"You know who they don't talk about? You know who is forgotten to the annals of time? Those who seek shelter. Those who let their neighbors rush to the alarm. Those who value their own safety above their tribe's. Maybe they live long. But they don't live longer than legends. What course will you choose? How long will your name be on your people's lips? For generations? Will your people honor your deeds with songs or carvings or statues? Or will your name simply fade, and your grand-children will speak of another?"
Bluff: 1d20 + 17 ⇒ (13) + 17 = 30

GM_Yogadragon |

Quick update, just to get us going again. I have a proper update saved in a word document at home. The cliffs notes version is that you successfully convinced all three at this point. Now you decide if you want to help fight undead, help fight planar invaders, or head straight to the rift causing the previous two and try to close it.

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***OVERSEER ANNOUNCEMENT***
The air fills with the sound of Kellid battle cries as dozens of Twinhorn warriors join the fight! Table GMs, the Twinhorn Allies effect on page 7 is in play.

GM_Yogadragon |

That's one vote! Just bumping so people see this now that the forums are back. I'll probably wait until tomorrow evening before moving us along so everyone has a chance to notice things are up again.