
| Guujaaw | 
 
	
 
                
                
              
            
            "Let me see if I can figure out what those items are"
If allowed, I'd take 10 on the spellcraft rolls for 22. If not allowed :
spellcraft on dagger: 1d20 + 12 ⇒ (3) + 12 = 15
spellcraft on armour: 1d20 + 12 ⇒ (12) + 12 = 24
spellcraft on armoured coat: 1d20 + 12 ⇒ (20) + 12 = 32

| Zaranna | 
 
	
 
                
                
              
            
            Zaranna introduces herself to the new people and, since she has a new audience, she tells them about how dangerous drakes are in great detail.

| Kuruk Vetrov | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            "This is a fine weapon (holding up the +1 flaming), I have magic that can make this (holding up the MW) equal to it. I have encountered others that have called the spell Shillelagh. Like you my focus is to fight from range.
I'm much better at range, eventually I'll invest a little more into melee but at the moment it's not my jam, I'm just ok not actually good.
As Zaranna starts to go off on drakes.
"I'll put some tea on, once Zaranna gets a mind to discuss her quest to reduce global drake populations it means we are camping for the night. With all the injuries I need to call spells for it is perhaps best I get some rest anyway."

| John Thomas O'Hanallon | 
 
	
 
                
                
              
            
            "Not much here that I can use I think. I guess I could carry a magic weapon at some point, in case my fists and knees are not enough."
He gestures to the dagger at his hip. "Picked this one up to deal with some little ferie that was stealing teeth form my guests. Nasty bugger. "

| Guujaaw | 
 
	
 
                
                
              
            
            "Tea would be great, thank you very much. Talking is a thirsty business"
Guujaw would be quite interested to talk about drakes with Zaranna. He'd be very, very interested in all such knowledge, ESPECIALLY anything that was the result of actual personal experience. But as soon as it became obvious that she actually knew what she was talking about (with a +13 she certainly does!) he'd be fascinated to swap knowledge
"You certainly know a lot about drakes. It is a genuine pleasure to meet somebody as knowledgeable as you on the subject"
I'm assuming that with a +15 vs a +13 Guujaw knows a little more in general but with her lore skill specifically with drakes maybe not. But in either case I'm also assuming that we both know some things that the other person does not
Assuming that she was amenable to it, he'd point out a few places where she was factually incorrect. If she obviously did not want to be corrected, he'd quickly stop and just listen.

| Zaranna | 
 
	
 
                
                
              
            
            You dare to imagine that the Drake Hunter ranger would be factually incorrect about anything having to do with drakes?  I imagine that her mistakes and obvious holes in knowledge would be in other areas.  You are a generalist.  She is a specialist. 
Of course, if you do want to argue, you can just tell her that drakes are useful for... anything, and that they should not be exterminated to the last beast.  That will get her going. :)

| Guujaaw | 
 
	
 
                
                
              
            
            The internet being what it is I'm not sure if you're being serious or not. So I'm going to answer seriously.
Guujaaw does NOT want to argue. He wants to improve his knowledge. And Zarannas. He is genuinely VERY happy to find somebody to discuss this with. Discuss, NOT argue.
Yes, I think you could be factually incorrect. EVERYBODY is wrong about things from time to time, even in their areas of specialization
And one of the many ways that knowledge skills in Pathfinder are imperfect is that they handle specialization terribly.
There definitely SHOULD be some kind of rule to specialize. But there isn't. A wonderful house rule would be something like a +2 or +3 or whatever per rank in lore skill. In fact, I think I just decided that MY house rule is going to be +2 per rank :-).
But I definitely stand by my assertion that Guujaaw is going to know some stuff Zaranna doesn't. And vice versa. In game, sometimes I roll a 20 and you roll a 1. Or vice versa :-)

| Angus Elphinstone | 
After handing the weapon to Kuruk, he nods in agreement with the assessment. Shrugging his shoulders, as he returns the weapon to it's scabbard, he smiles, "Well, I'll keep it then, since the only magic I have is gunpowder."
rolling his eyes as Zarranna begins speaking about drakes, he winks at Kuruk and nods toward John, adding, "Yeah, tea ain't a bad idea, unless John brought something stronger."
Seeing that they were making camp, Angus unsaddled Marion, and let the gelding nibble on the little bit of grass and brush. As he gathered wood and branches for the fire.

| Zaranna | 
 
	
 
                
                
              
            
            Since Zaranna has found someone who knows a lot about drakes, the discussion goes on much longer than it normally would, but finally she stops, looks around, and realizes that she has been going at it a really long time, and pitches in to help make dinner.

| Kuruk Vetrov | 
 
	
 
                
                
              
            
            Once everyone is settled with some tea, Kuruk will make a simple stew. HE has no ranks in profession cooking so it's prolly on the bland side. After everyone is fed he takes close to an hour or two and likely a bunch of cantrip castings to clean any blood or mess out of Huera's fur.
Herd animals do not like blood. The entire time he will speak to Huera softly. After this tender care makes rue she can gaze then sets up his bedroll.

| GM Coyote | 
 
	
 
                
                
              
            
            The party settles down for the night around the campfire, Kuruk's stew while filling enough isn't the most flavourful. The sun sinks low in the horizon and soon enough night has fallen. The night is uneventful. A few coyotes wander over to the camp, thinking they might be able to score some easy picking. They do not linger for long. The morning rolls around to reveal a fairly beautiful sunrise.
All of the magical items are +1, aside from the dagger which is +1 heartseeker.

| Angus Elphinstone | 
Rising with the dawn Angus stirs the ashes of the fire and places a coffee pot on to warm up. After checking on the horses, he puts on the largest of the hide armors that they acquired from the Mexica. Adjusting the straps so that it fit properly he then reequips the rest of his gear. pouring himself a cup of coffee, he holds the pot up and asks, "So who wants a cup of mud before we head to the Mexica encampment?"
Aster serving coffee to anyone who wanted some, he then helps break camp. Eventually saddling Marion and checking his hooves for stones before mounting.

| John Thomas O'Hanallon | 
 
	
 
                
                
              
            
            Anyone want the dagger? I could carry in case we run against something I cannot hurt w/o magic.
Not waking nearly as early as Angus John Thomas starts a bit slow. Once stirred he does his morning stretching routine and though a few jabs at the air before sighing and rubbing his head.
"Sounds great Augus, I would take a cup."
Once everyone is ready he will mount of last, still not the most at home on the horse.
"Guess we may as well get to it then."

| Zaranna | 
 
	
 
                
                
              
            
            Were there horses at the camp so that our new friends have mounts?
Zaranna mounts up with the others.

| Kuruk Vetrov | 
 
	
 
                
                
              
            
            After calling almost all healing spells to take care of everyone's injuries, Kuruk looks at his hands.
"It is going to take almost all of my magic for the day to heal everyone. If we ride on that camp today I'm not going to have much more than my bow and Huera's horns. I strongly suggest we move to a different camp but hold off on an attack until tomorrow.

| GM Coyote | 
 
	
 
                
                
              
            
            If people want to move to a different camp, I'll want a survival or knowledge (geography) check.

| John Thomas O'Hanallon | 
 
	
 
                
                
              
            
            "Well if we run into a problem in the short term some healing from that wand might be nice. I seem to be limping quite a bit but I am pretty use to it."
Not wanting to make a thing of it he looks for a good spot to camp.
Survival: 1d20 + 8 ⇒ (8) + 8 = 16

| Angus Elphinstone | 
how many days travel to the 'mexica' camp that we were looking for?
survival: 1d20 + 8 ⇒ (18) + 8 = 26
'John's right a wand will help some. I wonder what else our aboriginal brings to the table.' Letting Marion slow a little bit, Angus drops back beside Guujaaw. "That was an impressive display divining those Mexica items." His smile widens, "And discussing drakes with Zaranna, haven't seen the like before. So where did you learn all that?"

| Zaranna | 
 
	
 
                
                
              
            
            Knowledge: Geography: 1d20 + 8 ⇒ (16) + 8 = 24
Survival: 1d20 + 9 ⇒ (6) + 9 = 15
Zaranna waits and listens while everyone else speaks, and doesn't interrupt Angus' questions or Guujaw's responses, but after everyone is done, she says
If Guujaw heals us with his wand, then we don't have to camp an extra day, do we?

| Guujaaw | 
 
	
 
                
                
              
            
            Guujaw would take 10 on knowledge geography for a 23
"Some of my knowledge I learned in my youth from men who were wise, even though considered ignorant savages by many. I then had the great good fortune to study at Harvard University. I even passed all the examinations and would have graduated if, of course, they gave degrees to people such as I. But I have few complaints, my life has been on balance good and I have had the great fortune to meet many good and interesting people in my travels. And a few less savory ones like those you rescued us from"

| GM Coyote | 
 
	
 
                
                
              
            
            The group is able to find several campsites. However, Zaranna is able to find an exceptional one marked on the Mexica map. Situated on top of a low mountain, it will provide protection and an ample view of the surrounding area.
”It is about a days ride.

| Zaranna | 
 
	
 
                
                
              
            
            Okay Kuruk, good point. Let's camp and start fresh in the morning.

| John Thomas O'Hanallon | 
 
	
 
                
                
              
            
            "Yes, a little rest and recuperation to get the scabs off sounds good. Nothing like taking a bit of a beating to make you feel alive right?"

| Angus Elphinstone | 
Turning to John, Angus shrugs "You can keep your scabs and the beating. A fine Tennessee whiskey and Cuban cigar is enough to make me feel alive."
'Zaranna picked a good spot, high up, plenty of visibility.' dismounting Marion, he turns "Nice spot, if you ever decide to retire from drake hunting you would make a passable guide." He then winks and smiles.
Unsaddling Marion, he curries the horse, then checks his feet for stones, afterword's makeing sure he is watered. Then he begins to gather wood for the fire. "We'll need to bank the fire and keep it small, so it's not visible to the valley below."

| John Thomas O'Hanallon | 
 
	
 
                
                
              
            
            John Thomas smiles large "Oh the whiskey and cigars are pretty good to, little different, but just as good."

| Zaranna | 
 
	
 
                
                
              
            
            Zaranna laughs at Angus' joke, and helps him gather wood, after seeing to her horse and sending Vala off to hunt for her dinner.

| GM Coyote | 
 
	
 
                
                
              
            
            The newcomers don't have horses.

| Kuruk Vetrov | 
 
	
 
                
                
              
            
            Huera can absolutely accommodate a second rider, buffalo are quite strong and 4 legs gives a massive bonus to encumbrance. As to Ruth... does anyone know if the player is alright we haven't heard from them since 1/17. Starting to think dharmpires draw people who ghost :P

| GM Coyote | 
 
	
 
                
                
              
            
            Ha, I’ll shoot Ruth a PM to see if she’s still in. I’m glad I recruited two in case something like this happened.

| GM Coyote | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Whichever the group ends up going for, we can assume there are sufficient mounts for the party.

| GM Coyote | 
 
	
 
                
                
              
            
            Since Ruth hasn’t responded and it’s now been an entire month, I think we can call that she’s dropped out. If people are ready, we can move to Kaxtilkalli.

| John Thomas O'Hanallon | 
 
	
 
                
                
              
            
            Sounds good.

| Zaranna | 
 
	
 
                
                
              
            
            Let's do it.

| GM Coyote | 
 
	
 
                
                
              
            
            The party travels along, nearing where Kaxtilkalli is mentioned on the map. A small river is mentioned to run on one side of it, the party the side approaches from. As the group nears the fort, they see it. A narrow river, about fifteen feet wide. A small wood bridge crosses it, blocked by a low wooden stockade about ten feet hight. Several Mexica warriors mill about around it. Beyond the stockade is a wood building, though nobody can be seen there.
Place your tokens where you'll want them to be.

| GM Coyote | 
 
	
 
                
                
              
            
            The gate is closed. As an additional note, the bank on the close side is a gradual slope, but the far bank is about six feet tall and sandy.

| Zaranna | 
 
	
 
                
                
              
            
            Zaranna agrees, and says quietly If nothing else, it might get them to open the gate.
She leaves her horse and eagle behind and proceeds to walk closer to the fort on foot and in plain view, and calls out
Hello! We would like to talk to your leader if possible, in the interest of peace.
Diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28
 
	
 
     
    