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Please dot (add a post) in here and then delete your post to add yourself to this campaign.
1) I am based in Southeast Asia (UTC +8) so my posting hours may be unusual (especially for those in North America). I usually update at least one or twice per day. Just to keep the game moving, please post at least once every day and at least once during the weekend.
2) Please keep all posts and communication in all channels limited to a PG-13 level and be both positive and inclusive.
3) Please label all three of your actions. Even if you think what you are doing is obvious.
4) If I am unavailable for longer than 24 hours, I will let you know in the Discussion Tab. Out of respect for your fellow players and myself, I ask that you do the same. Real life happens, and real life will always take priority over the game, but out of fairness for your fellow players, please let us know if you will be unavailable for an extended period of time.
5) Please note that on the following days, my posting can get unpredictable:
Tuesday/Thursdays - all day, as they are the 2 busiest days of my work week
6) Please complete the Macros and the Slides linked at the top of the page.
7) Questions, concerns? Feel free to share them in the Discussion tab.
8) Let's have some fun and tell a great story together! After all, that's what we are here for.

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If you'd like to do some initial roleplay:
You're called to the Grand Lodge by Venture Captain Ambrus Valsin. While waiting in the lobby, you take some time to meet your companions...

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A quiet female android waits with the patience of the constructed. Her pale skin is so white that it looks almost silvery in the magical light illuminating the lobby, and the thin blue tattoos on her face and upper arms even glow softly.
She wears no armor, only a long deep-green robe slit up the sides with sensible pants beneath (think Vietnamese ao dai). She holds a staff and has a basic pack and a few small items on her person. Iron strips line the body of the staff, capping the bottom and folding into an intricate knot at the top. and it seems to give off dark and eerie vibes.
"Locus-22, or simply Locus," she introduces herself in a soft voice when asked.
In contrast to her calm demeanor, the gnome and huge locust accompanying her have energy and impatience to spare.
"Hey, you need reports written? Translated?" the gnome pesters passing agents in the lobby. "Locus here's your gal if you do!" she says slipping a business card into the agents' pockets as they hurry to move on with their tasks.
"Minzy, please, let them be. They're busy," Locus chides her agent and lawyer, while the locust the size of a cat chuckles from the android's shoulder.

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A tall and wiry elf male arrives a little late. He is dressed in plain dark brown explorer's clothing. He has his pure white hair neatly tied behind his head.
He sports a single dagger by his side, though his belt appears to have many pouches. He is carrying a large leather bag that looks like its' built to withstand a beating.
He dusts off some igneous bits and dust from his shoes. How I miss the ice.
"Well-met! I am Quinthalas Kirath. Please call me Quin." He pauses for a bit, and absorbs the vision that is Locus. "I am quite certain that I've never met anyone quite like you." Quin bows slightly to the Android.

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As Locus executes a perfect bow in return, a man comes running into the lobby and looks around as if searching for someone. He hustles over to where Locus and Quinthalas are standing while Minzy sidles into the conversation.
"Neng Locus? T'at's you, laa?" he asks in a very strange accent. When she nods in assent, he switches into a fast stream of a tonal language familiar to some as being from Tian Xia.
After just a few back and forths in Tien, the android bows again to Quinthalas. "I'm sorry Quin, I've been reassigned to a different task. I do hope that we can meet again," she finishes simply as she gathers Minzy and Toop, and they depart the lobby.
The man who served as messenger turns to Quin. "Sorry 'bout t'at," he begins. "T'ey don't tell me t'e whys, only to switch teams wit' her." He executes a Tien style bow himself to Quin. "Jhiang Jhones, originally from Linvarre, but been Absalom a fair-long-bit." His words are rushed and staccato but with lilting tones in odd places, too.
He stands quite a bit taller than most would expect of one from Tian Xia, and the slightly pointed ears below the samurai top-knot are not quite pointed enough to be even half-elven. His armor is also a strange design, more Casmarron than Tien, but his only weapon is certainly of Tian origin, a katana in a beautiful black and gold saya.

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A half-orc sits in the corner with an overstuffed backpack watching the scene. He watches the android leave and then looks over to Quin and Jhiang. "Fair enough. I'm not sure my medical knowledge would have helped with her wounds."
"My name's Desmond. I'm a medic. Been asked to tag along to help keep you all alive. But it's your show." True to his word, you don't see a weapon or armor on the man, just that overstuffed backpack, some heavy boots, and a slightly battered steel shield. He looks up, remembering something. "Any medical allergies I should know about? Bee stings? Any current medicines?"

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A dwarf that appears to be made of stone nods to you all. "Greetings. I'm Ghardak. Was caught in a cave-in when I was a miner and I was turned into stone. They told me I helped save the other miners. Guess I have another purpose. No allergies that I know, except maybe gnome jokes."

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A carriage which looks more suited to a trip to the Ivy District than navigating the foothills pulls up to the meeting-hall door. The teamster hops down and opens the side door, revealing a bipedal clockwork creature with a crossbow attached to one limb and a long blade on another. It looks like the latest gnome experiment got away, except it seems too functional for that. It steps into the building and approaches the other Pathfinders, then hisses to a stop. A panel in the front slides open, revealing a rainbow-colored stuffed bear with buttons for eyes and grease on the paws. The toy hops out and says in meticulous, Hallit-accented Common, "Good afternoon, everyone. Miss Sorbet is here."

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Quin turns to the half-orc and says "I would most definitely appreciate your healing. And he..." gesturing towards the stone dwarf "...looks like he needs a lot of it, right now."

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"Allergies, nah. Been stung few times, so don' t'ink I'm 'llergic to any 'dem t'ings. Let's hope t'is job don' need no fightin', but if it do..." He pauses as Miss Sorbet arrives, his mouth agape at the image she presents.
"Uhhhh, hi, Miss Sorbet. I'm Jhiang Jhones, pleased to meet you," he says in a generic Absalom accent slowed down from his normal hasty speaking pace. "T'at suit is amazing," he gushes in excitement. "But how fast can you move in it?" he asks as he circles it to inspect it before returning to face the colorful bear.

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"Oh, I've added some actuators recently that allow the suit to keep pace with a typical humanoid." She looks over the gathered Pathfinders. "Though 'typical' is, as is often the case, not what I should expect from this group."
Fleet was an obvious choice for third-level feat after six adventures of "I've almost made it to the enemy...".

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I'll let BK retcon his intro
Your adventure begins in the Grand Lodge of Absalom, where Venture-Captain Ambrus Valsin has summoned you to receive their next assignment. A preliminary note has notified you about a task in Osirion, and you're likely prepared for the desert mission. When you arrive, Venture-Captain Ambrus Valsin stands over an imposing desk, studying a large map. Several notes and documents lie scattered about the desk, seemingly in an ordered disarray with several stacks of notes about ancient Osirion manuscripts in one pile, a set of sketches of Osiriani relics in one corner, and so forth. Ambrus looks up with a furrowed brow as he pushes another pile of notes aside. "Well, you’re finally here. Great! We had best hit the ground running with this next assignment. There’s a matter in Osirion, at the Sothis lodge, that requires great care on the Society’s end. You have all proven yourselves worthy agents and I thought this might be a good opportunity to put your skills to use. The first thing you should be aware of with this mission is that—"
KRAAKOOOM!
Suddenly, an enormous explosion rocks Skyreach tower, and Valsin’s eyes grow wide. He rushes around his desk and throws open his door before prompting, "All of you, come with me!" Outside, large flames dance from inside a shattered window on one of Skyreach’s higher levels. A loud, melodic tone rings out from Ambrus’s wayfinder. He takes a moment to open its cover and then puts it away. "Pathfinders, the Grand Lodge is under attack. I need you to head up to that room," Ambrus commands, pointing at the shattered, fiery window above, "and see what’s going on. I’ll try to assess things here on the ground floor and get everyone to safety. Be careful. If my suspicions are correct, this has something to do with the recent attacks on lodges across the Inner Sea. If you find any intruders, try to take some alive! I’m counting on you."
You arrive at a landing where you run into four slender individuals trying to quietly make their way down the stairs. They appear to be monochromatic in coloration, with flesh tones and hair colors varying between white, black, and all shades of gray. They see you and immediately draw steel.
You have weapons drawn
Jhiang Jhones's Initiative using Avoid Notice: 1d20 + 10 ⇒ (1) + 10 = 11
Miss Sorbet, Chain of Aster's Initiative using Scout: 1d20 + 8 ⇒ (3) + 8 = 11
Ghardak's Initiative using Defend: 1d20 + 8 ⇒ (10) + 8 = 18
Banterknell's Initiative using Scout: 1d20 + 8 ⇒ (20) + 8 = 28
Quinthalas Kirath's Initiative using Detect Magic: 1d20 + 10 ⇒ (15) + 10 = 25
Desmond Vilks's Initiative using Defend: 1d20 + 10 ⇒ (8) + 10 = 18
Red Init: 1d20 + 10 ⇒ (5) + 10 = 15
White Init: 1d20 + 10 ⇒ (3) + 10 = 13
Blue Init: 1d20 + 10 ⇒ (12) + 10 = 22
Yellow Init: 1d20 + 10 ⇒ (11) + 10 = 21
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COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
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Those with ** may go
**Banterknell - AC 19, 36/36
**Quinthalas Kirath - AC 18, 34/34
Blue
Yellow
Ghardak - AC 22 (24 w/shield), 62/62
Desmond Vilks - AC 22 (24 w/shield), 52/52
Red
White
Jhiang Jhones - AC 22 (23 w/shield), 63/63
Miss Sorbet - AC 19, 36/36

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Quinthalas takes aim at Blue, and a three force bolts fly from his hand to unerringly strike it at the chest.
◆◆◆force barrage: 3d4 + 3 ⇒ (2, 1, 4) + 3 = 10

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"You know, my gears and 'KRAAKOOOM!' don't really get along with one another. Why don't you let me know once this is taken care of, and I'll help out with whatever the original mission was going to be."

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Back at briefing...
BK flamboyantly gestures and paces as he waits for the briefing to begin. Banterknell (or BK to his friends) is dressed up in wildly colorful clothing, perhaps to compensate for a very slight bleaching that has begun in his hair, though he keeps that mostly hidden under a jester's cap. His mouth is stretched into a wild grin, perhaps a bit too wide. He eyes show desperation and everything he says seems like it ends with an exclamation point. He seems to be practicing some sort of drama, often playing is flute as part of the performance. He is pretty good, but largely ignores everyone else, he is so preoccupied.
He sits (relatively) still when the briefing begins and jumps up in excitement when the explosion happens.
"Finally, some action!"
When attacked he immediately launches into a performance (courageous anthem) and a small pointy object at the lead intruder.
to hit blue, courageous: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
damage, courageous: 2d6 + 4 + 1 ⇒ (4, 5) + 4 + 1 = 14
*courageous anthem
**TK projectile

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Quinthalas reacts immediately and three motes of light slam into Blue's chest, staggering him. BK hums a few bars to inspire courage.
BK, Telekinetic projectile has a range of 30. You're out of range.
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COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Courageous Anthem (1 rd)
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Those with ** may go
**Banterknell - AC 19, 36/36 (2 actions)
Quinthalas Kirath - AC 18, 34/34
Blue (-10)
Yellow
Ghardak - AC 22 (24 w/shield), 62/62
Desmond Vilks - AC 22 (24 w/shield), 52/52
Red
White
Jhiang Jhones - AC 22 (23 w/shield), 63/63

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Change it to a DC 19 frostbite.
cold damage, courageous anthem: 3d4 + 1 ⇒ (3, 3, 4) + 1 = 11

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Blue groans in agony as ice forms on his limbs. His chest hurts as it is from the magic missiles but this is really ridiculous. He looks doubtful, as if not sure if he wants to continue this fight.
Blue is shaken. At this point, you can try to convince shaken foes to surrender by making a Diplomacy/Deception/Intimidate check.
I forgot to mention that your foes are trying to get to the stairs behind you. Your task is to not let them. However, Ambrus did ask you to try to take at least one alive
Yellow runs at Ghardak and tries to stab him with a shortsword.
Shortsword vs Ghardak AC 22: 1d20 + 10 ⇒ (18) + 10 = 28 for Piercing: 1d6 + 4 ⇒ (2) + 4 = 6
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COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Courageous Anthem (1 rd)
Special Conditions:
APPEAL TO SHADOWY INTRUDERS (2 actions)
SHAKEN: Blue
SURRENDERED:
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Those with ** may go
Banterknell - AC 19, 36/36 (2 actions)
Quinthalas Kirath - AC 18, 34/34
Blue (-32; Shaken)
Yellow
**Ghardak - AC 22 (24 w/shield), 56/62
**Desmond Vilks - AC 22 (24 w/shield), 52/52
Red
White
Jhiang Jhones - AC 22 (23 w/shield), 63/63
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CONDITIONS AND EFFECTS REFERENCE
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Deception/Intimidation/Diplomacy to convince a shaken foe to surrender
A foe you can see is visibly shaken. You call out to a visibly shaken foe and attempt to convince them to surrender.
CS: The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Appeal to Shadowy Intruders for 1 minute.
S: The foe takes your words to heart and surrenders to you immediately.
F: The foe brushes off your attempt and continues to fight.
CF: Your argument is severely flawed or laughable. The foe disregards your words and continues to fight. You take a –1 circumstance penalty to checks to Appeal to Shadowy Intruders for 1 minute

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Ghardak glares at the one that struck him, then hits out with his warhammer.
"That's no way to greet a dwarf," he says.
◆ intimidating Glare Yellow Intim: 1d20 + 8 ⇒ (2) + 8 = 10
◆ Attack Intim: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22Bldg Dmg: 2d8 + 4 + 1 ⇒ (7, 1) + 4 + 1 = 13
◆ Raise Shield
(Will Glimpse of Redemption if any ally struck)

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Desmond drops his stance a bit, preparing to dart to anyone in need. Seeing one of the intruders try to move towards the staircase, he goes to block some of the path, raising his shield.
◆ Wolf Stance
◆ Move
◆ Raise Shield

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Ghardak glares at Yellow but Yellow rolls his eyes and lets out a "Pfft". Ghardak's hammer, however, is more direct and Yellow cries out in pain.
Desmond drops into a combat stance and moves to block the stairs.
Red sees his chance and bolts for the stairs. White moves to help his compatriot by moving into a flank against Ghardak and poking him with a shortsword.
Shortsword vs Ghardak AC 24, OG: 1d20 + 9 ⇒ (7) + 9 = 16 for Piercing/Slashing: 1d6 + 3 ⇒ (3) + 3 = 6
Fortunately for the dwarf, White's strike was a bit rushed and misses.
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COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Courageous Anthem (1 rd)
Special Conditions:
APPEAL TO SHADOWY INTRUDERS (2 actions)
SHAKEN: Blue
SURRENDERED:
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Those with ** may go
Banterknell - AC 19, 36/36 (2 actions)
Quinthalas Kirath - AC 18, 34/34
Blue (-32; Shaken)
Yellow (-13)
Ghardak - AC 22 (24 w/shield), 56/62 (AC 24)
Desmond Vilks - AC 22 (24 w/shield), 52/52 (AC 24; Wolf Stance)
Red
White
**Jhiang Jhones - AC 22 (23 w/shield), 63/63
GM
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CONDITIONS AND EFFECTS REFERENCE
--------------------------------
A foe you can see is visibly shaken. You call out to a visibly shaken foe and attempt to convince them to surrender.
CS: The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Appeal to Shadowy Intruders for 1 minute.
S: The foe takes your words to heart and surrenders to you immediately.
F: The foe brushes off your attempt and continues to fight.
CF: Your argument is severely flawed or laughable. The foe disregards your words and continues to fight. You take a –1 circumstance penalty to checks to Appeal to Shadowy Intruders for 1 minute

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"Oh, no, you not goin'. Boss-man wan' chat-chat wit-choo,' Jhiang says, his accent coming back in the heat of battle. Knowing they all want to go down those stairs, he decides to make it a little harder for them to do so. Arcane words in a mix of languages cause plants and mushrooms of all types to burst form the walls and floor of the stairway, grabbing at the one already in there and trying to entangle him.
His spell complete, Jhiang whips his katana around in a flourish. As he holds one hand out in front of his body with his fingers pointing skyward, a breeze begins flowing around him as if ready to lift him from the ground.
◆◆ entangling flora , ◆ enter Arcane Cascade stance. Spell effect is a 20 foot burst at 120 foot range, so it extends a further 20 feet off the map. All the area is Difficult Terrain, and bad things happen if you start your turn in the area.

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Jhiang turns the stairwell into a jungle in an attempt to prevent Red from leaving.
Pink Init: 1d20 + 9 ⇒ (9) + 9 = 18
Green Init: 1d20 + 9 ⇒ (15) + 9 = 24
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COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Special Conditions:
APPEAL TO SHADOWY INTRUDERS (2 actions)
SHAKEN: Blue
SURRENDERED:
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Those with ** may go
**Banterknell - AC 19, 36/36
**Quinthalas Kirath - AC 18, 34/34
Blue (-32; Shaken)
Yellow (-13)
Ghardak - AC 22 (24 w/shield), 56/62 (AC 24)
GM
Desmond Vilks - AC 22 (24 w/shield), 52/52 (AC 24; Wolf Stance)
Red
White
Jhiang Jhones - AC 22 (23 w/shield), 63/63
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CONDITIONS AND EFFECTS REFERENCE
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A foe you can see is visibly shaken. You call out to a visibly shaken foe and attempt to convince them to surrender.
CS: The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Appeal to Shadowy Intruders for 1 minute.
S: The foe takes your words to heart and surrenders to you immediately.
F: The foe brushes off your attempt and continues to fight.
CF: Your argument is severely flawed or laughable. The foe disregards your words and continues to fight. You take a –1 circumstance penalty to checks to Appeal to Shadowy Intruders for 1 minute

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BK calls over to the frosty Blue fellow, to attempt to make him surrender.
1d20 ⇒ 17 plus what?
It did not mention what skill to use for 'Appeal to Shadowy Intruders'. Both BK's demoralize and make impression rolls are at +11, straight up diplomacy is +9, and straight up intimidate is +4. Can he use any of those skills? Which is used will influence the RP.
Regardless, he will continue his courageous anthem.

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AGH. I thought I added the skills for the check. Sorry. Diplomacy/Intimidate/Deception
BK calls to the Frosty Blue intruder and convinces him that surrendering is the best course of action. Blue drops his weapons and goes to sit in the alcove. "S-s-surrender, c-c-comrades! Th-th-they mean n-no h-h-arm!" he says, teeth chattering.
Crit Success. +1 to Appeal to Shadowy Intruders for the rest of the fight
BK - you can use Versatile Performance
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COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Special Conditions:Courageous Anthem
APPEAL TO SHADOWY INTRUDERS (2 actions)
SHAKEN:
SURRENDERED: Blue
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Those with ** may go
Banterknell - AC 19, 36/36
**Quinthalas Kirath - AC 18, 34/34
Blue (-32; Surrendered)
Yellow (-13)
Ghardak - AC 22 (24 w/shield), 56/62 (AC 24)
GM
Desmond Vilks - AC 22 (24 w/shield), 52/52 (AC 24; Wolf Stance)
Red
White
Jhiang Jhones - AC 22 (23 w/shield), 63/63
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CONDITIONS AND EFFECTS REFERENCE
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A foe you can see is visibly shaken. You call out to a visibly shaken foe and attempt to convince them to surrender.
Deception/Diplomacy/Intimidation to convince them
CS: The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Appeal to Shadowy Intruders for 1 minute.
S: The foe takes your words to heart and surrenders to you immediately.
F: The foe brushes off your attempt and continues to fight.
CF: Your argument is severely flawed or laughable. The foe disregards your words and continues to fight. You take a –1 circumstance penalty to checks to Appeal to Shadowy Intruders for 1 minute

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Quinthalas takes a step to get a clear line of fire at Red. He then points at Red and casts his spell. As part of his spell, he says "Hey comrade! Stay awhile!"
◆ Step
◆◆ Charm (DC20 Will save)

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Red Will: 1d20 + 8 ⇒ (9) + 8 = 17
Quinthalas calls to Red to 'stay awhile'. Red's eyes brighten and he smiles. "With pleasure, my friend! Any idea where this jungle came from?"
D,G: 1d2 ⇒ 2
Yellow pokes Ghardak twice before making a break for it.
Shortsword vs Ghardak AC 24, OG: 1d20 + 10 ⇒ (6) + 10 = 16 for Piercing/Slashing: 1d6 + 4 ⇒ (5) + 4 = 9
Shortsword vs Ghardak AC 24, OG, MAP, Agile: 1d20 + 6 ⇒ (10) + 6 = 16 for Piercing/Slashing: 1d6 + 4 ⇒ (6) + 4 = 10
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COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Special Conditions:Courageous Anthem
APPEAL TO SHADOWY INTRUDERS (2 actions; see below; +1 bonus)
SHAKEN:
SURRENDERED: Blue
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Those with ** may go
Banterknell - AC 19, 36/36
Quinthalas Kirath - AC 18, 34/34
Yellow (-13)
**Ghardak - AC 22 (24 w/shield), 56/62 (AC 24)
GM
Desmond Vilks - AC 22 (24 w/shield), 52/52 (AC 24; Wolf Stance)
Red (Quinthalas' new best friend)
White
Jhiang Jhones - AC 22 (23 w/shield), 63/63
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CONDITIONS AND EFFECTS REFERENCE
--------------------------------
A foe you can see is visibly shaken. You call out to a visibly shaken foe and attempt to convince them to surrender.
Deception/Diplomacy/Intimidation to convince them
CS: The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Appeal to Shadowy Intruders for 1 minute.
S: The foe takes your words to heart and surrenders to you immediately.
F: The foe brushes off your attempt and continues to fight.
CF: Your argument is severely flawed or laughable. The foe disregards your words and continues to fight. You take a –1 circumstance penalty to checks to Appeal to Shadowy Intruders for 1 minute

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"You can't run away from us," Ghardak says. "Let us talk."
◆◆ Intimidate yellow Intimidate: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
◆ Stride

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Sorry if it wasn't clear. You can only do an 'appeal to shadowy intruders' to a shaken enemy. You can intimidate (demoralize) Yellow but he's not going to surrender at this point. You can have your 2 actions back if you'd like to change to something else (like clobbering him)

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Ghardak clobbers Yellow instead.
◆ Stride
◆ Strike Attack: 1d20 + 11 ⇒ (17) + 11 = 28Bldg: 2d8 + 4 ⇒ (4, 8) + 4 = 16
◆ raise Shield

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Ghardak catches up to Yellow and clobbers him. Apart from being shaken by the explosion, he's also on the verge of panic. He appears to not want to continue tangling with the Pathfinders (NOW he's shaken).
While you're busy with the initial wave on intruders, another pair of humanoids hurry down the steps and try to head for the opposite landing. They're keeping to the shadows and trying not to be seen.
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COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Special Conditions:Courageous Anthem
APPEAL TO SHADOWY INTRUDERS (2 actions)
SHAKEN: Yellow
SURRENDERED: Blue
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Those with ** may go
Banterknell - AC 19, 36/36
Quinthalas Kirath - AC 18, 34/34
Yellow (-29; Shaken)
Ghardak - AC 22 (24 w/shield), 56/62 (AC 24)
Pink
Green
**Desmond Vilks - AC 22 (24 w/shield), 52/52 (AC 24; Wolf Stance)
Red (Quinthalas' new best friend)
White
Jhiang Jhones - AC 22 (23 w/shield), 63/63
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
A foe you can see is visibly shaken. You call out to a visibly shaken foe and attempt to convince them to surrender.
Deception/Diplomacy/Intimidation to convince them
CS: The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Appeal to Shadowy Intruders for 1 minute.
S: The foe takes your words to heart and surrenders to you immediately.
F: The foe brushes off your attempt and continues to fight.
CF: Your argument is severely flawed or laughable. The foe disregards your words and continues to fight. You take a –1 circumstance penalty to checks to Appeal to Shadowy Intruders for 1 minute

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Desmond realizes that there are stairs on the other side and he turns to dash after the figure in white. He circles him and then grabs him to keep him from moving. "Gotcha!"
He spots the others two trying to move along the wall and kicks out mostly trying to impede their movement.
Grapple vs White Fort DC: 1d20 + 7 ⇒ (15) + 7 = 22
Flurry vs Green (anthem): 1d20 + 11 + 1 - 4 ⇒ (7) + 11 + 1 - 4 = 15
NonLethal Damage (anthem): 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Flurry vs Green (anthem): 1d20 + 11 + 1 - 8 ⇒ (12) + 11 + 1 - 8 = 16
NonLethal Damage (anthem): 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6
◆ Move
◆ Grapple White
◆ Flurry vs Green

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Desmond steps up to White then manages to grab him. He then launches a pair of strikes at Green but neither connect.
White attempts to pull his arm free of Desmond's grip.
Escape: 1d20 + 9 ⇒ (11) + 9 = 20
White then steps forward, completing the flank with Green and stabs Desmond.
Shortsword vs Desmond AC 22, OG, MAP, Agile: 1d20 + 5 ⇒ (18) + 5 = 23 for Piercing: 1d6 + 3 ⇒ (3) + 3 = 6
Red only grins a Quinthalas. "So, buddy! Can you get me out of here please?"
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COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Special Conditions:Courageous Anthem
APPEAL TO SHADOWY INTRUDERS (2 actions)
SHAKEN: Yellow
SURRENDERED: Blue
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Those with ** may go
-3-
**Banterknell - AC 19, 36/36
**Quinthalas Kirath - AC 18, 34/34
Yellow (-29; Shaken)
Ghardak - AC 22 (24 w/shield), 56/62 (AC 24)
Pink
Green
Desmond Vilks - AC 22 (24 w/shield), 26/52 (Wolf Stance)
Red (Quinthalas' new best friend)
White
-2-
**Jhiang Jhones - AC 22 (23 w/shield), 63/63
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CONDITIONS AND EFFECTS REFERENCE
--------------------------------
A foe you can see is visibly shaken. You call out to a visibly shaken foe and attempt to convince them to surrender.
Deception/Diplomacy/Intimidation to convince them
CS: The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Appeal to Shadowy Intruders for 1 minute.
S: The foe takes your words to heart and surrenders to you immediately.
F: The foe brushes off your attempt and continues to fight.
CF: Your argument is severely flawed or laughable. The foe disregards your words and continues to fight. You take a –1 circumstance penalty to checks to Appeal to Shadowy Intruders for 1 minute

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Jhiang assess the battlefield and decides that the others can worry about capturing them alive or talking them down. Neither is his schtick. The one trapped in the flora isn't going anywhere, it seems, so the others are ... disposable.
With that decided, he leaps into the air, landing behind the one wearing one White glove. Where is his other glove? Why white? Is it a fashion statement or did he lose it? Sometimes these Avistani are so strange. Or maybe he's not Avistani. We'll find out soon enough I guess. His thoughts race as he prepares to unite magic and steel with the power of the air.
Spellstrike, slashing gust, Anthem vs OG: 1d20 + 14 + 1 ⇒ (17) + 14 + 1 = 32
Damage, S, spell, anthem, Arcane Cascade: 2d6 + 4 + 4d4 + 1 + 4 ⇒ (1, 4) + 4 + (4, 1, 1, 4) + 1 + 4 = 24
If crit: Deadly 1d8 ⇒ 7 plus 3d4 persistent bleed damage.
He then bounces away, carried by the power of his strike to cut off the others from escaping to the south.
Long Jump, Quick Jump, No provoke: 1d20 + 13 ⇒ (6) + 13 = 19
◆ Leap*, ◆◆ Spellstrike using slashing gust, ↺ Distant Waterbird's Poise**
* He's the new Aloof Firmament style magus from Tian Xia Character Guide. Think Crouching Tiger, Hidden Dragon for how he fights. It's a little complicated, but basically as long as he Leaps or Jumps (or flies, yes, he will later this combat), he doesn't provoke and does extra Cascade damage.
** Distant Waterbird's Poise: ↺ Requirement: You hit a target with a Spellstrike. You flow around your foe, using the magic of your attack to carry you away. You Leap, High Jump, or Long Jump, and this movement doesn't trigger reactions from the creature you hit. If you High Jump or Long Jump, you don't have to perform the initial Stride (nor do you fall if you don't Stride 10 feet). The lightness of your steps persists after the jump, granting you the ability to land on or walk on the surface of water or other liquids until the end of your next turn. (I guess Green could take a Reaction if he has one.)

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BK sticks to drama and tries to get yellow to surrender now.
"Say, fellow, it's getting ugly out there. Wouldn't you rather just stand down and enjoy a little music? Whatever you were hired for, assuming you were hired, it is not worth getting killed by these others, right?"
make impression: 1d20 + 11 ⇒ (18) + 11 = 29
Again, he will continue his courageous anthem.

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Yellow looks relieved as BK convinces him to put his sword down and join his friend.
Jhiang unleashes a mighty spellstrike at White and takes his head clean off. He then moves and blocks Green's path.
Desmond's hp corrected. Took (and passed) my martial arts belt exam last night so I was bone tired last night
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions:
Special Conditions:Courageous Anthem
APPEAL TO SHADOWY INTRUDERS (2 actions)
SHAKEN: Yellow
SURRENDERED: Blue, Yellow
------------------
Those with ** may go
Banterknell - AC 19, 36/36
**Quinthalas Kirath - AC 18, 34/34
Ghardak - AC 22 (24 w/shield), 56/62 (AC 24)
Pink
Green
Desmond Vilks - AC 22 (24 w/shield), 46/52 (Wolf Stance)
Red (Quinthalas' new best friend)
Jhiang Jhones - AC 22 (23 w/shield), 63/63
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
A foe you can see is visibly shaken. You call out to a visibly shaken foe and attempt to convince them to surrender.
Deception/Diplomacy/Intimidation to convince them
CS: The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Appeal to Shadowy Intruders for 1 minute.
S: The foe takes your words to heart and surrenders to you immediately.
F: The foe brushes off your attempt and continues to fight.
CF: Your argument is severely flawed or laughable. The foe disregards your words and continues to fight. You take a –1 circumstance penalty to checks to Appeal to Shadowy Intruders for 1 minute

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Quinthalas says "Why are you guys so much in a rush? Stay awhile and let's have some tea!". He uses ◆Ancestral Memories to impose a -1 penalty to his opponent's next saving throw, then casts ◆◆Charm. DC20 Will Save The target of Charm is Pink

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Pink Will: 1d20 + 8 - 1 ⇒ (3) + 8 - 1 = 10
Pink's eyes glaze over and he smiles at Quinthalas. "Hey buddy! What's happenin'?" Pink elbows Green and hisses "Stop hurting my friends. This here's Quin! He and I go way back!"
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions:
Special Conditions:Courageous Anthem
APPEAL TO SHADOWY INTRUDERS (2 actions)
SHAKEN:
SURRENDERED: Blue, Yellow
------------------
Those with ** may go
Banterknell - AC 19, 36/36
Quinthalas Kirath - AC 18, 34/34
**Ghardak - AC 22 (24 w/shield), 56/62 (AC 24)
Pink (Quithalas' new best friend)
Green
Desmond Vilks - AC 22 (24 w/shield), 46/52 (Wolf Stance)
Red (Quinthalas' new best friend)
Jhiang Jhones - AC 22 (23 w/shield), 63/63
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
A foe you can see is visibly shaken. You call out to a visibly shaken foe and attempt to convince them to surrender.
Deception/Diplomacy/Intimidation to convince them
CS: The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Appeal to Shadowy Intruders for 1 minute.
S: The foe takes your words to heart and surrenders to you immediately.
F: The foe brushes off your attempt and continues to fight.
CF: Your argument is severely flawed or laughable. The foe disregards your words and continues to fight. You take a –1 circumstance penalty to checks to Appeal to Shadowy Intruders for 1 minute

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Ghardak steps towards the Green intruder and tries to convince him to stop.
◆ Stride
◆ Attack Warhammer: 1d20 + 11 ⇒ (13) + 11 = 24 bldg: 2d8 + 4 ⇒ (7, 5) + 4 = 16
◆ Attack Warhammer: 1d20 + 6 ⇒ (11) + 6 = 17 bldg: 2d8 + 4 ⇒ (8, 1) + 4 = 13

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Ghardak moves up and clobbers Green with his hammer. Green groans in pain as the strike breaks his arm. Green also looks very unsure if he wants to continue fighting the Pathfinders.
D,G,J: 1d3 ⇒ 2
Green attempts to get some back by poking Ghardak with his sword.
Shortsword vs Ghardak AC 22: 1d20 + 9 ⇒ (13) + 9 = 22 for Piercing: 1d6 + 3 ⇒ (3) + 3 = 6
Shortsword vs Ghardak AC 22, MAP, Agile: 1d20 + 5 ⇒ (3) + 5 = 8 for Piercing: 1d6 + 3 ⇒ (4) + 3 = 7
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions:
Special Conditions:Courageous Anthem
APPEAL TO SHADOWY INTRUDERS (2 actions)
SHAKEN: Green
SURRENDERED: Blue, Yellow
------------------
Those with ** may go
Banterknell - AC 19, 36/36
Quinthalas Kirath - AC 18, 34/34
Ghardak - AC 22 (24 w/shield), 50/62
Pink (Quithalas' new best friend)
Green (-16; Shaken)
**Desmond Vilks - AC 22 (24 w/shield), 46/52 (Wolf Stance)
Red (Quinthalas' new best friend)
Jhiang Jhones - AC 22 (23 w/shield), 63/63
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
A foe you can see is visibly shaken. You call out to a visibly shaken foe and attempt to convince them to surrender.
Deception/Diplomacy/Intimidation to convince them
CS: The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Appeal to Shadowy Intruders for 1 minute.
S: The foe takes your words to heart and surrenders to you immediately.
F: The foe brushes off your attempt and continues to fight.
CF: Your argument is severely flawed or laughable. The foe disregards your words and continues to fight. You take a –1 circumstance penalty to checks to Appeal to Shadowy Intruders for 1 minute

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Desmond goes pales as White is cut down just as he pulls away from him. He turns and tries to grab Green to keep him from running, but loses his balance and falls. The medic stands back up and raises his shield to avoid further embarrassment.
Grapple vs Green Fort DC: 1d20 + 7 ⇒ (1) + 7 = 8 *facepalm*
Green can choose to reverse the grapple or have Desmond fall prone.
◆ Grapple
◆ Stand (or Escape)
◆ Raise Shield

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Desmond makes a grab for Green but Green ducks and kicks Desmond's feet out from under him. Desmond gets back up and hides behind his shield.
"Umm.. Quin? A little help here?" Red calls.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions:
Special Conditions:Courageous Anthem
APPEAL TO SHADOWY INTRUDERS (2 actions)
SHAKEN: Green
SURRENDERED: Blue, Yellow
------------------
Those with ** may go
-4-
**Banterknell - AC 19, 36/36
**Quinthalas Kirath - AC 18, 34/34
**Ghardak - AC 22 (24 w/shield), 50/62
Pink (Quithalas' new best friend)
Green (-16; Shaken)
Desmond Vilks - AC 22 (24 w/shield), 46/52 (AC 24; Wolf Stance)
Red (Quinthalas' new best friend)
-3-
**Jhiang Jhones - AC 22 (23 w/shield), 63/63
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
A foe you can see is visibly shaken. You call out to a visibly shaken foe and attempt to convince them to surrender.
Deception/Diplomacy/Intimidation to convince them
CS: The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Appeal to Shadowy Intruders for 1 minute.
S: The foe takes your words to heart and surrenders to you immediately.
F: The foe brushes off your attempt and continues to fight.
CF: Your argument is severely flawed or laughable. The foe disregards your words and continues to fight. You take a –1 circumstance penalty to checks to Appeal to Shadowy Intruders for 1 minute

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"Well, that looked like it hurt. You really should go join the others sitting this out. I PROMISE they wont hurt you then."
Soothing music follows, though not as soothing as it might be as he needs to keep up the courageous anthem.
Appeal to Shadowy Intruders: 1d20 + 11 ⇒ (6) + 11 = 17
**Appeal to Shadowy Intruders
*courageous anthem

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BK continues to perform. His attempt to get Green to surrender, however, isn't successful.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions:
Special Conditions:Courageous Anthem
APPEAL TO SHADOWY INTRUDERS (2 actions)
SHAKEN: Green
SURRENDERED: Blue, Yellow
------------------
Those with ** may go
-4-
Banterknell - AC 19, 36/36
**Quinthalas Kirath - AC 18, 34/34
**Ghardak - AC 22 (24 w/shield), 50/62
Pink (Quithalas' new best friend)
Green (-16; Shaken)
Desmond Vilks - AC 22 (24 w/shield), 46/52 (AC 24; Wolf Stance)
Red (Quinthalas' new best friend)
-3-
**Jhiang Jhones - AC 22 (23 w/shield), 63/63
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
A foe you can see is visibly shaken. You call out to a visibly shaken foe and attempt to convince them to surrender.
Deception/Diplomacy/Intimidation to convince them
CS: The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Appeal to Shadowy Intruders for 1 minute.
S: The foe takes your words to heart and surrenders to you immediately.
F: The foe brushes off your attempt and continues to fight.
CF: Your argument is severely flawed or laughable. The foe disregards your words and continues to fight. You take a –1 circumstance penalty to checks to Appeal to Shadowy Intruders for 1 minute

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Quinthalas tries to talk Red to surrender. "Hey buddy, why don't you just surrender? Come over here. There's no need to run or fight. We can all just chill and enjoy some tea."
diplomacy: 1d20 + 10 ⇒ (8) + 10 = 18

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Red breathes a sigh of relief. "Thank goodness! I really don't know what I would have done had you not come along!" Red manages to extricate himself from the vines and hands Quinthalas his weapons before going to sit in the corner...
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions:
Special Conditions:Courageous Anthem
APPEAL TO SHADOWY INTRUDERS (2 actions)
SHAKEN: Green
SURRENDERED: Blue, Yellow, Red
------------------
Those with ** may go
-4-
Banterknell - AC 19, 36/36
**Quinthalas Kirath - AC 18, 34/34 (1 action)
**Ghardak - AC 22 (24 w/shield), 50/62
Pink (Quithalas' new best friend)
Green (-16; Shaken)
Desmond Vilks - AC 22 (24 w/shield), 46/52 (AC 24; Wolf Stance)
-3-
**Jhiang Jhones - AC 22 (23 w/shield), 63/63
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
A foe you can see is visibly shaken. You call out to a visibly shaken foe and attempt to convince them to surrender.
Deception/Diplomacy/Intimidation to convince them
CS: The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Appeal to Shadowy Intruders for 1 minute.
S: The foe takes your words to heart and surrenders to you immediately.
F: The foe brushes off your attempt and continues to fight.
CF: Your argument is severely flawed or laughable. The foe disregards your words and continues to fight. You take a –1 circumstance penalty to checks to Appeal to Shadowy Intruders for 1 minute

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"Time to give up lad. Be smart."
◆◆ intimidation: 1d20 + 8 ⇒ (11) + 8 = 19

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Ghardak convinces Green that it's in his best interests to give up. Green puts his weapons down and joins his comrades.
Since Pink is incapable of hostile action, I'm just going to end combat here.
COMBAT OVER
A familiar face in the form of Sorrina Westyr arrives in the chamber. She is surprised to see you here and even more surprised to see that you have managed to subdue the intruders. Noting your wounds, she immediately heals them. (back to 100%). "What happened here?" she asks.