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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.

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Fung, the young Tian-Shu man float gently in the air. He is garbed in simple robes, although they cover what appear to be gleaming mithral breastplate. A strong breeze surrounds him, keeping aloft while stirring his robes and his long flowing jet-black hair. A faint static field around him makes your hair stand on end.
"We need to hurry!" the ever gung-ho Fung calls out and he rises higher into the air, speeding towards the cavern.

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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.
Up ahead lies winged creatures that have the horrid appearance of undeath, and what looks like what was once a Kellid Warrior that has become a monstrosity of rage and death.
Initiative Roll Rallas: 1d20 + 10 ⇒ (8) + 10 = 18
Initiative Roll Xuan: 1d20 + 3 ⇒ (6) + 3 = 9
Initiative Roll Kitajo: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative Roll Malik: 1d20 + 4 ⇒ (19) + 4 = 23
Initiative Roll Shivalier: 1d20 + 4 ⇒ (3) + 4 = 7
Initiative Roll Skye: 1d20 + 6 ⇒ (7) + 6 = 13
Winged Creature 1 Initiative Roll: 1d20 + 1 ⇒ (15) + 1 = 16
Winged Creature 2 Initiative Roll: 1d20 + 1 ⇒ (14) + 1 = 15
Winged Creature 3 Initiative Roll: 1d20 + 1 ⇒ (5) + 1 = 6
Undead Kellid Warrior Initiative Roll: 1d20 + 1 ⇒ (9) + 1 = 10
LET BATTLE BEGIN!
Round 1 : Effects The Black Tree Shrubs are Difficult Terrain
Malik (-0,Fine)
Kitajo (-0,Fine)
Rallas (-0,Fine)
Skye (-0,Fine)
NecroCraft 1 (-0,Fine)
NecroCraft 2 (-0,Fine)
Ragewight (-0,Fine)
NecroCraft 3 (-0,Fine)
Xuan (-0,Fine)
Shivalier (-0,Fine)
For simplicity, initiatives are being bundled together to allow us to move through encounters quickly.
A necrocraft is a medley of undead body parts and corpses grafted together with dark magic to create a single animated undead creature with abilities based on its component pieces and the surgical and necromantic talents of its creator.
These NecroCrafts appear to have been given the ability of Flight.
Ragewights are the spirits of savage warriors who died in a rage and have since had their burial places disturbed or robbed. They are most common near a vast graveyard that includes many barrows of barbarians slain by expansionist forces.
Ragewights have energy drain on their melee attacks, and can go into a profane rage that enhances their strength.

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Knowledge (religion) DC13: 1d20 + 6 ⇒ (3) + 6 = 9
Knowledge (religion) DC16: 1d20 + 6 ⇒ (17) + 6 = 23 Resistances, please.
Knowledge (religion) DC21: 1d20 + 6 ⇒ (6) + 6 = 12
Skye whistles, "Great googly moogly, dudes! The undead Kellid warrior is a ragewight, the spirit of a savage warrior who died in a rage and has since had its burial place disturbed or robbed. Ragewights are most common near a vast graveyard that includes many barrows of barbarians slain by expansionist forces. Their resistances include _________."
The shaman shakes his head, "Not sure what the other things are, though. My bad, guys."
He flicks his wrist and a wand appears in his hand. "Gesundheit!"
(Bless: Allies gain a +1 morale bonus on attack rolls and on saves vs fear effects. 40 charges remaining.)

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Resistances: Undead Traits and better at resisting Spells, Supernatural Abilities, and Spell Like Abilities.
• No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
• Darkvision 60 feet.
• Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning.
• Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
• Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
• Immediately destroyed when reduced to 0 hit points.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
• Undead do not breathe, eat, or sleep.

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The tattooed half-orc has a half-burnnt fox pelt around his shoulders and something resembling dirty rags used for clothing covering the rest of his body. He looks over the creatures.
"Hm...", he scoffs, almost certain he saw similar undead already. "I assume these winged things can actually fly, so I'll let you folks deal with the walking one. For now..."
He immediately launches a stream of liquid at one of the creatures to observe its reaction. Door number 3, please.
Infusion Specialisation: Reduce burn by 1 (in this case, to 0)

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He immediately launches a stream of liquid at one of the creatures to observe its reaction. Door number 3, please.
The creature does not seem to have an innate weakness to water, or even resistance to it. However, the blast was powerful enough that it seems to be on its last limb and close to collapsing entirely.

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Kitajo studies the winged undead.
Kn Religion: 1d20 + 6 ⇒ (20) + 6 = 26 Resistances and Weaknesses please. I will share this knowledge with the group.
He moves forward to get a closer look at the enemies while he uses some internal energy manipulation to harden his skin. burning a ki point for barkskin

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Kitajo learns, aside from flying and having undead traits, these things have no special attributes to aid their defenses.

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Sorry I'm a bit late..been busy last couple days...technical issues around the house....
Rallas stoically moves forward and focuses his attention on the foes coming at him.We should bring them down quickly, lest they swarm us.
move forward and ready my ECB. I forgot to pick up a wand of Shield...can we say I have but can't use it this combat? if not cool..it's my stupid fault....

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LET BATTLE BEGIN!
Round 1 : Effects The Black Tree Shrubs are Difficult Terrain
Malik (-0,Fine,Blessed)
Kitajo (-0,Fine,Blessed)
Rallas (-0,Fine,Blessed)
Skye (-0,Fine,Blessed)
NecroCraft 1 (-0,Fine)
NecroCraft 2 (-0,Fine)
Ragewight (-0,Fine)
NecroCraft 3 (-24,Fine)
Xuan (-0,Fine,Blessed)
Shivalier (-0,Fine,Blessed)
The NecroCrafts are making a 30ft flight towards the nearest targets, being Kitajo and Rallas. The one that was blasted by Malik is looking really beat up and could fall apart with another decisive attack.
The Ragewight lets out an angry, mournful howl as it rushes forward 30ft with its weapon raised.

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LET BATTLE BEGIN!
Round 1&2 : Effects The Black Tree Shrubs are Difficult Terrain
Malik (-0,Fine,Blessed)
Kitajo (-0,Fine,Blessed)
Rallas (-0,Fine,Blessed)
Skye (-0,Fine,Blessed)
NecroCraft 1 (-0,Fine)
NecroCraft 2 (-0,Fine)
Ragewight (-0,Fine)
NecroCraft 3 (-24,Fine)
Xuan (-0,Fine,Blessed)
Shivalier (-0,Fine,Blessed)

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Skye pulls a piece of flint and a pinch of silver dust from his spell component pouch, utters an incantation, and flicks his fingers toward the necrocraft flying next to the ragewight.
A brilliant flash of shimmering light in a 10-foot radius burst engulfs the ragewight and two of the necrocrafts.
Burst of Radiance: Reflex DC17; Creatures in the area are blinded for 1d4 ⇒ 4 rounds, or dazzled for 1d4 ⇒ 3 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4) 5d4 ⇒ (3, 2, 2, 4, 2) = 13, whether they succeed at the Reflex save or not.

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GM, are you ok if Fung is by default 20ft up in the air since he has perma-fly?
Floating up in the air, Fung surveys the battle ground below. He spends a moment to draw lingering static electricty from the air around him and sends a powerful bolt of lightning towards to the leftmost flying undead.
5-foot step, move: gather power, standard: electric blast
Burn: Empower Metakinesis (+1), Extended Range (+1), Gather Power (-1), Infusion Specialist (-1)
vs Necocraft 1: Elemental Overflow, Empowered, +2 Dex, +2 Con, Bless
empowered electric blast vs TAC: 1d20 + 8 + 2 + 1 + 1 ⇒ (16) + 8 + 2 + 1 + 1 = 28
electric dmg: 3d6 + 2 + 4 + 1 ⇒ (2, 3, 4) + 2 + 4 + 1 = 16 Total dmg = 16+8=24

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Skye pulls a piece of flint and a pinch of silver dust from his spell component pouch, utters an incantation, and flicks his fingers toward the necrocraft flying next to the ragewight.
A brilliant flash of shimmering light in a 10-foot radius burst engulfs the ragewight and two of the necrocrafts.
The already weakened NecroCraft cannot withstand such a devastating blow, and crumbles into a pile of bone and dust.
Reflex Save DC17: 1d20 + 4 + 5 ⇒ (11) + 4 + 5 = 20
Reflex Save DC17: 1d20 + 2 ⇒ (20) + 2 = 22
Both the Ragewight and the remaining Necrocraft are able to shrug off the blinding light, but take the full blunt of its burst!
Floating up in the air, Fung surveys the battle ground below. He spends a moment to draw lingering static electricty from the air around him and sends a powerful bolt of lightning towards to the leftmost flying undead.
The Electric Blast against the NecroCraft has certainly landed a devastating blow! It flaps its wings in spastic movements, but manages to stay aloft. Another deadly blow will possibly end this unholy abomination.

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Kitajo moves in a straight line towards the standing undead (Ragewight?). As he moves he lets his hand trail behind slightly. Reaching the enemy he whips his hand around in a knife-hand strike targeting the neck of the undead. (no real effect, just for flavour).
Unarmed strike: 1d20 + 10 ⇒ (8) + 10 = 18 Damage: 1d8 + 5 ⇒ (6) + 5 = 11

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Shiv sees that his allies are doing well and decides to save his tricks for a more difficult battle. He draws a bead on the badly-wounded necrocraft and lets loose an arrow, moving if necessary to get a clearer shot.
attack roll: 1d20 + 9 ⇒ (16) + 9 = 25
damage roll: 1d8 ⇒ 7

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Kitajo moves in a straight line towards the standing undead (Ragewight?).
Yes, that one is the Ragewight :)
Kitajo's style makes the Ragewight unable to keep up, failing to defend itself in time. The blow hits hard and it looks like the impact left a mark!
Shiv sees that his allies are doing well and decides to save his tricks for a more difficult battle. He draws a bead on the badly-wounded necrocraft and lets loose an arrow, moving if necessary to get a clearer shot.
That shot was the last it could tolerate. The Necrocraft fumbles its height and crashes into the ground with a resounding thud before the wind begins fading it into dust.

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Apologies to everyone. I have misread the scenario. The trees do not hamper movement or provide cover.

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Two of the Necrocrafts menaces have been destroyed by either powerful magics or ranged tactics. The Ragewight and third Necrocraft are all that remain between the courageous Pathfinders and victory. Can they succeed and make their way through?
Round 1&2
Malik (-0,Fine,Blessed)
Kitajo (-0,Fine,Blessed)
Rallas (-0,Fine,Blessed)
Skye (-0,Fine,Blessed)
NecroCraft 1 (-0,Fine)
NecroCraft 2 (-31,DEAD)
Ragewight (-11,Fine)
NecroCraft 3 (-37,DEAD)
Xuan (-0,Fine,Blessed)
Shivalier (-0,Fine,Blessed)

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Malik attempts to finish off the remaining flyer. He slips on some rubble, however, and the stream goes way off.
He gives the stream a disappointing look, and then checks the area underneath his feet to regain his composure.

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Rallas darts forward and brings his wicked blade down in a vicious arc.
attack: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 321d10 + 7 + 6 ⇒ (9) + 7 + 6 = 22moce forward and attack...using power attack....no penalty for first attack due to Furious focus...on phone...cant move token atm....
crit: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 261d10 + 7 + 6 ⇒ (1) + 7 + 6 = 14

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Round 2
Malik (-0,Fine,Blessed)
Kitajo (-0,Fine,Blessed)
Rallas (-0,Fine,Blessed)
Skye (-0,Fine,Blessed)
NecroCraft 1 (-0,Fine)
NecroCraft 2 (-31,DEAD)
Ragewight (-47,Fine)
NecroCraft 3 (-37,DEAD)
Xuan (-0,Fine,Blessed)
Shivalier (-0,Fine,Blessed)
The Ragewight is now furious, and it bellows its outrage at the elf that dared to challenge it. The Ragewight unleashes a full furious attack against the elf!
Powerattack/Furious Focus Greatsword Attack 1: 1d20 + 12 ⇒ (20) + 12 = 32
Powerattack Greatsword Damage 1: 2d6 + 6 + 9 ⇒ (2, 1) + 6 + 9 = 18
Powerattack Greatsword Attack 2: 1d20 + 7 - 3 ⇒ (14) + 7 - 3 = 18
Powerattack Greatsword Damage 2: 2d6 + 6 + 9 ⇒ (1, 3) + 6 + 9 = 19
Powerattack Bite Attack: 1d20 + 7 - 3 ⇒ (1) + 7 - 3 = 5
Powerattack Bite Damage: 1d4 + 2 + 6 ⇒ (1) + 2 + 6 = 9
Powerattack/Furious Focus Greatsword Attack 1: 1d20 + 12 ⇒ (13) + 12 = 25
Powerattack Greatsword Damage 1: 2d6 + 6 + 9 ⇒ (5, 2) + 6 + 9 = 22
Rallas takes a powerful blow from the Ragewight! The blade contacts and makes a powerful impact against the elf Rallas, but cannot maintain a second attack or bite.
The Critical hit deals 40 points of damage.
Upon failing, Rallas suffers 1 negative level.
The NecroCraft moves towards Kitajo, and makes a single attack with its Claw!
Claw Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Claw Damage: 1d4 + 2 ⇒ (4) + 2 = 6
But the Necrocraft fails to make contact against the monk.

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Round 2&3
Malik (-0,Fine,Blessed)
Kitajo (-0,Fine,Blessed)
Rallas (-40,FORTITUDE SAVE REQUIRED,Blessed)
Skye (-0,Fine,Blessed)
NecroCraft 1 (-0,Fine)
NecroCraft 2 (-31,DEAD)
Ragewight (-47,Fine)
NecroCraft 3 (-37,DEAD)
Xuan (-0,Fine,Blessed)
Shivalier (-0,Fine,Blessed)

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"Good, we're thinning them out quickly. We need to rescue those trapped inside!" Saying that, Fung continue drawing energy from the dry atmosphere around him before releasing another mighty bolt at the remaining flying undead.
move: gather power, standard: electric blast
Burn: Empower Metakinesis (+1), Extended Range (+1), Gather Power (-1), Infusion Specialist (-1)
vs Necocraft 1: Elemental Overflow, Empowered, +2 Dex, +2 Con, Bless
empowered electric blast vs TAC: 1d20 + 8 + 2 + 1 + 1 ⇒ (10) + 8 + 2 + 1 + 1 = 22
electric dmg: 3d6 + 2 + 4 + 1 ⇒ (1, 6, 6) + 2 + 4 + 1 = 20 Total dmg = 20+10=30

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Skye moves closer to the ragewight. His eyes turn pitch black and the colors around him drain for a brief moment, as he calls upon the aid of the Tender of Dreams♫♫♮♪♬.
Stardust materializes around the ragewight, causing it to shed light as a candle.
No saving throw. The ragewight takes a –2 penalty on attack rolls and sight-based Perception checks for 2 rounds. It also prevents it from gaining any benefit from concealment or invisibility.

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Kitajo gathers his strength and punches at the Ragewight.
Flurry Unarmed Strike 1, bless: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25 Damage: 1d8 + 5 ⇒ (5) + 5 = 10
Elbow Smash, bless: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17 Damage (Non-Lethal): 1d8 + 5 ⇒ (2) + 5 = 7Jabbing Style Damage (Non-Lethal): 1d6 ⇒ 1
Flurry Unarmed Strike 2, bless: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20 Damage: 1d8 + 5 ⇒ (5) + 5 = 10 Jabbing Style Damage: 1d6 ⇒ 2
Elbow smash damage applies if the punch prior hits. Jabbing style damage applies if I have hit the target this round.

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"Good, we're thinning them out quickly. We need to rescue those trapped inside!" Saying that, Fung continue drawing energy from the dry atmosphere around him before releasing another mighty bolt at the remaining flying undead.
That blast was more than the Necrocraft could take. The shock pierces its body and shatters the bones connecting its wings to its back. The Necrocraft hita the ground with a resounding thud.

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Could someone use this on me please? Before my rib sticks out of my back...Rallas offers a curative wand to use.top me off...that hurt....

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Why hit undead with nonlethal? It doesn't do anything to them.
Question - I see all necrocrafts crossed out on the map, but the thread states one took 0 damage. Can we get a clarification on that one? EDIT: Nevermind. You posted 10 min ago when I was reading the other posts.
"That did look painful. Take a few breaths"
Seeing the ragewight go to town, Malik decides to step between the undead and Rallas, in case it would get ideas. He releases a watery projectile and aims for the sword-armed undead.
Attempting to attack the ragewight.
Water Blast, Point Blank, Physical Blunt Damage, + Bless, Extended Range Infusion (120 ft): 1d20 + 8 + 1 + 1 ⇒ (10) + 8 + 1 + 1 = 203d6 + 9 + 1 ⇒ (6, 5, 6) + 9 + 1 = 27

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It is part of my copy paste for flurry of blows. Since it does nothing there is no harm in it being there. Elbow smash is always nonlethal

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Why hit undead with nonlethal? It doesn't do anything to them.
Question - I see all necrocrafts crossed out on the map, but the thread states one took 0 damage. Can we get a clarification on that one? EDIT: Nevermind. You posted 10 min ago when I was reading the other posts.
"That did look painful. Take a few breaths"
Seeing the ragewight go to town, Malik decides to step between the undead and Rallas, in case it would get ideas. He releases a watery projectile and aims for the sword-armed undead.
** spoiler omitted **
The paizo site acting up made it really hard to post. :( I am stil having difficulties right now.

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Your combined attacks mangle the Ragewight, shredding it to pieces as it lets out one last dying angered howl before collapsing.
A young kellid messanger comes up the hill, panting as he speaks to the group. "Report! Medda requires assistance at the main encampment with the other Twinhorn leaders! If you are available and willing she would request you to make your way to the main encampment."
Also, more of the creatures have been pouring out of a portal overnight. If you are able to seal off the portal the Pathfinders would be able to rendezvous and assault the last of the undead."
I will report your next choice of action to the appropriate channels."
Would you like to go to the Main Encampment and aid Medda with the Twinhorn Leaders, or continue your assault?
Please make your decision within the next 12 hours. Feel free to discuss in the Discussion tab.

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Medda?

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"Medda needs our help? Let's see what we can do." Skye looks around, confident that there are plenty of Pathfinder meat-sticks to handle the butchery.
(Just casting my quick vote for our course of action. Rule of Two?)

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I mean if we have enough skill monkeys, sure. If she needs help with profession: herbalist or knowledge of nature, cool. Otherwise, Malik will be a bit of a dead wight.
"Alright.", the half-orc looks over to the encampment. "What's happening over there?"
He gives Rallas a worried look, and walks over. "Okay. Let me try?"
Remembering the teaching of his late shaman, Malik attempts to activate the wand.
UMD vs 20: 1d20 + 6 ⇒ (16) + 6 = 22
Okay. What wand was it? Roll for heals, I guess.

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Fung descends closer to the ground, but remain aloft a few feet high. "Yes, please, let's go help her."

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Aye...we should help Medda...just a moment...Paizo site was down earlier...just got on now...roling heal now...rolling my UMD now...i thought Malik could donit with no rolls...also using my jade wayfinder to get guidance on my umd rolls...+10 total
clw: 1d8 + 1 ⇒ (5) + 1 = 6umd: 1d20 + 10 ⇒ (15) + 10 = 251d20 + 10 ⇒ (16) + 10 = 261d20 + 10 ⇒ (19) + 10 = 291d20 + 10 ⇒ (20) + 10 = 30clw x4: 4d8 + 4 ⇒ (8, 3, 4, 4) + 4 = 23

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Malik, as a kineticist, can't, but Skye, as a shaman, can.

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Medda?
The Overseer Announcement talks about her.
The messenger will take your message to inform Medda of your choice, and he sprints back to the Twinhorn Camp. Following the trail he took is not difficult, and soon you arrive to the site. Tents and palisade walls cover most of the area. Twinhorn soldiers using ranged weaponry battle against the undead past the palisade, keeping them at bay. A Twinhorn sees you approach and directs you to head into the main tent in the center of the encampment.
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.
"We have to stay! This is our homeland, and this is OUR fight! If we flee now, we abandon not just our home but our very way of life; our traditions, our history, everything that made Twinhorn what it is!" Medda shouts across the table at the two elders, her fist pounding on the table.
"And what has the traditions of Vildeis and Ivvora done for us, other than keep us impounded here to watch over a dying landscape? We should have left years long past, and found somewhere with actual game instead of blasted orc raids!" A massive Kellid man shouts back at Medda. He wears a cloak made from a polar bear and has a body covered in many scars.
"Ahh, we have some guests." An elderly woman whose eyes speak years of experience and patience glances over the party. In spite of her age she looks very fit and capable, carrying a longbow and wearing leather armor. "So you have brought outsiders into this as well, Medda?"
Medda looks over to the elder woman. "Jala, they are here to help. The Pathfinders are capable, and can help turn the tide and let us overcome these challenges. With them at our side we can push back these undead and close the portal." She motions her arm towards you all, then looks at the massive kellid man. "Their strength could match your own, Kragr."
Kragr rolls his eyes, and Jala raises her hand to Medda. "Very well, let us hear what they have to say."
--------------------------------------------------------------------
To persuade a council member, the group must perform a number of successful skill checks. Roleplay grants a bonus as well as persuasive strategies.
Each party member may also try to uncover important information about each council member. Everyone has 3 opportunities to perform a skill check to influence a council member or discover an advantage for influencing a council member. Aiding another counts as using a skill check.
Medda Spiritbearer
Influence Required: 2
When she was 11 years old, Medda accepted the responsibility of sheltering Anok’s phantom, as had her mother before her. She had been presumed to be a boy up until that point, and accepting the heavy family burden helped her find the inner strength to acknowledge her true self. Her revelation pleased the elder council, for “evening’s daughters”—daughters who revealed themselves later than most—were presumed in Kellid culture to posses incredible willpower and tenacity. Once bound to Ivvora’s hilt and Anok, Medda developed considerable psychic magic, which she honed through many adventures and spiritual trials in the 15 years since. Medda is a wise councilor, resourceful healer, and time-tested leader for the Twinhorn following.
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.
Medda is trusting and seeks peace, but she’s not afraid to fight against evil at any cost.
Medda has a bias toward outward followers of goodaligned deities (+2) and against those who are violent for glory or personal gain (–2).
Advantage: Medda’s bloody bandage and celestial rune scars symbolize her devotion to Vildeis, the empyreal lord known as the Cardinal Martyr. She selflessly fights any encroaching evil.
Special: If the party support Medda directly, she becomes inspired and even more fervent. The DC to influence the other council members decreases by one step.
Influence Skills: Knowledge Religion or Perform Oratory.
Kragr Bloodhand
Influence Required: 4
As the primary hunter of the Twinhorns, Kragr is most comfortable outdoors. He has had experience in skirmishes with other followings and orcs from the south, but he usually fights his foes directly. He has wanted to abandon the traditions of Vildeis and Ivvora for years, feeling there are better places to spend winters with more game and fewer orcs. He sees no value in remaining.
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.
Kragr is short tempered and impatient. He sees no value in the Twinhorns’ annual visit to this area.
Kragr admires physically powerful creatures with a combined Strength and Constitution score above 30 (+2); he looks down on weak creatures whose combined Strength, Dexterity, and Constitution are 36 or lower (–2).
Advantage: Kragr doesn’t like people to think he’s a coward. Insinuating that he’s afraid motivates him to look strong (+4), but outright calling him a coward makes him angry (–2).
Influence Skills: Intimidate, Diplomacy or Bluff
Jala the Patient
Influence Required: 3
Jala was once the hero of the following, able to bring down a stag at 500 feet in a gale. Now she leads the following as the eldest surviving member, relying on her hunter’s instincts to guide her words instead of her arrows.
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.
Jala is often silent, waiting for the right moment to speak. When she does, her words are direct and to the point.
Jala prefers to hear reasoned arguments (+2) and dislikes impassioned pleas that depend on emotional manipulation (–2).
Advantage: Jala still retains her hunting instincts, silently evaluating the situation and acting only when most effective. She reacts well to facts (+2), but not to emotional appeals (–2).
Influence Skills: Knowledge Religion, Profession Soldier, Knowledge Nature

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sense: 1d20 + 2 ⇒ (19) + 2 = 21
know locsl: 1d20 + 6 ⇒ (4) + 6 = 10
sense: 1d20 + 2 ⇒ (3) + 2 = 5
intimidate: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26on Kragr...studied target as well if i can apply it
know religion assist, untrained: 1d20 + 1 ⇒ (18) + 1 = 19on Medda
[duce=know religion assist, untrained]1d20+1[/dice][ooc]on Jala[/dice]
Rallas bows his head in respect to the Twinhorn elders. He fixes the large man with a trained eye.
We fought to get here to help you...ir would you rather just bellow and snort your frustrations out. Sit snd think. Do you want our help...or should we leave and drink to your bones tomorrow? Rallas says, pointing to his wounds

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@Rallas you may only make 3 skill checks for this social encounter. Sense motive counts as part of those skill checks.
Please reconsider what you are rolling.
To persuade a council member, the group must perform a number of successful skill checks. Roleplay grants a bonus as well as persuasive strategies.
Each party member may also try to uncover important information about each council member. Everyone has 3 opportunities to perform a skill check to influence a council member or discover an advantage for influencing a council member. Aiding another counts as using a skill check.

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ahh..my bad....misunderdtood...though could do sense then the rolls...forget the 3 sense motives then...i couldn't edit my last post...will do the Jala roll now...site went down again
kniw religion, assist: 1d20 + 1 ⇒ (20) + 1 = 21

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Rallas has discovered the discoveries of Jala and of Medda and shares that information with the rest of his team.
Medda Discovery
Advantage: Medda’s bloody bandage and celestial rune scars symbolize her devotion to Vildeis, the empyreal lord known as the Cardinal Martyr. She selflessly fights any encroaching evil.
Special: If the party support Medda directly, she becomes inspired and even more fervent. The DC to influence the other council members decreases by one step.
Jala Discovery
Advantage: Jala still retains her hunting instincts, silently evaluating the situation and acting only when most effective. She reacts well to facts (+2), but not to emotional appeals (–2).

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"Honorable Elder Jala, my name is Skye, a shaman of the Lyrune-Quah." Skye nods in a show of respect due someone of her age and position among the Twinhorns.
The shaman presents the facts and makes his case. "Your warriors have reported that the undead horns continue to stream from the portal. They will not stop coming and will not stop their attacks. If you choose to flee, you will tire and weaken. The old and the young will fall behind."
"The undead are relentless. They will not tire, they will not slow down. There's little hope of escape."
"Like Medda, your warriors are fierce fighters. The best hope of survival is to stop the undead now, while you're unified and at full strength."
Knowledge (religion) to Influence Jala: 1d20 + 6 ⇒ (1) + 6 = 7
VC Shirt Reroll + 5GM stars: 1d20 + 6 + 5 ⇒ (2) + 6 + 5 = 13