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"Of coursse," beams Narayan, not troubling to ask what the wand is for, "To use on you? No matter, I will figure it out..."
UMD +21

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Thank you both. Harbinger will hand a wand to both and have Selter use his for our of combat healing
healing: 1d8 + 1 ⇒ (1) + 1 = 2
healing: 1d8 + 1 ⇒ (4) + 1 = 5
healing: 1d8 + 1 ⇒ (5) + 1 = 6
healing: 1d8 + 1 ⇒ (4) + 1 = 5
healing: 1d8 + 1 ⇒ (1) + 1 = 2
healing: 1d8 + 1 ⇒ (2) + 1 = 3

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Sssome isss alwaysss ssstupid.
Selter quickly searches the bodies for anything useful.
perception: 1d20 + 17 ⇒ (4) + 17 = 21
detect magic spellcraft: 1d20 + 4 ⇒ (8) + 4 = 12
If he find nothing, Selter moves to the building the stupid mammals came out of.

Grandmaster TOZ |

Selter finds that the orcs have a pair of potions each, beyond their weapons and armor. He finds the auras beyond his ken, but they are all similar in nature. The falchions and chain shirts detect as magic as well as the cloaks they wore.
Walking into the inn is a disturbing scene of destruction. The comfortable bar furniture has been hacked to pieces and every cupboard has been ransacked. Walking into the kitchen beyond the common room reveals much the same. Stairs lead up to further destruction and the final, worse discovery of all. Corpses lay tossed into the bedroom furthest from the stairs, half-eaten and decaying.

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Selter dispassionately examines the mangled bodies.
Can I tell how they were killed and or anything about what has been eating them? Spider fang marks, huge dog canines, blade cuts, etc...
Mammal Not-Trixe, can be ssseen what thessse ussse isss? Either way, he will gather up anything magical to take with them. Then he looks in the building across the street to see if the situation is similar.

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”Oh, yes, certainly.” Happy for an excuse to look at something other than the corpses littering the room, Not-Trixie lays out the potions and clears her mind.
Spellcraft, Take 10: 10 + 23 = 33

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Narayan shares around the potions, pocketing one for later use, but is filled with clear sorrow as they find the bodies of the townsfolk.
"We musst put an end to thiss nightmare."
"Many times I have sseen horrors lurking at the heart of a placce ssuch as thiss. Should we invesstigate the ccenter of town? Or do we wish to ssweep the housses and fields to make ccertain no ssurprises sstrike at our flankss?"

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"Covering the flanks first seems to be the best way forward. If we leave them open we practically ask for a two-front attack" Harbinger will pipe up. "Should we go around clockwise?"

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Sithiss follows Selter as he wonders off to see if the other buildings are in similar straits. He is also looking for any evidence of who or what caused this tragic waste of food. Ahem, I mean waste of life.
perception: 1d20 + 17 ⇒ (15) + 17 = 32
survival: 1d20 + 9 ⇒ (20) + 9 = 29

Grandmaster TOZ |

The longhouses by the front gate prove to be barracks, or at least were once such. All of the windows have been smashed, the furniture hacked to pieces and destroyed just as in the inn. Blood smears the walls and floors, streaked in such a way to make it clear bodies were dragged from the buildings to the road.
Looking to the road towards the motte, spears have been driven into the packed earth on either side, at roughly fifteen foot intervals. Atop each is a humanoid head, clearly of pale Chelaxian complexion despite the decay.

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Narayan hustles along, rapping his knuckles on the buildings as he calls out to any possible survivors. "Hello? If you are within please tell uss. We are here to help."
If it brought out any orcs or dead things... so much the better.

Grandmaster TOZ |

As Narayan calls out, only silence answers him. Ahead, a sturdy wooden platform rises at 45 degrees to meet the higher platform of the motte. Thick boards cross at even intervals, half stairs and half ladder. The motte gate is blasted open, both doors laying on the hillside nearby. The drawbridge is lowered, the inner sanctum open and unguarded.

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Narayan re-shrouds himself in enchantments, Heightened Awareness, Shield, Magic Weapon and presses on over the drawbridge. Once everyone else is prepped

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Bo stays near the front of the group as they move forward.
Perception: 1d20 + 28 ⇒ (16) + 28 = 44

Grandmaster TOZ |

As Bo and Narayan lead the way down the path, Bo calls out a warning of figures lurking amid the cornstalks!
Bo init: 1d20 + 10 ⇒ (8) + 10 = 18
Harbinger init: 1d20 + 11 ⇒ (5) + 11 = 16
Selter init: 1d20 + 1 ⇒ (6) + 1 = 7
Sithiss init: 1d20 + 4 ⇒ (15) + 4 = 19
Not-Trixie init: 1d20 + 7 ⇒ (6) + 7 = 13
Vendalfek init: 1d20 + 3 ⇒ (10) + 3 = 13
Narayan init: 1d20 + 3 + 4 ⇒ (9) + 3 + 4 = 16
Red init: 1d20 + 8 ⇒ (6) + 8 = 14
Blue init: 1d20 + 8 ⇒ (13) + 8 = 21
Yellow init: 1d20 + 8 ⇒ (18) + 8 = 26
Green init: 1d20 + 8 ⇒ (13) + 8 = 21
Skeletal forms draped in chain armor advance through the rough soil, bony hands stained red at the fingertips. The fastest of them quickly move to surround Bo as they exit the field.
26 Yellow
21 Green
21 Blue
19 Sithiss
18 Bo Goh
16 Harbinger
16 Narayan
14 Red
13 Not-Trixie
13 Vendalfek
7 Selter
Bolded party members are up. Within the cornfield is difficult terrain and soft cover beyond 10 ft.

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The archer calls back to the others. However, his shot skitters off the armored undead.
Hornbow vs GREEN: 1d20 + 12 ⇒ (2) + 12 = 14
Damage {BLUNT}: 2d6 + 10 ⇒ (1, 1) + 10 = 12
Sense Motive for AC: 1d20 + 27 ⇒ (10) + 27 = 37

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Narayan clicks his heels and tears into the skeletons with non of the restraint he showed against the orcs!
Mighty Punch!! (Haste): 1d20 + 20 + 1 ⇒ (10) + 20 + 1 = 31
Magic Lawful Good Cold Iron Silver Bludgeoning* + Holy + Acid: 2d8 + 13 + 2d6 + 1d6 ⇒ (7, 4) + 13 + (3, 5) + (3) = 35
Elbow Smash: 1d20 + 15 + 1 - 4 ⇒ (20) + 15 + 1 - 4 = 32 This attack is only made if the previous one hits, -4 to turn nonlethal to lethal
Crit?: 1d20 + 15 + 1 - 4 ⇒ (4) + 15 + 1 - 4 = 16
Extra Damage: 2d8 + 10 ⇒ (6, 4) + 10 = 20
Scaly Palm Strike: 1d20 + 20 + 1 ⇒ (16) + 20 + 1 = 37
MLGCISB* + Holy + Acid: 2d8 + 10 + 2d6 + 1d6 ⇒ (5, 5) + 10 + (2, 3) + (1) = 26
Shuffling Hook: 1d20 + 19 + 1 + 1 ⇒ (6) + 19 + 1 + 1 = 27
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 + 1 ⇒ (7, 1) + 9 + (6, 5) + (2) + 1 = 31
Hasty Backfist: 1d20 + 19 + 1 ⇒ (15) + 19 + 1 = 35
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 + 1 ⇒ (4, 3) + 9 + (2, 6) + (4) + 1 = 29
Finishing Hammerblow: 1d20 + 14 + 1 + 1 ⇒ (7) + 14 + 1 + 1 = 23
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 + 1 ⇒ (8, 6) + 9 + (2, 1) + (1) + 1 = 28
Retreating Cuff: 1d20 + 9 + 1 + 1 ⇒ (18) + 9 + 1 + 1 = 29
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 + 1 ⇒ (7, 2) + 9 + (3, 4) + (4) + 1 = 30

Grandmaster TOZ |

Narayan smashes into the skeletal monster with two quick strikes, not quite finishing it before his scaly palm pulverizes the staring skull. Stepping closer, his next three strikes eliminate the next, before he cuffs the remaining foe with a hard strike.
21 Blue (Damage: 30)
19 Sithiss
18 Bo Goh
16 Harbinger
16 Narayan
14 Red
13 Not-Trixie
13 Vendalfek
7 Selter

Sithiss |

Buffs:
Shield Other
Greater Magic Fang
Longstrider
Barkskin
AC=41
Even Sithiss recognizes the unnatural thing as a foe to be smashed. She lumbers forward to swing her massive tail at the foe.
Hsss...
tail slap: 1d20 + 11 ⇒ (20) + 11 = 31, if hits, tail damage: 3d6 + 9 ⇒ (3, 1, 4) + 9 = 17 and tail trip cmb: 1d20 + 14 ⇒ (3) + 14 = 17
Ha!
crit confirm: 1d20 + 11 ⇒ (17) + 11 = 28, if hits, crit damage: 3d6 + 9 ⇒ (4, 1, 1) + 9 = 15

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Harbinger begins running across the field as a glowing rune on his left Achilles tendon appears which seems to increase his speed Using Sudden Speed He runs to a spot that he hopes others can use to flank then attacks.
Falcata Fighting Defensively Combat expertise: 1d20 + 12 ⇒ (5) + 12 = 17
Damage: 1d8 + 9 ⇒ (6) + 9 = 15
Current AC 35

Grandmaster TOZ |

Since Sithiss is set to guard, I'm going to take that attack as her readied action/AoO if triggered.
The sluggish monster turns as Harbinger strikes its side, inflicting a hard blow that seems blunted against its lack of flesh. In response it slashes out with bony claws, it's mouth opening in a silent scream of rage.
Claw on Harbinger: 1d20 + 16 ⇒ (3) + 16 = 19
Claw on Harbinger: 1d20 + 16 ⇒ (13) + 16 = 29
Failing to inflict bloody wounds, the rest of the Pathfinders move to engage!
21 Blue (Damage: 30)
19 Sithiss
18 Bo Goh
16 Harbinger
16 Narayan
14 Red
13 Not-Trixie
13 Vendalfek
7 Selter
The rest of the party is up!

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Knowledge (religion): 1d20 + 12 ⇒ (2) + 12 = 14
Uncertain quite what these undead creatures are, Not-Trixie takes to the air to get a safe distance away from their claws. Narayan and Bo seem to have this well in hand, she reasons to herself, keeping watch from above for any other interested parties that might be on their way to join the ruckus.
Perception: 1d20 + 23 ⇒ (1) + 23 = 24
Move to ascend and second Move to Perceptionize.

Vendalfek the Whimsical |

Vendalfek lazily floats after Not-Trixie, his butterfly wings catching the updraft from her ascent. So are they stragglers or spontaneously risen? he asks with a straight face, though his mental communication is accompanied by the image of a man blushing with his hands over the front of his pants.
Move to follow. Doesn't seem to be a need to use spells for these two.

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Since Sithiss is set to guard, I'm going to take that attack as her readied action/AoO if triggered.
...
I guess I was thinking of it as monster attacking the group that includes Selter. But it is in front of and on the other side of the group from Selter. So that is legit that a reptile wouldn't consider that a direct threat.
Sithiss, move behind that thing and smash it to sssplintersss! He then moves in to engage with his blade.
scimitar attack: 1d20 + 13 ⇒ (19) + 13 = 32, if hits, scimitar damage: 1d6 + 7 ⇒ (4) + 7 = 11
For some reason I can't see the maps, but I think I remember more than a 5' step to engage. So no iterative attack.

Grandmaster TOZ |

I had to doublecheck, but guard specifically says the companion stays in place.
Not-Trixie moves to overwatch, seeing no other movement in the area as Selter steps up to deliver a mighty blow!
Confirm Scimitar Crit: 1d20 + 13 ⇒ (13) + 13 = 26
Crit Damage: 1d6 + 7 ⇒ (2) + 7 = 9
The skeletal horror lashes out at Narayan, staring balefully at the scaled warrior.
Claw on Narayan: 1d20 + 16 ⇒ (19) + 16 = 35
Claw on Narayan: 1d20 + 16 ⇒ (4) + 16 = 20
Claw Damage: 1d4 + 11 ⇒ (2) + 11 = 13
Seeing her master engaged, Sithiss moves to flank, ignoring the swiping claws before her heavy tail obliterates the undead.
Claw AoO: 1d20 + 16 ⇒ (11) + 16 = 27
19 Sithiss
18 Bo Goh
16 Harbinger
16 Narayan (Damage: 13)
14 Red
13 Not-Trixie
13 Vendalfek
7 Selter
Bolded PCs are up! I just used Sithiss' crit from before to move us along.

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Harbinger will shift directly behind the creature and take a few slashes into its side well fighting defensively and using combat expertise
Falcata Fighting Defensively Combat expertise: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 1d8 + 9 ⇒ (6) + 9 = 15
Falcata Fighting Defensively Combat expertise: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d8 + 9 ⇒ (1) + 9 = 10
He also thinks about what he has seen that is similar to these, they are clearly skeletons but not generic ones.
K. Relgion: 1d20 + 22 ⇒ (14) + 22 = 36

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Sorry, I only shot once last round thinking that we saw them and we were in a Surprise Round. My bad.
Bo pulls a number of blunt arrows from his quiver and sends them down the plowed row of cornstalks.
Flurry: 1d20 + 11 ⇒ (11) + 11 = 22
Damage {blunt}: 2d6 + 10 ⇒ (1, 1) + 10 = 12
Flurry: 1d20 + 11 ⇒ (9) + 11 = 20
Damage {blunt}: 2d6 + 10 ⇒ (1, 1) + 10 = 12
Flurry: 1d20 + 11 ⇒ (2) + 11 = 13
Damage {blunt}: 2d6 + 10 ⇒ (2, 1) + 10 = 13
Flurry: 1d20 + 6 ⇒ (5) + 6 = 11
Damage {blunt}: 2d6 + 10 ⇒ (4, 4) + 10 = 18
With rolls like that, it doesn't really seem to matter.

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Narayan bulls his way through the brush, crashing into the remaining skeleton with a thunderous blow!
Mighty Punch!!!: 1d20 + 20 ⇒ (5) + 20 = 25
Magic Lawful Good Cold Iron Silver Bludgeoning* + Holy + Acid: 2d8 + 13 + 2d6 + 1d6 ⇒ (4, 1) + 13 + (3, 6) + (3) = 30

Grandmaster TOZ |

Harbinger recognizes the skeletal champions for the stronger, more intelligent kind of undead. While they still resist anything but blunt weapons and take no damage from even magical cold, they are not mindless drones but evil creatures that remember all of the skills and knowledge they possessed in life. His scimitar strikes true as the creature attacks with reckless abandon, not quite dealing the full weight of the blade but good enough. Bo Goh launches a flurry of arrows but only connects with the first as his feet slip in the dirt. Narayan tears up the softer soil of the fields to deliver a heavy blow, noticing the skeleton is too hard even for his trained fists to fully damage. The champion rounds on the monk, attempting to claw back at the nagaji for the hard strike.
Claw on Narayan: 1d20 + 16 ⇒ (20) + 16 = 36
Claw on Narayan: 1d20 + 16 ⇒ (14) + 16 = 30
Confirm Roll: 1d20 + 16 ⇒ (9) + 16 = 25
Claw Damage: 1d4 + 11 ⇒ (4) + 11 = 15
The skeletal digits dig into Narayan's neck, missing the vital arteries and only leaving a bleeding gouge.
19 Sithiss
18 Bo Goh
16 Harbinger
16 Narayan (Damage: 28)
14 Red (Damage: 56)
13 Not-Trixie
13 Vendalfek
7 Selter
Bolded PCs are up!

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Not-Trixie continues to keep watch. How old are those skeletons? The orcs were still alive, so if they were the invading force then these must have been here before them. What caused them to awaken?
Not-Trixie and Vendalfek will delay.

Sithiss |

Hisss...
Sithiss also lumbers through the plowed fields, flattening the crops, his shield sized feet sinking into the mud.
Double move into position

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Narayan hisses in displeasure, but never breaks from the flow of his movements, each following the other in a meticulously sequenced dance of destruction.
Magic Lawful Good Cold Iron Silver Bludgeoning* + Holy + Acid: 2d8 + 13 + 2d6 + 1d6 ⇒ (2, 5) + 13 + (1, 2) + (6) = 29
Elbow Smash: 1d20 + 15 - 4 + 2 ⇒ (1) + 15 - 4 + 2 = 14 This attack is only made if the previous one hits
Scaly Palm Strike: 1d20 + 20 + 2 ⇒ (19) + 20 + 2 = 41
MLGCISB* + Holy + Acid: 2d8 + 10 + 2d6 + 1d6 ⇒ (8, 2) + 10 + (5, 1) + (3) = 29
Confirm?: 1d20 + 20 + 2 ⇒ (17) + 20 + 2 = 39
Extra Damage: 2d8 + 10 ⇒ (2, 4) + 10 = 16
Shuffling Hook: 1d20 + 19 + 2 ⇒ (9) + 19 + 2 = 30
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (2, 1) + 9 + (5, 2) + (1) = 20
Finishing Hammerblow: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (4, 8) + 9 + (6, 3) + (1) = 31
Retreating Cuff: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
MLGCISB* + Holy + Acid: 2d8 + 9 + 2d6 + 1d6 ⇒ (5, 5) + 9 + (6, 1) + (4) = 30

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"They did not emerge until we neared the tower. Perhapss whatever dwells there ssought their defenssess?"