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@Anala Rose and Hskoro, you haven't yet attempted any influence or discovery check in this phase. After you have posted we can move forward.

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Sense Motive (Payah Against the Wind): 1d20 ⇒ 8
Hskoro tries to influence Payah again but shows again, he is not the best at negotiating.

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Hskoro and Anala don't make strong impressions. Third phase. You have one success (Lake at Dawn), updated slide 3 to list what you know.
Kemchet Flame Stoker stands up and loudly addresses councilmembers. “They clearly didn’t have respect for our ways before, so what makes you think they would change now?” he asks

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Sense Motive (Payah Against the Wind): 1d20 ⇒ 4
Again, Hskoro's poor social skills reveal itself and he makes a fool of himself trying to get a read on Payah.

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Bahram looks at Payah's great sword and then his own great axe.
I wonder if there is some kind of connection I can make with her other than me not being a soldier.
kn local: 1d20 + 8 ⇒ (2) + 8 = 10

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Survival Togomal in Shadow: 1d20 + 9 ⇒ (9) + 9 = 18
Kegdrainer talked with Togomal in Shadow on the hardships of the land the clans live and some of the areas to avoid or take extra precautions.

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Ozzie and Kegdrainer make good impression with Togimal. Memory Tender is clearly moved by Anala's song. 2 successes with Togimal and 1 with Memory Tender.

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Mercutio looks at Kemchet with a small, condescending smile before turning back to Payah and her straight in the eye. The smile (such as it ever was) vanishes, and the expression on his marble-grey face momentarily turns so blank and hard that one could swear he had literally turned to a stone statue with eyes of smoldering gold.
"Kindly silence your blazing sunflower of a kinsman over there. You, at least, are obviously a woman of action and the real world. Ere we go any further, I would inquire whom *you* would respect more: A stronger adversary who recognizes the fact and behaves appropriately, in one way or another, or one who plays the coddling nurse and needlessly indulges the petulance of the other side?"
"Obviously, we are here in the interest of peace; but before Master Flame Stoker's most unbecoming outburst, I would not have thought it necessary to remind all present which side, ultimately, has more to lose in the event our efforts here should fail."
Intimidate in lieu of Profession (Soldier) VS Payah Against the Wind: 1d20 + 12 ⇒ (17) + 12 = 29 +1 if you're willing to believe my Charming trait might be appropriate here (it wouldn't be by RAW, but it stands to reason a barbarian general would be more turned-on by Intimidate than Bluff)

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Payah is clearly thinking her position though she still needs to be fully convinced. "Yes, I can see your Society has merits and common interests with us." she smiles In my opinion good roleplay is often more relevant, but your rules interpretation is okay, 2 successes with Payah! Fourth phase begins.

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Hskoro tries to talk to Lake of Dawn to get some favorable response, but fails horribly.
Diplomacy (Lake at Dawn): 1d20 + 1 ⇒ (4) + 1 = 5

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"Vhat is this, a theologian's synod now???"
Knowledge (Religion) VS Lakey-Flakies: 1d20 + 8 ⇒ (16) + 8 = 24
"Surely even out here you have heard the parable of the Cardinal, the Inquisitor, and the Antipaladin who entered a pub...."
I knew it: Mercutio was the right character for this mission!

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Lake at Dawn smiles and winks to Mercutio "You're the funny one, I shall vote to co-operate with your Society this time."

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Memory Tender appreciates very much Anala's delightful ballad. "Excellent Pathfinders! I'm ready to vote for you!" she exclaims
"Are you so easily swayed to let foreigners access our sacred land? You must be stronger!" Flame Stoker dismisses your attempts and Memory Tender seems to reconsider her move.

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Ozzie tries to convince Flame Stoker directly.
Oi can sympathize with your position, and Oi promise as he puts his hat over his heart to treat your lands with the respect that they are due. All we vant to do is to redress the .. erm ... disrespect that has occurred
prof archaeologist: 1d20 + 6 ⇒ (15) + 6 = 21

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Sense Motive: 1d20 + 5 ⇒ (9) + 5 = 14
Sense Motive: 1d20 + 5 ⇒ (17) + 5 = 22
Looking at Flame Stoker, Kegdrainer tried to make sense of the hostility he was displaying towards the group from both of his hostile comments.

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I think Mercutio succeeded earlier in a discovery check on him and you already know that he cannot be influenced any way.
Reminder that you still need 1 success with Togimal in Shadow, 2 successes with Payah against the Wind and, due to Flame Stoker's counter-influence, 1 more success with Memory Tender

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Bahram attempts to piggy back off of Anala's performance, by giving a speech pertaining to her ancient ballad, but he must have mixed up his facts.
Perform: 1d20 + 8 ⇒ (1) + 8 = 9

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You don't need to convince everyone, just majority and you have two already on your side.
Hskoro, Anala and Mercutio next, then we'll see how did you fare!

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Hskoro tries to get a read on Memory Tender and hopefully help the group convince them to let us help them.
Sense Motive (Memory Tender): 1d20 ⇒ 17

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Anala Rose and Mercutio are up!

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Hskoro whispers to Anala and Mercutio. "Use enigmatic or riddles in your talks with Memory Tender."

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Mercutio outwardly ignores Kemchet, but looks Memory Tender in the eye and regales her with an old legend - possibly from somewhere in Tian-Xia, or Ancient Sarkoris - about a unique order of death-mages: The order's long and horrific advancement process always culminated with two master mages entering their final sanctum - only one would leave, transformed into a nightmarish new being, and carrying the bleached, silent skull of the other.
"...There are no records whatsoever what transpired in those final duels," He concludes "so what none remain sure of, is: Which truly represented the stronger party - the terrifying new 'Master Warlock', or the little skull it carried forever after?"
Knowledge (History), Riddle-Me-This! VS Memory Tender: 1d20 + 10 ⇒ (18) + 10 = 28

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Memory Tender was already convinced by Mercutio's riddle, but nevertheless appreciates Anala's effort. The Councilmembers are ready to make their decision.
Cousin to All and Rollicks in Waves are first to cast their votes in favor of Pathfinder Society, then Kemchet Flame Stoker casts first "no" vote. Then Payah against the Wind and Togimal in Shadow cast their "no" vote followed by Lake at Dawn's "yes". Finally Memory Tender casts final "yes", which means they agree to co-operate with Society by narrowest possible majority, 4-3.
Cousin to All informs you of the location of the Muschkal Sepulcher, which is a short distance from the Storval Stairs, northward up the Muschkal River. She advises you to leave at once.

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"We shall return when the spirits are at rest. Thank you for allowing them to correct the error in judgement of Lumketul Simset." Kegdrainer said as the group departed.

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You reach this unassuming opening into the cliffside as the sun is setting below the mountains. Large chunks of stone are haphazardly scattered throughout the grassy area. Anyone who examines a piece of stone can see that these were part of the seal blasted through by Lumketul.
The gently sloping passage leads to a cool, dimly lit area. The air is damp. Animal bones, gristle, and long-rotten viscera are haphazardly scattered across the floor. Stairs to the east and west lead to slightly elevated walkways flanking the recess. Doors lead away from the entrance hall to the northwest and southeast.
The ceilings are 20 feet high, and the areas are suffused with dim light from stones affected by permanent light spells and embedded at regular intervals in the walls.
PCs who speak Giant, Hallit, Thassilonian, Varisian gain a +5 bonus on their skill checks to decipher Shoanti writing because of similarities between the languages.

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Kegdrainer, the Shoanti Shaman looked them over. "Hum, it says..." he stated, reading the writing to the others.
"Beware, its looks like there is a creature in here" he added, looking over the animal bones.
Linguistics: 1d20 + 10 + 5 ⇒ (8) + 10 + 5 = 23
Healing: 1d20 + 9 ⇒ (16) + 9 = 25
K:Nature: 1d20 + 9 ⇒ (6) + 9 = 15

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Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Bahram looks over the writing on the stone plate on the floor, but shakes his head. "Mmm, no. Languages are not my speciality. I imagine that Kegdrainer has the right of it though."
Hefting his greataxe, "Diplomat", Bahram will cast detect magic and sweep it across the stone plate and around the room.

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As you finish reading text, you hear a voice from deeper in the room. Two ogres were wandering and smashing skulls as you arrived.
Initiative:
Anala Rose: please update your tagline, you can this time roll initiative yourself
Bahram: 1d20 + 2 ⇒ (15) + 2 = 17
Hskoro: 1d20 + 2 ⇒ (15) + 2 = 17
Kegdrainer: 1d20 + 2 ⇒ (16) + 2 = 18
Mercutio: 1d20 + 7 ⇒ (8) + 7 = 15
Ozzie Carter: 1d20 + 3 ⇒ (10) + 3 = 13
Ogre: 1d20 - 1 ⇒ (5) - 1 = 4
Meaner looking Ogre: 1d20 ⇒ 13

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Stepping into the room, Kegdrainer scanned the area, checking out the two Ogres. Looking at the meaner acting one, he put his hand in front of his mouth and started to yawn.
Slumber Hex, DC 17 Will save.

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Bahram will move in, intending to go bury his axe in one of the ogres. After giving them, and their large weapons, a second look he casts mage armor instead
images: 1d4 + 1 ⇒ (2) + 1 = 3
Three extra Bahram's walk inside the original.

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Ozzie takes a 5ft step into the corner, prepares his weapon, then fires magic missiles at the meaner looking ogre.
mm: 3d4 + 3 ⇒ (2, 1, 4) + 3 = 10

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Will save: 1d20 + 8 ⇒ (14) + 8 = 22
Ogre resists slumber, but Ozzie's magic strikes him reliably.
Mercutio and Hskoro before first enemy

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Drawing his battle axe, Hskoro moves to the first ogre and faces him. Tapping his shield with his axe, he offers a challenge to the ogre.
Don't attack this round.