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I'm preparing to aid, which requires that I spend an action doing an applicable task to potentially give my ally a boost when doing the thing I prepared to help them with.

PFS 2 GM ZD |

Okay, got it now. Thanks.
Cervantes drives his lance into it. Once he pulls the lance free, the corpse drops to the ground.
Orange vs Aldonza: 1d20 ⇒ 41d6 ⇒ 5
The orange corpse moves to Aldonza and swings it limb at it.
green vs Ulena: 1d20 ⇒ 31d6 ⇒ 4
The green corpse approaches and swings at Ulena and misses.
The blue corpse approaches and stops in front of Ulena.
To Act
Jak
Rufous
Ulena
Aldonza

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As the horse lumbers up toward them, Aldonza sees Cervantes’ lance aimed toward it. She catches his gaze out of the corner of her eye. ”Pasa doble”, she smirks. Raising her scabbard in a defensive pose, she stabs at the horse.
Raise Shield (parrying scabbard, AC 19), Strike, Strike
Attack 1: 1d20 + 8 ⇒ (17) + 8 = 25
Damage 1: 1d6 + 4 ⇒ (1) + 4 = 5
Attack 2: 1d20 + 4 ⇒ (7) + 4 = 11
Damage 2: 1d6 + 4 ⇒ (4) + 4 = 8

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Rufous commands the undead horse, "By the might of The Dawnflower, we shall smite thee!" He casts a spell with a short orison to Sarenrae, "לְשַׁבֵּשׁ".
◈◈ disrupt undead
disrupt undead damage: 1d6 + 4 ⇒ (4) + 4 = 8
Basic Fort DC 17
The goblin Novice of Light then draws a scroll of healing out of his belt.
◈ Interact

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Seeking to, finally, put the zombie he struck before to eternal rest. He prays once more and sends another ray of positive energy toward the zombie.
Disrupt Undead vs Green: 1d6 + 4 ⇒ (4) + 4 = 8
Fort DC 17

PFS 2 GM ZD |

Cervantes thrusts the lance at the same time as Aldonza's strike. She lands a critical strike against the zombie horse.
horse fort: 1d20 ⇒ 9
green fort: 1d20 ⇒ 4
A chunk of the horse is blown off as Rufous sends a bolt of positive energy.
Jak's spell blows apart the remains of the green undead.
Ulena to act
Yellow: 7 damage
Horse: 28 damage

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Ulena stares down the undead horse and strikes twice at hit, holding firm in her position. "Good job everyone, keep formation and this will be over before much longer!"
Attack: 1d20 + 6 ⇒ (1) + 6 = 71d8 + 3 ⇒ (5) + 3 = 8
Attack: 1d20 + 6 - 5 ⇒ (15) + 6 - 5 = 161d8 + 3 ⇒ (5) + 3 = 8

PFS 2 GM ZD |

Ulena digs her glaive into the dirt on her first swing. She repositions and swings again. The second swing cuts deep into the horse.
horse vs Ulena: 1d20 ⇒ 141d8 ⇒ 2
The zombie horse chomps down on Ulena and tears a piece of flesh from her arm. It chews and swallows it down. Ulena takes 6 s;ashing damage.
Cervantes May act
1d6 ⇒ 6
Yellow: 7 damage
Horse: 40 damage

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Cervantes continues performing a beat, speeding it up significantly as he smirks at Aldonza. Olé, Maja! Let's get this over with!.
Cervantes casts Inspire Courage once more
As the beat reaches its climax, Cervantes' eyes begin emitting a dim glow. Cervantes' follows it up with a lance stroke against the undead horse-creature.
Cervantes then casts True Strike, followed by a strike.
Lance attack: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Lance attack: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Cervantes gets lost in the beat for a second and lets it guide its strikes, making him not properly anticipate the creature's moves.
Well, this is embarrassing....ahem!

PFS 2 GM ZD |

Cervantes thrust his lance into the zombie horse. Doing 1d10 + 3 + 1 ⇒ (2) + 3 + 1 = 6 damage
orange vs Aldonza: 1d20 ⇒ 121d6 ⇒ 2
The orange zombie reaches out to Aldonza, pushing the scabbard aside, and grabs hold of Aldonza. 5 bludgeoning damage and you are grabbed
blue vs Ulena: 1d20 ⇒ 111d6 ⇒ 5
The blue zombie strikes Ulena and grabs hold of her wrist. Ulena takes 8 bludgeoning damage and you are grabbed as well
Party Status
Aldonza: 5 damage & grabbed
Ulena: 14 damage & grabbed
Ulena and Aldonza, I need you both to roll a basic fortitude save at DC 14, as your wounds fester. Base damage 1d6 ⇒ 1 negative energy damage.
To Act
Jak
Rufous
Ulena
Aldonza
Yellow: 7 damage
Horse: 40 damage

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Seeing his friends wounded by the undead, Rufous sings out a hymn to Sarenrae:
♫ ♬
Heal them, with fire from above
Kneeling, my god is the Sun
♫ ♬
With a couple of words in Celestial — "הילה מלאכית" — he casts a spell and an angelic halo begins to shed a divine aura around the goblin's head.
◈ Cast angelic halo (1 minute)
He then reads the scroll in his hand, "לְרַפֵּא לְרַפֵּא," and a bright ray of positive energy shines between Rufous and Ulena.
◈◈ Cast heal on Ulena
heal, angelic halo: 1d8 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Also, both of these spells are bloodline spells for Rufous, so he will get a +1 status bonus to saving throws for one round from casting angelic halo, and @Ulena will likewise get a +1 status bonus to saving throws for one round from receiving heal. (Unfortunately, I don't think you can use it for the save you needed to make from before he cast the spell, but if you need to make another save before Rufous's next turn, you get the bonus.)

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Aldonza winces at the zombie’s crushing grip. ”Cutting in?”, she asks, as she twists herself within its grasp.
Escape
Acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14
Fort save: 1d20 + 4 ⇒ (11) + 4 = 15

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Fort: 1d20 + 7 ⇒ (3) + 7 = 10
Oof
Ulena grunts from the pain but otherwise ignores it as she's been conditioned too. She mutters "Shelyn's breath" she mutters in relief as Rufus heals her and she continues attacking, ignoring the rotting flesh holding her tight.
Attack: 1d20 + 6 ⇒ (9) + 6 = 151d8 + 3 ⇒ (7) + 3 = 10
Attack: 1d20 + 6 - 5 ⇒ (12) + 6 - 5 = 131d8 + 3 ⇒ (4) + 3 = 7

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Seeing some of his companions grappling with the zombies, Jak steps closer to the fray to get a better angle on one of the zombies to lend assistance. That assistance being another lance of positive energy shooting toward the zombie.
Disrupt Undead vs Blue: 1d6 + 4 ⇒ (6) + 4 = 10
Fort DC 17
◈ Stride 5'
◈ Disrupt Undead vs Blue

PFS 2 GM ZD |

Aldonza is unable to break the hold of the zombie. Two actions remaining
fort save: 1d20 ⇒ 5
Jak sends a bolt of holy energy towards blue. It pierces its flesh and explodes on contact.
Ulena strikes the horse and it drops.
Aldonza may act. 2 actions remaining. DC 16 is what you are looking for for escape. Reminder, it has the attack trait, so MAP will apply to your next attempt
Party Status
Aldonza: 6 damage & grabbed
Ulena: 4 damage & grabbed

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”Well, if you insist”, says Aldonza, ”let’s dance!”
Turning her wrist, she stabs at the zombie that’s holding her.
Strike, Strike
Attack 1: 1d20 + 4 ⇒ (1) + 4 = 5
Damage 1: 1d6 + 4 ⇒ (2) + 4 = 6
Attack 2: 1d20 ⇒ 15
Damage 2: 1d6 + 4 ⇒ (2) + 4 = 6

PFS 2 GM ZD |

Aldonza, unable to get free, stabs the zombie grabbing her.
Cervantes may act
Orange 6 damage

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Cervantes Strides to flanking position with Aldonza. He then casts Inspire Courage Again (everyone gets +1 to their attack rolls, damage and saves Vs. Fear), followed by a strike.
Strike at yellow with Lance: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Crit Damage (x2): 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10 ..so 20 damage, and then deadly
Deadly damage: 1d8 ⇒ 7 ... for a total of 27 damage
Fed up with the undead shamblers and trying to make up for his previous display's embarrassment, Cervantes delivers a beautifully executed finisher on the creature, followed by a spinning flourish.
That should do it!

PFS 2 GM ZD |
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Cervantes moves and drives his lance through the head of the undead.
Out of Combat
Hero point to Cervantes for the epic finish and supportive role
After the final zombie falls and a calm falls over the town once more. Few moments later, a living horse emerges from behind a house. It cautiously approaches the PC's. The horses leather barding features a large engraving of the Glyph of the Open Road and gold-and-green caparisons.
Long post inbound

PFS 2 GM ZD |

We have a huge investigation to get through. I will give areas to go that are open in this post as well as the initial box text for each place. There will be things that can be investigate at each location and each "check" takes 10 minutes. You do not need to succeed on all of the checks. These are here to confirm the identities of the bodies found or what occurred here. Also, remember to keep an eye out for Relics.
Since I am tracking time, means we are on a timer. How much time is unknown to you. At anytime you feel necessary, you can conclude you investigation in town and move to Goldenflame college.
For my peace of mind, we are going to be doing this in rounds, each of course being 10 minutes.
If you choose to heal yourselves or refocus, you can choose to do that instead of attempting checks.
Feel free to divide and conquer. You eliminated the only threat.
Town Square
Bodies litter the ground. One in particular stands out. This graying zombie’s features are rotted and torn. Its clothing, although tattered and dirtied, was nevertheless clearly fine at one time, with a torn ruffled collar and ripped cloak.
In the undead horses mouth and wrapped down around the neck is a Wayfinder.
Investigating the body itself will be Medicine or a slightly harder Perception check.
Investigating the clothes on the body will take a Society Check
To free the wayfinder from the horses mouth will take a Thievery check
You also have a chance to interact with the living horse. Wild Empathy can be used to gain its trust. Or you can try nature to try to command him.
Goldenflame Chapel
Dust-covered pews stand in silent rows in this small chapel, and shelves line the walls. Facsimiles of candles occupy the candelabras here—mounds of congealed wax and burned wicks.
Body
A small corpse—charred, broken, and its features mostly burned away—rests against the pew. The corpse is covered in a layer of fine ash and scraps of charred fabric that seem to be all that remains of the clothing it once wore. Around its neck is a soot-covered chain bearing an ankh.
Aracana to check out the scorch marks surrounding the body.
Medicine or Perception to identify the remains of the body
Religion to examine the Ankh
You can also spend 10 minutes to rummage through the town hall portion of the chapel.
You can spend 10 minutes just looking around with a perception
Armory
Empty weapon cases and crates are scattered throughout this bare-bones building. Dust outlines the faint shadows of swords and shields removed from their resting places.
Spend 10 minutes searching the armory
Guardhouse
Spend 10 minutes searching the guardhouse
Apothecary
Grime-caked and smashed glass cases occupy much of this apothecary, and dusty shelves line many of the walls. A door to the northwest leads to an emptied storage closet.
Spend 10 minutes rummaging through the apothecary
The Flaming Wheel: Tavern and Inn
Outside the building, a painted sign reading “The Flaming Wheel” and decorated with a flaming chariot wheel hangs from one chain, swaying gently in the wind.
Going inside: A broken circular table and door, part of a makeshift barricade, rest near the entrance of this modest tavern. Other similar tables and accompanying chairs are scattered throughout the area. Long-dried blood smears decorate the floor and walls. The bar is haphazardly covered in tankards—signs of the final celebration of life.
Body: This corpse has been heavily damaged by zombie teeth. A broken piece of plate armor lies nearby, bearing iconography of a flame and the hilt of a sword.
Medicine or Perception to identify the body.
Religion to examine the holy symbol attached to the armor. Iomadean PC's gain a +2 on this check
Society to examine the armor itself
You can spend 10 minutes rummaging through the rooms
Goldenflame General: Store
You can spend 10 minutes looking through the store.

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Rufous casts a healing spell on his companions (while his angelic halo is still up).
◈◈◈ Cast heal on everyone
heal, angelic halo: 1d8 + 2 ⇒ (4) + 2 = 6
Everyone recovers 6 hp
The ruddy goblin novice wanders into Goldenflame Chapel. Seeing the scorched body on the floor, he inspects the holy symbol, muttering a quiet prayer to The Dawnflower while bringing his own holy symbol up to his lips.
Religion: 1d20 + 3 ⇒ (9) + 3 = 12
He then moves to investigate the town records.

PFS 2 GM ZD |

First 10 minutes.
Rufous is able to determine, even with the heavy disfigurement, he recognizes the symbol of Sarenrae.
Cervantes, Aldonza, Ulena T to go

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Aldonza curtsies to Cervantes. ”Ahhh, much obliged”, she says to Rufous. She wipes her blade on one of the corpses, before sheathing it.
Looking over their fallen foes, she notes the wayfinder in the re-dead horse’s mouth. ”Oh, you brought me a present!”, she grins. ”Good boy!” She tries to extricate it from the once-lumbering carcass.
Thievery: 1d20 + 7 ⇒ (14) + 7 = 21

PFS 2 GM ZD |

Aldonza is able to free the wayfinder from the horse carcass. The letters C.M are etched in to lid of the wayfinder.
Cervantes, Jak Tlooly, Ulena T to go

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First 10 minutes.
Rufous is able to determine, even with the heavy disfigurement, he recognizes the symbol of Sarenrae.
Does looking at the holy symbol take his full 10 minutes, or was Rufous able to investigate the records?

PFS 2 GM ZD |

Each check or task takes the full 10 minutes

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That was an exhilarating battle! Good job, everyone. Ohhhh, and the dancing! - Cervantes kisses his fingers as he bows in front of Aldonza - Milady, you truly understand that battle and dance can be one and the same. I'm honored to fight beside you.
Once Cervantes has taken a moment to enjoy the group's victory, he begins more carefully looking around the dilapidated buildings. He ponders for a second how to proceed.
I think I want to know how the conflict that took place here developed. Surely, the guardhouse will reveal to us more details about the struggle. I'll head there first.
Come on, Rocinante, maybe we'll find you a snack, and don't go running off like that if trouble shows up!
Cervantes heads to the Guardhouse to investigate.

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"Thank you for all your healing Rufous, you certainly helped us maintain momentum." Ulena cleans her weapon replaces it on her back.
While Aldonza pulls the wayfinder free, Ulena attempts to identify the remains in the town square to see if it matches any of the descriptions they were given.
Religion: 1d20 + 3 ⇒ (4) + 3 = 7

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Jak goes to investigate the Tavern, on the outside he looks at the "Flaming Wheels."
"That 'Flaming Wheel' is important to the faith of Iomedae."
Recall Knowledge (Religion): 1d20 + 7 ⇒ (8) + 7 = 15

PFS 2 GM ZD |

Cervantes goes inside the guard house and finds that the bed and table are crusted with a thick layer of dust. He does find a low grade cold iron buckler kicked under the bed. Counts as 1 treasure bundle
Ulena is unable to make any headway with her investigation.
Jak realizes the significance of the sign and decides it should come with them. One relic collected
Everyone may act
Town Square
Bodies litter the ground. One in particular stands out. This graying zombie’s features are rotted and torn. Its clothing, although tattered and dirtied, was nevertheless clearly fine at one time, with a torn ruffled collar and ripped cloak.
In the undead horse's mouth and wrapped down around the neck is a Wayfinder.
Investigating the body itself will be Medicine or a slightly harder Perception check.
Investigating the clothes on the body will take a Society Check
To free the wayfinder from the horses mouth will take a Thievery check
You also have a chance to interact with the living horse. Wild Empathy can be used to gain its trust. Or you can try nature to try to command him.
Goldenflame Chapel
Dust-covered pews stand in silent rows in this small chapel, and shelves line the walls. Facsimiles of candles occupy the candelabras here—mounds of congealed wax and burned wicks.
Body
A small corpse—charred, broken, and its features mostly burned away—rests against the pew. The corpse is covered in a layer of fine ash and scraps of charred fabric that seem to be all that remains of the clothing it once wore. Around its neck is a soot-covered chain bearing an ankh.
Aracana to check out the scorch marks surrounding the body.
Medicine or Perception to identify the remains of the body
Religion to examine the Ankh
You can also spend 10 minutes to rummage through the town hall portion of the chapel.
You can spend 10 minutes just looking around with a perception
Armory
Empty weapon cases and crates are scattered throughout this bare-bones building. Dust outlines the faint shadows of swords and shields removed from their resting places.
Spend 10 minutes searching the armory
Guardhouse
Spend 10 minutes searching the guardhouse
Apothecary
Grime-caked and smashed glass cases occupy much of this apothecary, and dusty shelves line many of the walls. A door to the northwest leads to an emptied storage closet.
Spend 10 minutes rummaging through the apothecary
The Flaming Wheel: Tavern and Inn
Outside the building, a painted sign reading “The Flaming Wheel” and decorated with a flaming chariot wheel hangs from one chain, swaying gently in the wind.
Going inside: A broken circular table and door, part of a makeshift barricade, rest near the entrance of this modest tavern. Other similar tables and accompanying chairs are scattered throughout the area. Long-dried blood smears decorate the floor and walls. The bar is haphazardly covered in tankards—signs of the final celebration of life.
Body: This corpse has been heavily damaged by zombie teeth. A broken piece of plate armor lies nearby, bearing iconography of a flame and the hilt of a sword.
Medicine or Perception to identify the body.
Religion to examine the holy symbol attached to the armor. Iomadean PC's gain a +2 on this check
Society to examine the armor itself
You can spend 10 minutes rummaging through the rooms
Goldenflame General: Store
You can spend 10 minutes looking through the store.

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Aldonza looks over the wayfinder. ”Shiny”, she says, tucking it away.
Her eyes sweep over the town, coming to rest on the general store. ”Let’s go shopping!”, she beams, as she heads that way.

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Strange...no signs of activity here. Hard to believe any settlement would be without guards. Perhaps...well, let's take a look at the armory then. If anyone was defending the place, they would have gone there to supply themselves.
Cervantes exits the Guardhouse and heads over to the armory to investigate.

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"I'll um, I'll check the Chapel" Ulena says, not particularly into shopping among all the dead. She investigates the body there hoping to make more headway than she did outside.
Perception: 1d20 + 7 ⇒ (5) + 7 = 12 which seems unlikely

PFS 2 GM ZD |

adonza perception: 1d20 + 5 ⇒ (18) + 5 = 23
Aldonza enters the store and can instantly make out the heavy scent of mold. Clouds of the stuff float through the air. You can disarm this hazard with a trained survival check or walk through and hope your fort save is high enough. This occurs during your 10 minutes here, so you do not need to wait until next "round" to act
Cervantes: The evacuees took much of the contents of the armory to defend themselves on their journey, and undead troops and Whispering Way cultists have taken the remaining equipment.
Near the armory is a nonfunctioning cart with broken axles.
Ulena moves to the body inside the chapel. She can not seem to ID this body either.
Jak and Roufus may act

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Moving further into the Tavern and Inn, Jak starts to examine the body there to identify it.
Medicine: 1d20 + 7 ⇒ (6) + 7 = 13

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Rufous continues into the records room, searching for information.

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”Oh, maybe not!”, Aldonza exclaims, holding her hand over her mouth and nose as she hastily exits the store. ”I think I caught something!” She heads over to the apothecary instead.

PFS 2 GM ZD |

At the smell of the mold,Aldonza changes course and heads to the apothecary instead.She rummages around and finds valuable scented candles, oils, and dried herbs used for aromatic, medical, or therapeutic purposes. These represent 1 Treasure Bundle and are light Bulk.
Jak fails to identify the remains of the body.
Rufous scours the office and finds the towns official records. He manages to find census records and historical documents kept by the Goldenflame town council. These records detail the history of the town’s inhabitants and notable events in the town’s history, including festivals, feasts, and the like. These documents have light Bulk
Round 3: Everyone May Act
Town Square
Bodies litter the ground. One in particular stands out. This graying zombie’s features are rotted and torn. Its clothing, although tattered and dirtied, was nevertheless clearly fine at one time, with a torn ruffled collar and ripped cloak.
In the undead horse's mouth and wrapped down around the neck is a Wayfinder.
Investigating the body itself will be Medicine or a slightly harder Perception check.
Investigating the clothes on the body will take a Society Check
To free the wayfinder from the horses mouth will take a Thievery check
You also have a chance to interact with the living horse. Wild Empathy can be used to gain its trust. Or you can try nature to try to command him.
Goldenflame Chapel
Dust-covered pews stand in silent rows in this small chapel, and shelves line the walls. Facsimiles of candles occupy the candelabras here—mounds of congealed wax and burned wicks.
Body
A small corpse—charred, broken, and its features mostly burned away—rests against the pew. The corpse is covered in a layer of fine ash and scraps of charred fabric that seem to be all that remains of the clothing it once wore. Around its neck is a soot-covered chain bearing an ankh.
Aracana to check out the scorch marks surrounding the body.
Medicine or Perception to identify the remains of the body
Religion to examine the Ankh
You can also spend 10 minutes to rummage through the town hall portion of the chapel.
You can spend 10 minutes just looking around with a perception
Armory
Empty weapon cases and crates are scattered throughout this bare-bones building. Dust outlines the faint shadows of swords and shields removed from their resting places.
Spend 10 minutes searching the armory
The wagon seems to have a broken axle, but once repaired, can be pulled along by two PCs or 1 horse.. A PC can spend 10 minutes and attempt a crafting check to repair it.
Guardhouse
Spend 10 minutes searching the guardhouse
Apothecary
Grime-caked and smashed glass cases occupy much of this apothecary, and dusty shelves line many of the walls. A door to the northwest leads to an emptied storage closet.
Spend 10 minutes rummaging through the apothecary
The Flaming Wheel: Tavern and Inn
Outside the building, a painted sign reading “The Flaming Wheel” and decorated with a flaming chariot wheel hangs from one chain, swaying gently in the wind.
Going inside: A broken circular table and door, part of a makeshift barricade, rest near the entrance of this modest tavern. Other similar tables and accompanying chairs are scattered throughout the area. Long-dried blood smears decorate the floor and walls. The bar is haphazardly covered in tankards—signs of the final celebration of life.
Body: This corpse has been heavily damaged by zombie teeth. A broken piece of plate armor lies nearby, bearing iconography of a flame and the hilt of a sword.
Medicine or Perception to identify the body.
Religion to examine the holy symbol attached to the armor. Iomadean PC's gain a +2 on this check
Society to examine the armor itself
You can spend 10 minutes rummaging through the rooms
Goldenflame General: Store
You can spend 10 minutes looking through the store.
Aldonza noticed that the store is filled with mold. Will need a survival check to maneuver through and remove it. Then it can be safely searched.

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Señorita Aldonza, good! You are here. I believe you mentioned you knew some crafts. Think you could repair this here wagon? If we did, we could take the bodies of our fallen comrades with us to give them proper burial in a safer place. - Cervantes points to his riding horse, Rocinante - My loyal steed, Rocinante, could then help us carry their burden.

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Jak next examines the holy symbol attached to the armor but is stumped.
Religion: 1d20 + 7 ⇒ (4) + 7 = 11
Tavern & Inn still.

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Señorita Aldonza, good! You are here. I believe you mentioned you knew some crafts. Think you could repair this here wagon? If we did, we could take the bodies of our fallen comrades with us to give them proper burial in a safer place. - Cervantes points to his riding horse, Rocinante - My loyal steed, Rocinante, could then help us carry their burden.
”Well, fixing a cart isn’t generally in my crafting wheelhouse”, Aldonza replies, indicating her outfit with a sweep of her long-nailed hand, ”but I can certainly take a look, Caballero”
She curtsies to him, and makes her way to the wagon.
Crafting: 1d20 + 4 ⇒ (13) + 4 = 17

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Frustrated that she's had no success with the remains, Ulena searches through the rest of the temple, listening to the others discuss outside but too embarrassed to leave without having contributed anything.
10 Minutes to look without perception.

PFS 2 GM ZD |

Jak is easily as stumped by the armor.
Aldonza manages to fix up the axle best she could. It appears rickety, but should get the job done.
Something shiny catches Ulena's eye. She reaches under the front pew, by the alter and pulls out a Wayfinder. Scribbled on the lid is GIBB
Cerventas and Rufous may act

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Cervantes thanks Aldonza and then proceeds to tie Rocinante to the wagon.
After he is done, he begins loading onto the wagon the corpses of their fallen comrades they found in the town square and the chapel.
Not sure if this consumes Cervantes' 10 minutes, so feel free to ignore the below if the above takes too much time.
Once done, Cervantes joins Jak at the inn. Noticing that some of the room are still left unexplored, he offers to check them out himself.
You know, Jak, la señorita Aldonza found some fungi in the general store that prevented her from exploring there. Perhaps you can use your talents to circumvent the hazard? I hear you are quite skilled when it comes to the wilderness!

PFS 2 GM ZD |

I would say loading the bodies you have discovered would take 10 minutes worth of time.
Round 4 Everyone May Act:(Rufous may attempt two checks to catch up)
Town Square
Bodies litter the ground. One in particular stands out. This graying zombie’s features are rotted and torn. Its clothing, although tattered and dirtied, was nevertheless clearly fine at one time, with a torn ruffled collar and ripped cloak.
In the undead horse's mouth and wrapped down around the neck is a Wayfinder.
Investigating the body itself will be Medicine or a slightly harder Perception check.
Investigating the clothes on the body will take a Society Check
To free the wayfinder from the horse's mouth will take a Thievery check
You also have a chance to interact with the living horse. Wild Empathy can be used to gain its trust. Or you can try nature to try to command him.
Goldenflame Chapel
Dust-covered pews stand in silent rows in this small chapel, and shelves line the walls. Facsimiles of candles occupy the candelabras here—mounds of congealed wax and burned wicks.
Body
A small corpse—charred, broken, and its features mostly burned away—rests against the pew. The corpse is covered in a layer of fine ash and scraps of charred fabric that seem to be all that remains of the clothing it once wore. Around its neck is a soot-covered chain bearing an ankh.
Aracana to check out the scorch marks surrounding the body.
Medicine or Perception to identify the remains of the body
Religion to examine the Ankh
You can also spend 10 minutes to rummage through the town hall portion of the chapel.
You can spend 10 minutes just looking around with a perception
Armory
Empty weapon cases and crates are scattered throughout this bare-bones building. Dust outlines the faint shadows of swords and shields removed from their resting places.
Spend 10 minutes searching the armory
The wagon seems to have a broken axle, but once repaired, can be pulled along by two PCs or 1 horse.. A PC can spend 10 minutes and attempt a crafting check to repair it.
The wagon is repaired, but still appears rickety and unstable. Another 10 minutes of work and a crafting check should be able to stabilize it.
Guardhouse
Spend 10 minutes searching the guardhouse
Apothecary
Grime-caked and smashed glass cases occupy much of this apothecary, and dusty shelves line many of the walls. A door to the northwest leads to an emptied storage closet.
Spend 10 minutes rummaging through the apothecary
The Flaming Wheel: Tavern and Inn
Outside the building, a painted sign reading “The Flaming Wheel” and decorated with a flaming chariot wheel hangs from one chain, swaying gently in the wind.
Going inside: A broken circular table and door, part of a makeshift barricade, rest near the entrance of this modest tavern. Other similar tables and accompanying chairs are scattered throughout the area. Long-dried blood smears decorate the floor and walls. The bar is haphazardly covered in tankards—signs of the final celebration of life.
Body: This corpse has been heavily damaged by zombie teeth. A broken piece of plate armor lies nearby, bearing iconography of a flame and the hilt of a sword.
Medicine or Perception to identify the body.
Religion to examine the holy symbol attached to the armor. Iomadean PC's gain a +2 on this check
Society to examine the armor itself
You can spend 10 minutes rummaging through the rooms
Goldenflame General: Store
You can spend 10 minutes looking through the store.
Aldonza noticed that the store is filled with mold. Will need a survival check to maneuver through and remove it. Then it can be safely searched.

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Jak moves to the General Store to examine the mold and possibly remove it.
Survival: 1d20 + 7 ⇒ (5) + 7 = 12

PFS 2 GM ZD |

Jak moves to the General Store to examine the mold and possibly remove it.
[dice=Survival]1d20+7
Feel free to try again. You did not critically fail, so it did not trigger.

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Aldonza tilts her head as she looks over her handiwork.
”This shouldn’t move like it’s in its death throes, should it?”, she muses. ”Aesthetically pleasing, but not in this case. Maybe if we switch these two, then add this bit over here...”
Crafting: 1d20 + 4 ⇒ (2) + 4 = 6

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Jak spends a little bit more time looking over the mold and gets a better grip on how to disband it.
Survival: 1d20 + 7 ⇒ (12) + 7 = 19