
![]() |
1 person marked this as a favorite. |

Having been traveling with Medda and the remains of her raiding party for some time before this meeting, Zarnel often heard them speaking in Hallit. When he joined their conversations in his native tongue, they were surprised he spoke their language, even though it was in a different dialect from theirs.
Zarnel was born and raised in Mendev out in the countryside. The language of the common folk / natives of Mendev is Hallit. The Crusaders, merchants, and city folk speak Common. He swapped Celestial for Hallit as his starting racial language. Kellids speak Hallit, and the language of the Realm of the Mammoth Lords is Hallit. However, Mendev and the Realm are separated by the Worldwound, and the settled farmers of Mendev likely speak a different dialect from these tribesmen.
"Kragr, you are correct, a sacrifice must be meaningful. But Vildeis said," and here he switches completely to Hallit, "Sacrifice defies the selfishness of evil. I will not shy from a sacrifice that would help the greater good."
Then flipping back into Common, he continues. "It is right for ta nar to be worried about the Following. It is tanai proper duty. But ta must not allow caution to win control."
"My friend, you have said that it is too late. You also said (several times) that this time it is different. You are correct."
He pauses, dramatically. "This time *everything* is different. For ta nar need not fight these hordes alone! This time is different ... because the Pathfinders are here to fight alongside the Twinhorns! Ta have nothing to fear when we all stand together."
It is frustrating that Common lacks a proper plural for 'you.' I hope he doesn't think I'm insulting him. If he needs to save face, he can chalk it up to my Mendevian dialect.
Substituting Mongolian for Hallit, ta is Mongolian 2nd person singular, ta nar is plural, tanai is plural possessive. Note that Zarnel spoke of duty in the plural, but fear and caution in the singular to Kragr.
Diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25

![]() |
1 person marked this as a favorite. |

Seeing Kragr well handled by Zarnel, Draklor turns back to Medda upon hearing Jala's pronouncement. "I don't think we need worry about physical extinction," he smiles. "Firstly, it wouldn't do. One shouldn't let such thoughts cloud their minds, the power of which they'll need for coming troubles. Fear has no place in faith's battle plan."
The kitsune draws forth his Wayfinder and motions outside the tent, where many other agents mingle."Nor do I think there is any chance of such a horror occurring. We Pathfinders have come in droves, ready to assist however necessary. All us of are skilled in combat, magic, or many other tricks. Besides, with the dagger of Ivvora, we may repeat the ritual and beat back the evil once again."
"And what adversity we have all been through to see this done! You have done well to retrieve the dagger. When you did, who should you meet but another holy hand of Vildeis! Your goddess put out her eyes to rid her sight of the world's evil, not to blind her to the plights of others. You called out in an hour of need, and found the Twinhorn following was not without allies; friends, even."
Perform (oratory) to Influence Medda: 1d20 + 11 ⇒ (7) + 11 = 18

![]() |
1 person marked this as a favorite. |

Sangkip focuses on needling Bloodhand, mostly in the vein of, "Well, then better hope the next place you move doesn't have any spooky zombies, or you'll all have to go scampering off before you can even make any new oaths to betray!"
Bluff: 1d20 + 8 ⇒ (4) + 8 = 12
Bluff: 1d20 + 8 ⇒ (10) + 8 = 18

![]() |

"And what adversity we have all been through to see this done! You have done well to retrieve the dagger. When you did, who should you meet but another holy hand of Vildeis! Your goddess put out her eyes to rid her sight of the world's evil, not to blind her to the plights of others. You called out in an hour of need, and found the Twinhorn following was not without allies; friends, even."
"Indeed, friend Draklor. I have seen the Pathfinders in battle. It is not just your skill in arms but the steel in your heart to face up to evil that has won me to your side. Much as I abhor the theft of our artifact, that act has turned out to be our salvation by bringing you here today." She frowns as she looks at the other two council members. "But they have not seen you in combat, and convincing them would not be as easy."
"Well, then better hope the next place you move doesn't have any spooky zombies, or you'll all have to go scampering off before you can even make any new oaths to betray!"
Kragr puffs up his chest at the almost blatant accusation from Sangkip and roars, "Kragr fears no zombies nor no spooks! I have slaughtered more than you can dream of! But my responsibility is not just to me, but to my tribe! What matters how many I chop down if the Twinhorns go down with me? You are just an outsider. What do you know of our ways?" He is clearly bristled by Sangkip's comments, but underneath all that bluster, he is clearly affected. (one failure, one success.) Just in time for Zarnel to step and soothe things over...
"This time *everything* is different. For ta nar need not fight these hordes alone! This time is different ... because the Pathfinders are here to fight alongside the Twinhorns! Ta have nothing to fear when we all stand together."
"You... you speak our tongue..." Kragr is taken aback when Zarnel not only switches to Hallit, but more impressively, is conversant with the subtlety of the language that many who are fluent are unaware of. Uncouth as he might be, Kragr clearly catches when Zarnel switches between the plural and singular, and his careful attempt not to call him out for cowardice. He turns to look at Medda, who is smiling at Zarnel's carefully chosen words. "Medda, you must be right. It was indeed destiny that brought this champion of Vildeis to you. If the rest of the Pathfinders bears even half the honor and courage as this man, then perhaps my... my fear is for naught. The Twinhorns in alliance with your Pathfinders, and with the blessing of Vildeis, that might be enough to turn back the tide!" Kragr stands with a broad smile on his face, nodding at Medda.
MEDDA SPIRITBEARER: Number of Successes: 3
Discovery: Medda has a bias toward outward followers of goodaligned deities (+2) and against those who are violent for glory or personal gain (–2). Also, if you can turn turn Medda around, she becomes inspired and even more fervent. The DC to influence the other council members decreases by 3.
Influence Skills: Knowledge(Religion), Perform(Oratory)
KRAGR BLOODHAND: Number of Successes: 5
Discovery: 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). 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: Bluff, Diplomacy, Intimidate
JALA THE PATIENT: Number of Successes: 0
Discovery: Jala prefers to hear reasoned arguments and facts (+2) and dislikes impassioned pleas that depend on emotional appeals and manipulation (–2).
Influence Skills: Knowledge(Nature or Religion), Profession (Soldier)
Round 2:
~~~
575
Draklor
Zarnel
Corona
Chou
Sangkip

![]() |

I have no skills that can help on Jala, and they're all trained only... so a +0 on Nature is all I have. Best I can do is try to aid Chou should she try that.
But Kuey, can you indicate in the summary when we've successfully convinced one of them? Else we might wasting chances convincing folks who've already been convinced.

![]() |

I wasn't sure if I was supposed to reveal that but thanks to your question, I looked up the intrigue rules (of which this is modified from), and it seems the players should know. So, yes, you have already successfully influenced Medda and Kragr. Separately, I also just found out I have been doing the intrigue rules wrong. You actually need to make a discovery check before you know what skills to influence. But thankfully, you guys made the discovery checks also, hence negating my screw-up. :P

![]() |

Religion: 1d20 + 8 ⇒ (8) + 8 = 16
So...Jala? I'm Chou! It sounds like lots of bad stuff is coming isn't it. Well I read a lot about good gods and bad gods. I've been to heaven even while I was still alive, and at home I follow the teachings of Brigh. Us Pathfinders come from many religions and know about many more. If anyone will be able to help beat these bad things coming, it's the Pathfinders!

![]() |
1 person marked this as a favorite. |

Ack... ok... guess I can't aid then! Don't have religion...
Also, thinking of a way to use K:Nature in this situation is not easy! Will try comparing them to a disease infestation
575 seems puzzled by Jala's reluctance, and their plan to leave, not believing it a solution, but a delay.
Undeath is a blight
That will reach beyond these lands
It does not stop here
Leaving it alone
Will not stop it from spreading
Just like a disease
Knowledge (nature): 1d20 + 0 ⇒ (16) + 0 = 16

![]() |

Not trained in nature... yet

![]() |

So...Jala? I'm Chou! It sounds like lots of bad stuff is coming isn't it. Well I read a lot about good gods and bad gods. I've been to heaven even while I was still alive, and at home I follow the teachings of Brigh. Us Pathfinders come from many religions and know about many more. If anyone will be able to help beat these bad things coming, it's the Pathfinders!
"That may be true," Jala replies in a calm and polite tone, "But I'm afraid unlike Medda, I know little of your goddess nor, more critically, of the prowess of you Pathfinders. You seemed to have convinced Medda with demonstrations and Kragr with inspiring words, but you have yet to convince me." (So close)
Undeath is a blight
That will reach beyond these lands
It does not stop hereLeaving it alone
Will not stop it from spreading
Just like a disease
"But you, reptile man, do make a compelling point. With the portal open, the undead will keep pouring out and eventually infest the lands." She nods at 575 for making a valid point. "But whether the Twinhorns with your Pathfinders is sufficient to hold back the tide is in question. Might not it be better to pull back now and consolidate with other forces?"
MEDDA SPIRITBEARER: Number of Successes: 3
Discovery: Medda has a bias toward outward followers of goodaligned deities (+2) and against those who are violent for glory or personal gain (–2). Also, if you can turn turn Medda around, she becomes inspired and even more fervent. The DC to influence the other council members decreases by 3.
Influence Skills: Knowledge(Religion), Perform(Oratory)
KRAGR BLOODHAND: Number of Successes: 5
Discovery: 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). 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: Bluff, Diplomacy, Intimidate
JALA THE PATIENT: Number of Successes: 1
Discovery: Jala prefers to hear reasoned arguments and facts (+2) and dislikes impassioned pleas that depend on emotional appeals and manipulation (–2).
Influence Skills: Knowledge(Nature or Religion), Profession (Soldier)
Round 3:
~~~
575
Draklor
Zarnel
Corona
Chou
Sangkip

![]() |

"Ah well, Brigh is the goddess of invention! The Whisperer in Bronze!" She smiles for a moment, then twitches. "But that's not important right now... what IS important is that there are lots of undead closing in on us... and Pathfinders like me who study lotsa religions, good AND bad, can tell the difference between different kindsa undead. And if you can tell the difference, you can find out the easiest way to destroy them. And if you can do that then 1 group of warriors can act with the efficiency of 2... or even 10 if they are well equipped! We might not have the numbers today but we have the right people to make it work! I'd rather have a few warriors with swords and hammers who know which weapon to use on which kinda undead, then a group of warriors who hit everything with the same kinda spear no matter how it looks."
She shrugs. "Sometimes you use a screw, sometimes you use a nail!"
Religion + Inspiration: 1d20 + 8 + 1d6 ⇒ (8) + 8 + (2) = 18
2 inspiration used today so far.

![]() |

Sangkip grins at Chou wei's explanation, before adding, And besides, new allies arriving in the nick of time, returning the misplaced artifact just as all seems lost? The gods eat that s&%$ up!
Knowledge (Religion) (Aid): 1d20 + 2 ⇒ (2) + 2 = 4

![]() |

Corona nods sagely at Chou Wei's advice and then giggles a little when Sangkip puts in his two coppers. "Some of them do but Vildeis seems really, really...uh...goal-focused," she remarks. "She might not give it a lot of thought because she's always looking out for the next evil to vanquish!"
"Um, but anyway...I agree with Chou Wei! The more informed we are, the more damage we can do with less people," she continues. "And besides...um...what other forces do we consolidate with? No one's said if there are any other followings around...if these are the Twinhorn ancestral grounds then I'm guessing there isn't anyone else that's really close by to help..."
Kn. Religion (Aid Another): 1d20 + 6 ⇒ (3) + 6 = 9
Seriously? No, burning another use of Knowledge of the Ages.
Kn. Religion (Aid Another; KotA): 1d20 + 6 + 3 ⇒ (7) + 6 + 3 = 16

![]() |
1 person marked this as a favorite. |

She shrugs. "Sometimes you use a screw, sometimes you use a nail!"
And besides, new allies arriving in the nick of time, returning the misplaced artifact just as all seems lost? The gods eat that s#@~ up!
Jala raises an eyebrow at Sangkip's colorful language, and for some reason, choose not to respond to him. Instead, she focuses on Chou. "You say your Pathfinders are well-equipped to face this threat?" Medda has approached Jala at this point, and jumps in. "Yes, indeed. Where we had retrieved the dagger, we were suddenly attacked by a most dastardly infernal being. Just these six Pathfinders alone dispatched it in less time than my few words take now. And without a single scratch on them! And imagine, they bring not just themselves but an entire army of them!" Jala looks impressed at Medda's words. "Perhaps the gods have brought them to aid us after all."
If I was able to jump in earlier, would have informed that Chou's was a success. Thus, I converted Corona's to a separate influence check which is what I think she would have done if she knew Chou's was a success.
"And besides...um...what other forces do we consolidate with? No one's said if there are any other followings around...if these are the Twinhorn ancestral grounds then I'm guessing there isn't anyone else that's really close by to help..."
Jala stares for a brief moment at Corona, considering carefully her words. She turns to stare into the distance, as if the tent walls were not there. "Sigh, in this, young lady, you likely speak the truth. To rally all the forces necessary to hold back the undead invasion, even if successful, might be too late to save our ancestral homes. Perhaps the fate of lost nation of Sarkoris is a lesson for us." She sees some faces unfamiliar with the name, and continues. "A Kellid nation then perhaps no different from our lands now. It is now known as the Wouldwound, because of a rift that went unchecked." Nodding to Medda, she concludes firmly, "We must stop the horde before they get a foothold."
And with that reasoned argument, the +2 bonus pushes the check to a success! And with that, you have successfully influenced all the three!
Just then, the raging sounds of battle outside the tent fade in. Medda looks out the tent in concern. "The battle still rages outside. We need to decide quickly. We must vote now. Do we stay?” She looks from Jala and Kragr, and almost in unison, all nods in agreement, firmly resolute. "Aye, we stay."
Medda smiles broadly, tears filling her eyes. "Good! Now the difficult part begins! The undead are still battling our people and allies outside. We must go rally them with our newfound purpose! Pathfinder, let's go!" With that, all three council members stream out of the tent, heading to their respective followers. You rush out as well, seeking whomever needs help.
Give me a while to get the next post up.

![]() |

Emboldened by the positive outcome, the Pathfinders push out into the encampment, heading towards where the sounds of combat are the greatest. Along the way, bodies of dead Twinhorns warrior lie scattered, but equally you find the dismembered parts of undeads or pools of ectoplasm lying. Clearly, the battle outcome is yet to be determined.
Just as you round past a tent, you hear a horrific scream from a tent ahead you which is suddenly cut short. From the tent, a stream of glowing mist winds its way through the trees as the air takes on a sudden chill. Two vaguely humanoid figures (red and orange) suddenly emerges through the walls of a tent about 60 feet away. Their slimy, shifting mass have the shapes of humanoids, but are made out of what appears to be some form of sticky rope or cloth. Their body lurches jerkily, struggling to maintain their horrid forms. Almost immediately as they coalesced, from another nearby tent two metallic forms (yellow and green) burst forth. Appearing to at first to be animated suits of armor, their evil glowing eyes say different as they lumber forward, slowly and methodically.
For every 5 that you beat the DC, you may ask for one piece of information from this list.
Guardian phantom armor (medium-sized undeads) are created from blood-spattered armor infused with the souls of betrayed knights or fallen soldiers. Due to their inanimate forms, they have some resistances to channeled energy.
For every 5 that you beat the DC, you may ask for one piece of information from this list.
init, 575: 1d20 + 2 ⇒ (13) + 2 = 15
init, Draklor: 1d20 + 5 ⇒ (13) + 5 = 18
init, Zarnel: 1d20 + 3 ⇒ (11) + 3 = 14
init, Corona: 1d20 + 1 ⇒ (11) + 1 = 12
init, Chou: 1d20 + 4 ⇒ (7) + 4 = 11
init, Sangkip: 1d20 + 5 ⇒ (6) + 5 = 11
init, undeads: 1d20 + 2 ⇒ (17) + 2 = 19
One of the slimy humanoids (orange) have a clear path to 575, and flies straight for him, bringing down its semi-formed arm on him. Its charge, however, threw it off balance, and the attack misses. One of the walking armor (green) similarly charges straight at Zarnel, swinging its sword. Zarnel's armor, however, manages to repel the blade. The other two undeads move up to close into the party.
It is night and the area is dimly lit. But I'm assuming you have light.
combat map
Bold may act
-------
Round 1: Status: Nil
~~~
red undead
orange undead (charged)
yellow undead
green undead (charged)
Draklor
575
Zarnel
Corona
Sangkip
Chou
orange slam vs 575, high ground, charge: 1d20 + 3 + 1 + 2 ⇒ (2) + 3 + 1 + 2 = 8
green longsword vs Zarnel, PA, charge: 1d20 + 5 - 2 + 2 ⇒ (6) + 5 - 2 + 2 = 11

![]() |
1 person marked this as a favorite. |

Knowledge (religion): 1d20 + 12 ⇒ (16) + 12 = 28
Knowledge (religion): 1d20 + 12 ⇒ (16) + 12 = 28
Special Attacks, Defenses, and Abilities for both.
Glad to have helped convince the leaders into a good decision, Draklor is in high spirits. That, and perhaps 575 having rubbed off on him over the past few days, leads him to make some poetry of his own.
"Pathfinders, Twinhorn, hear my voice!
Victory is nigh; All rejoice!
We were once divided, but in us you confided
We'll both flourish as a result of your good choice."
"...And use cutting weapons against the gooey ones. Like with zombies."
Inspire Courage!

![]() |
1 person marked this as a favorite. |

Ah, curses, was working up a haiku to answer Jala's question! Too slow.
And wait... did Drak just throw out a limerick? I've been saving those for if I had to speak orcish! And then we skipped the whole orc section this go round 8(
575 Glances over at Draklor in surprise, as the bard starts speaking orcish, but using human words. Admittedly, he had only just learned it, after their last trip through Belkzan, but it definitely sounded like it, even if the words were wrong.
Your words remind me
Of the language of the orcs
I only just learned
Suddenly excited, he starts shouting out in another more gutteral language, sounding very much like the orcish he just mentioned... though strangely with unexpected cadence similar to Draklor's.
"Though their time on this world has long passed
They continue to fight to the last
Though evil will compell
As one we repell
To every last ghost, ghoul and ghast!"
Flurry of blows, first blow at orange, second on red. Should either of them drop, he will 5' step into that space, otherwise, will stay where he is.
Flurry1 vs orange, PA, bard: 1d20 + 9 - 2 - 2 + 1 ⇒ (11) + 9 - 2 - 2 + 1 = 17, for 1d8 + 5 + 4 + 1 ⇒ (1) + 5 + 4 + 1 = 11 damage.
Flurry2 vs red, PA, bard: 1d20 + 9 - 2 - 2 + 1 ⇒ (10) + 9 - 2 - 2 + 1 = 16, for 1d8 + 5 + 4 + 1 ⇒ (4) + 5 + 4 + 1 = 14 damage.

![]() |

Draklor recognises the oozy humanoids as ectoplasmic humans. Anyone get hit by them would get covered by icky slime and possibly spooking them. Being partly ethereal, they constantly move through the air as easily as walking on the ground. In addition, they can move through physical objects, but not creatures, so long as they do not remain within them for more than a few seconds. As for the walking suits of armor, beyond being very well-protected by their armor and shield, should they remain motionless, they can be easily mistaken for being inanimate. That is clearly not the situation now, though, with them swinging their swords menancingly at you!
Draklor shares all he knows about these undeads with the party and belts out some improvised poetry of his own, inspiring his comrades and passing Twinhorn warriors. The undeads, however, are a tough crowd and not particularly impressed.
This, however, ignites a poetry slam. 575 spouts back a guttural response. The meter was measured, and the imageries were beautiful, but unfortunately, none in the party could understand. (Heh heh, I checked.) Not letting that dismay him, he punches at the ectoplasmic form in front of him. It feels like punching cotton wool as some of the impact is absorbed but it nonetheless tears off a large chunk of its form. 575 follows up with a haymaker punch to the form on the left. This swing was so powerful that it tears the creature in half. The remaining ooze hangs briefly in the air before dissipating.
combat map
Bold may act
-------
Round 1: Status: inspire courage: +1 attack, dmg, save vs fear
~~~
red ectoplasmic human
orange ectoplasmic human (-6, charged)
yellow guardian phantom armor
green guardian phantom armor (charged)
Draklor
575
Zarnel
Corona
Sangkip
Chou

![]() |

Kn. Religion (DC 10): 1d20 + 6 ⇒ (11) + 6 = 17
Kn. Religion (DC 12): 1d20 + 6 ⇒ (15) + 6 = 21
Resistances for both, please!
Corona looks at 575, a little baffled as he begins ranting (at least it SOUNDS like ranting) in an unknown language. "Um...Friend 575? Are you possessed? You sound possessed," she asks, looking quite concerned as she draws out her blessing wand and gives it a wave. "If you are, don't worry! We'll beat the evil out of you one way or another once we're done!"
________
Corona uses her Wand of Bless! Charges remaining (33).

![]() |

Following the discussion, Chou would have tucked her alchemical items and writing implements back into her cheek.
"Okay... so I hope we do as wew as I pwomised we would."
She doesn't appear to be frightened by the undead ahead as much as she is about impressing Medda's friends. Nevertheless, she steps forward and with a single clean practiced motion, draws her rapier, thrusts forward, and pierces a rivet of the armor, beginning attempting to dismantle it with textbook precision.
Attack: 1d20 + 9 + 1 + 1 ⇒ (4) + 9 + 1 + 1 = 15
Damage: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Parry: 1d20 + 9 + 1 + 1 - 2 ⇒ (13) + 9 + 1 + 1 - 2 = 22
Riposte: 1d20 + 9 + 1 + 1 ⇒ (11) + 9 + 1 + 1 = 22
Damage: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9

![]() |

Curses, I forgot to pick up Orc! Definitely doing so after this.
Maybe by the end of the scenario Draklor'll be doing haikus, and 575 will be spouting boring facts about Irori and the Society, heh heh. And I just now realized we both worship Irori!

![]() |

Zarnel clasps Kragr by the shoulder as the sounds of fighting intensify outside. "Come, my friend, let us fight side by side and drive these foul things back."
He then quickly glances over at Corona with admiration in his eyes for how thoughtful and inspiring she was.
-----------------------
Dodging the swing of the animated suit of armor with the Green coat of arms, Zarnel then brings his sword down in a powerful overhead arc, enhanced by Draklor's poem and the blessing of the lovely Corona.
Attack, Power attack, Furious Focus, Bard, Blessed: 1d20 + 8 + 1 + 1 ⇒ (18) + 8 + 1 + 1 = 28
damage, Power attack/furious focus, Bard: 2d6 + 6 + 3 + 1 ⇒ (1, 6) + 6 + 3 + 1 = 17
"575, you made swift work of that one! Excellent job, my friend! Let us all end these abominations as quickly as he did!"
I think that's Orcish he's speaking. I know I've heard it before. Just never been willing to take the time to learn it.
2 Prestige seems a bit high, especially given that Zarnel has the True Speaker alternate racial trait which gives him 2 languages per rank in Linguistics.

![]() |

Sangkip strides forward, No clear path to the flank, I'll just have to cut my own hole!
Man, normally the undead freak out and try to kill you when you're taking the artifact, not when you're returning it!
Dagger (Bless, IC): 1d20 + 6 + 1 + 1 ⇒ (13) + 6 + 1 + 1 = 21
Cold Iron P/S: 1d3 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Magic Dagger (Bless, IC): 1d20 + 7 + 1 + 1 ⇒ (19) + 7 + 1 + 1 = 28
Magic P/S: 1d3 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Target priority is Orange then Green if applicable

![]() |

Corona has come across these undeads in her studies and know that they do not have any special resistances.
Whipping out her wand, she lays divine blessing upon the party. Chou thrusts her rapier at a joint of the walking armor in front of her, but it raises its shield and deflects her blade. Zarnel's powerful overead blow, however, connects solidly against his target, smashing the walking armor into pieces scattering everywhere. With deadly grace, Sangkip slashes one with deadly accuracy, slicing off its head, leaving yet another pile of goo to float aimlessly in the air. He steps forward and jabs his other dagger at the remaining undead, puncturing through its armor and cutting off its pauldron.
Sangkip, since Zarnel has destroyed green, after you took out orange with the first blow, I had you 5-foot step to transfer your second attack to yellow instead. I rolled the potential crit for you but it didn't confirm.
The possessed armor swings its sword back at Sangkip in retaliation but the agile vanara dodges the strike easily.
Just then, a troop of Twinhorn warriors rally towards you! It seems that the council members have manages to convince the rest of the tribe to stay and fight. They have come to help!
The next successful melee or ranged attack made by each PC before the end of the adventure automatically gains the benefits of the boosted Allied Offensive aid token effect, i.e. and additional 2d8 damage.
combat map
Bold may act
-------
Round 2: Status: inspire courage: +1 attack, dmg, save vs fear; bless: +1 attack, save vs fear
~~~
red ectoplasmic human
orange ectoplasmic human
yellow guardian phantom armor (-6)
green guardian phantom armor
Draklor
575
Zarnel
Corona
Sangkip
Chou
Sangkit confirm?: 1d20 + 7 + 1 + 1 ⇒ (8) + 7 + 1 + 1 = 17
armor longsword vs Sangkip, PA: 1d20 + 5 - 3 ⇒ (6) + 5 - 3 = 8

![]() |

575 circles around the last remaining animated armor suit, though can't quite get far enough to flank with Sangkip.
Still, it is enough to support Zarnel, and he does his best to do just that, throwing a well-placed kick at the back of the armored breastplate, trying to throw it off balance, just as the Twinhorn troops arrive!
Unarmed strike, PA, flank: 1d20 + 9 - 2 + 1 + 2 ⇒ (18) + 9 - 2 + 1 + 2 = 28, for 1d8 + 5 + 4 + 2d8 ⇒ (8) + 5 + 4 + (1, 2) = 20

![]() |

Assuming 575 didn't just kill it...
With only the armor left, Corona decides to take the most direct approach and steps behind Chou Wei before trying to stab the guardian armor with her spear.
Attack vs. Armor (CI Longspear; Bless, IC): 1d20 + 5 + 1 + 1 ⇒ (11) + 5 + 1 + 1 = 18
Damage: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6

![]() |

575 circles around the remaining undead, and with a most impressive roundhouse kick, smashes the armor into dozens of pieces!
Combat over!
You barely managed to take time to regroup for a short breather when overhead you hear the faint sounds of flapping wings. You look up immediately and spot the faint shadowy form of two reptilian creatures flying on their shadowy wings. They dive towards you to attack!
For every 5 that you beat the DC, you may ask for one piece of information from this list.

![]() |

init, 575: 1d20 + 2 ⇒ (3) + 2 = 5
init, Draklor: 1d20 + 5 ⇒ (7) + 5 = 12
init, Zarnel: 1d20 + 3 ⇒ (2) + 3 = 5
init, Corona: 1d20 + 1 ⇒ (1) + 1 = 2
init, Chou: 1d20 + 4 ⇒ (11) + 4 = 15
init, Sangkip: 1d20 + 5 ⇒ (15) + 5 = 20
init, drakes: 1d20 + 4 ⇒ (14) + 4 = 18
Assuming a few rounds to catch a breather, the bless would still be on for say another 6 rounds.
Again, the area is in dim lighting from moon and starlight, except for the light that I assume you're carrying.
Due to their shadowy faint forms, attacks on them have 20% miss chance.
combat map
Bold may act
-------
Round 1: Status: bless (5/10): +1 attack, save vs fear
~~~
Sangkip
red drake
orange drake
Chou
Draklor
Zarnel
575
Corona

![]() |

Sangkip holds, waiting for the two to fly closer.
Due to their shadowy faint forms, attacks on them have 20% miss chance.
The two indeed dive down towards the Pathfinders and attacks the two frontliners. The one of the right misses Zarnel, but the one of the left tears a small wound on 575 with its teeth. Then with astounding maneuverability, swoop back up into the sky.
Flyby attack. AoO from Zarnel or 575 if you have combat reflexes.
combat map
Bold may act
-------
Round 1: Status: bless (5/10): +1 attack, save vs fear
~~~
red drake
orange drake
Sangkip (pending boosted allied offensive)
Chou (pending boosted allied offensive)
Draklor (pending boosted allied offensive)
Zarnel (pending boosted allied offensive)
575 (-4)
Corona (pending boosted allied offensive)
red bite vs Zarnel FF, high ground: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
orange bite vs 575 FF, high ground: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 dmg: 1d4 + 1 ⇒ (3) + 1 = 4

![]() |

575 is amazed at how quickly the two small shadowy figures move, as they dart past so quickly he doesn't even have time to defend himself.
With a determined look, he ducks between two nearby tents, reaching for a javelin as he goes. Popping out the far side, he sees the nearest, and heaves it in its direction with as much force as he can.
Javelin, bless, range: 1d20 + 6 + 1 - 2 ⇒ (18) + 6 + 1 - 2 = 23, for 1d6 + 4 ⇒ (2) + 4 = 6 damage. (Miss Chance: 1d100 ⇒ 43 )
The allied offensive boost would have been nice now =)
Shadowy dragons
Arcing through the sky at night
Difficult to hit
He observes.

![]() |

AAARGH! Hotel internet logged me out after I wrote the post, then hit submit! At least it saved the dice rolls from the preview.
"What was that?" Zarnel asks as something shadowy slips past his shoulder. As it flies away, he moves to give himself a better shot, while drawing what appears to be a modified javelin of some type.
A Twinhorn scout calls out the fiend's position, and Zarnel's aim is true.
Attack, Bless: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Miss Chance: 1d100 ⇒ 65
Damage, Allied Offensive: 1d6 + 4 + 2d8 ⇒ (4) + 4 + (3, 2) = 13
He uses Ammentum javelins which are a leather thong wrapped javelin. The thong imparts spin, increasing the range to 50' but making it a martial weapon. I wasn't sure about the range given the height of the Critter and if the tent roof provided cover.

![]() |

Concealment: 1d100 ⇒ 35
Acid Splash: 1d20 + 8 ⇒ (11) + 8 = 19
Acid (Allied Offensive): 1d3 + 1d8 ⇒ (1) + (2) = 3
Sangkip lowers his daggers with a look of sullen disappointment as he dashes after the fleeing horrors.
With a fling of acid he attempts to do what he can to down the beast.

![]() |

Chou ponders the scene and dishes in her pack, pulling out a light crossbow. She moves her blade into her hand with her buckler, levels the crossbow and fires.
Wets see... Maybe thwee yawds times the cosine of hmmm.... thewe!
Attack: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Concealment: 1d100 ⇒ 88
Damage + Allied Offensive: 1d6 + 2d8 ⇒ (5) + (2, 1) = 8

![]() |

Knowledge (arcana): 1d20 + 12 ⇒ (7) + 12 = 19
How 'bout some Special Attacks, if any?
Really getting into his spirit, Draklor continues the poetry slam. His ditty exposes some of the enemy's weaknesses and hopefully doesn't make him look like too much of a fool.
Bright lights help to make 'em queasy
Those'll make this whole bout breezy
In the Realm of the Mammoth Lords!
"Greed and pride'll be their downfall
Turns out they weren't dragons at all
Back to the shadows they shall soon crawl
In the Realm of the Mammoth Lords!
"Twinhorns, with help from the Society
Banish foes of notoriety
Vildeis rewards those of great piety
In the Realm...of the Mammoth...Lords!"
Inspire Courage!

![]() |

Corona sighs as the creatures dive to attack and then promptly wheel back into the skies again, out reach. "Stupid flying lizards! I might just have a spell for that, though..." she grumbles as she narrows her eyes and calls to mind a bit of magic that might bring one of them down out of the sky. She waits, ready to try it as soon as one of the lizards swoops back within reach.
________
Corona is going to ready an action to cast Shadow Trap on the first drake to fly within her range. DC 14 Will save!

![]() |

Sorry for the late update. Hit by mild food poisoning on Sunday. :P Ok now!
Draklor also recalls a passing scholar who shared with him that such shadow drakes have a breath attack, throwing out a ball of black liquid which explodes into a cloud of frigid black mist, dealing cold damage and putting out light. Nonetheless, he is confident that Pathfinders and allied Twinhorn tribe can take down the threats with ease, and composes a poem on the spot to tell them so!
My default is to shift the inspire courage to the start of the chain of actions to make my life easier. Have added the bonuses to all subsequent attacks.
575 advances towards where he saw one of the drakes fly towards. Emerging from behind the tent, he spots it in the sky and flings a javelin which grazes the side of the flying lizard, which shrieks in pain. Sangkip targets the same creature, coming near it and throwing an orb of acid at it. Guided by his shot, two nearby Twinhorn warriors fire their arrows, striking true as well.
Zarnel races to the south, flinging his javelin at the other drake. The javelin pierces in the creature as the same time as two arrows from nearby Twinhorn warriors. Chou pulls out her crossbow and fires at the same, but the agile drake ducks away from her shot.
The two drakes screeches in anger, circling the Pathfinders. As the southern one near, Corona releases her spell. It struggles briefly as its shadow starts to pull it down but manages to pull itself free. Focusing their attention on the spellcaster, and seeing Corona, Draklor and Chou clustered together, open their maws and breaths out black writhing balls of liquid. They slam one after another at their feet and explodes in a cloud of freezing mist!
Corona, Draklor, Chou, take 8 and 7 cold dmg respectively, or make two separate ref DC14 for half respectively.
combat map
Bold may act
-------
Round 2: Status: bless (6/10): +1 attack, save vs fear;
inspire courage: +1 attack, dmg, save vs fear
~~~
red drake (-14)
orange drake (-15)
Sangkip
Chou (-8 or -4 with ref DC14; -7 or -3 with ref DC14; pending boosted allied offensive)
Draklor (-8 or -4 with ref DC14; -7 or -3 with ref DC14; pending boosted allied offensive)
Zarnel
575 (-4)
Corona (-8 or -4 with ref DC14; -7 or -3 with ref DC14; pending boosted allied offensive)
red will vs shadow trap, DC14: 1d20 + 4 ⇒ (13) + 4 = 17
red cold breath: 2d6 ⇒ (5, 3) = 8
orange cold breath: 2d6 ⇒ (4, 3) = 7

![]() |

Zarnel steps a bit closer to the easternmost (Orange) one. He draws his second javelin, and whisks it away at the drake.
Attack, Bless, Inspired: 1d20 + 4 + 1 + 1 ⇒ (18) + 4 + 1 + 1 = 24
Miss Chance: 1d100 ⇒ 64
Damage, Inspired: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
"COME AT ME, FIEND OF SHADOW!" he taunts the little wannabe dragon, while placing both hands back upon the hilt of his sword lest it try to fly near him.

![]() |

Gah, ranged isn't really my forte =)
575 turns away from his previous target, realizing they are starting to circle. He quickly moves in the opposite direction, pulling another javelin as he moves, taking some cover beside a nearby pile of supplies, and waits for the second drake to continue its turn and come into range.
As it does, he hurls the second javelin!
Ranged vs red, bard, range: 1d20 + 6 + 1 - 2 ⇒ (2) + 6 + 1 - 2 = 7, for 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7 damage, Miss Chance: 1d100 ⇒ 43
edit: proof!

![]() |

Reflex (DC 14): 1d20 + 2 ⇒ (13) + 2 = 15
Reflex (DC 14): 1d20 + 2 ⇒ (15) + 2 = 17
"Ow ow ow! Stupid things!" Corona exclaims, managing to dodge the worst of both breath blasts but still receiving too main pain to suit her. Fuming, she draws out her crossbow and takes aim at Red, firing off a shot...
Attack vs. Red (Light Crossbow; Bless, IC): 1d20 + 4 + 1 + 1 ⇒ (15) + 4 + 1 + 1 = 21
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Concealment (20% Miss): 1d100 ⇒ 33
Allied Offensive (If Hit): 2d8 ⇒ (5, 3) = 8

![]() |

Reflex: 1d20 + 7 ⇒ (11) + 7 = 18
Draklor dodges the worst of the mist, but continues his song. He hurries over to assist Zarnel as best he can, firing a crossbow bolt and missing massively.
Crossbow, IC: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Damage, IC: 1d8 + 1 ⇒ (8) + 1 = 9

![]() |

Reflex: 1d20 + 9 ⇒ (18) + 9 = 271d20 + 9 ⇒ (6) + 9 = 15
Chou reloads her crossbow, checks the alignment of the bolt, carefully takes aim...
crossbow,ic: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
concealment: 1d100 ⇒ 78
Damage+Allies: 1d6 + 2d8 + 1 ⇒ (5) + (8, 1) + 1 = 15
A bit bettew