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"Are you sure that's the wisest course?" Quentin asks hesitantly, following the Kellid.

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You move closer to the ruins. The smell gets a bit strange, like wet grass and rotten vegetables. The raised paths are spongy but easy to traverse. The waterlogged green regions are a shallow bog. and treated in most ways as difficult terrain
Noisy #1: 1d20 ⇒ 9
Noisy #2: 1d20 ⇒ 12
Noisy #3: 1d20 ⇒ 12
Noisy #4: 1d20 ⇒ 1
You hear something moving in the ruins.

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Raijan deserts the overly squelchy bits of ground, and follows after Argor and Igna

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"Taking the gem without knowing its purpose," Quentin answers Argor and follows onward toward the ruin.

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I guess you are waiting for this already...
When you move closer to the building, you suddenly spot four skeletons in the ruins. One of them is burning.
The skeletons begin to move out of the building. double move blue
Argor: 1d20 + 1 ⇒ (3) + 1 = 4
Igna: 1d20 + 5 ⇒ (6) + 5 = 11
Raijan: 1d20 + 4 ⇒ (10) + 4 = 14
Quentin: 1d20 + 0 ⇒ (14) + 0 = 14
Xiao: 1d20 + 11 ⇒ (8) + 11 = 19
Ini burning skeleton red: 1d20 + 6 ⇒ (6) + 6 = 12
Ini skeleton green: 1d20 + 6 ⇒ (10) + 6 = 16
Ini skeleton blue: 1d20 + 6 ⇒ (15) + 6 = 21
Ini skeleton yellow: 1d20 + 6 ⇒ (13) + 6 = 19
Round 1
Skeleton blue
-----
Xiao
-----
Skeleton yellow
Skeleton green
-----
Raijan
Quentin
-----
Burning Skeleton red
-----
Igna
Argor

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Xiao sends a magic missile towards the skeleton with blueish eye sockets. Some parts of the skeleton get loose and drop to the ground.
Two more skeletons move up to you. double move out of the building
Round 1
Skeleton blue -4HP
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Xiao
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Skeleton yellow
Skeleton green
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Raijan
Quentin
-----
Burning Skeleton red
-----
Igna
Argor

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Quentin touches his belt and then reaches over his shoulder to draw his greatsword as he steps forward. He swings the sword at one of the yellow skeletons.
Greatsword: 1d20 + 4 ⇒ (7) + 4 = 11
S: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Swift Action: Mind Barrier prevents 2 HP of incoming damage.

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Raijan sighs as he sees the skeletons approaching. With practiced precision he stabs both his blades into the ground to await his return before dashing under the reach of one of the skeletons to deliver a glancing thwack with one of his "walking staffs"
Acrobatics at Full Speed: 1d20 + 8 ⇒ (17) + 8 = 25
Hanbo: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Bludgeoning: 1d6 + 3 ⇒ (1) + 3 = 4

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Quentin swings his sword at the skeleton with yellow teeth, but misses. Raijin moves swiftly past another skeleton and hits hit from behind. The undead creature falls apart.
Another skeleton approaches, but it's not one you see every day. It's bones are burning and it has fiery eye sockets. When it approaches you feel the heat. The undead sets grass and bushes on fire while it walks, stopping in front of Quentin.
Fire damage Quentin: 1d6 ⇒ 1
Fire damage Argor: 1d6 ⇒ 4
Fire damage green: 1d6 ⇒ 3
Fire damage yellow: 1d6 ⇒ 3
at the start of your/their turn
It's a burning skeleton with a fiery aura, it's claws deal extra damage from the fire.
Round 1 & 2
Xiao
-----
Skeleton yellow
Skeleton green
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Raijan
Quentin
-----
Burning Skeleton red
-----
Igna
Argor

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Stealth: 1d20 + 14 ⇒ (3) + 14 = 17 result is DC to beat or be flat-footed and also be open for Sneak Attack damage
• Igna fires at the Skeleton with the Green teeth
Sling toss: 1d20 + 8 ⇒ (2) + 8 = 101d6 + 1d6 ⇒ (1) + (4) = 5 (flat footed?) if not, remove 4 dam'
Igna steps gingerly out and around, bending deep so as to remain hidden, before hurling her Sling bullet with the halfling staff, aiming for the green hued skeleton.

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Knowledge (Religion) to Identify: 1d20 + 9 ⇒ (8) + 9 = 17
Quentin shies back from the heat. "The flames on this skeleton make it more dangerous. Try to stay back!"

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Spot Igna?: 1d20 + 0 ⇒ (8) + 0 = 8 fail
Sorry, my mistake, I forgot to remove blue from the map, it's 'already dead'. And assuming you identify the burning skeleton as the greatest threat, I'll let you attack this one.
Igna shoots from behind Argor's back, but the sling stone goes wide and hits a stone wall. Xiao hits another skeleton with a force missile. Argor's mighty blow finally dispatches the undead thing. The skeleton explodes into a burst of flames before it breaks down into a pile of bones.
Fiery Aura damage Argor: 1d6 ⇒ 6
Fiery Aura damage Quentin: 1d6 ⇒ 3
Fiery Aura damage green: 1d6 ⇒ 5
Fiery Aura damage yellow: 1d6 ⇒ 2
It's fiery aura burns down another skeleton, but the remaining undead swings at Quentin.
Claws vs. Quentin: 1d20 + 2 ⇒ (2) + 2 = 4
Round 2 & 3
Xiao
-----
Skeleton yellow -5HP
-----
Raijan
Quentin -4HP
Igna
Argor -10HP

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[b]"What the...?!"[/b[ Igna says as the skeleton explodes.
Her staff devoid of bullets, she moves in and swings at the remaining skeleton... before realizing, too late, that she was holding the staff upside down!
Attack: 1d20 + 8 ⇒ (1) + 8 = 91d6 ⇒ 3

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Grr. Post got goblined
Acrobatics for long jump: 1d20 + 8 ⇒ (6) + 8 = 14
Acrobatics to avoid AoO at full speed: 1d20 + 8 ⇒ (2) + 8 = 10
Raijan squelches through the swamp before hurling himself up and over Igna to land next to the skeleton. provoking
Hopefully Ducking under the skeleton's swing he lashes out once more with his short staff.
Hanbo: 1d20 + 7 ⇒ (18) + 7 = 25
Bludgeoning: 1d6 + 3 ⇒ (4) + 3 = 7

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I think Kaminari finished the last one. Damage on Quentin should be -1 HP. The aura never took place as the burning skeleton died before Quentin's turn, and Mind Barrier prevented 2 of the 3 damage from the explosion.
"What's next?" Quentin asks, looking around the ruins warily.

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Xiao finally dispatches the last skeleton before Quentin moves into the ruions to find a steel box filled with interesting stuff: a wand, a smoked glass bottle and a potion.
The smoked glass bottle contains a bottled scream.
Wand of burning hands.
Potion of fly.

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Raijan retrieves his swords, but is of questionable help in identifying much of anything...
Now this is why you should really label your gear. If I'm bleeding out on the ground, I don't have time for some well-meaning passer-by to carefully divine which wand cures me and which one sets me on fire.

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"Perhaps we should bury the remains," Quentin suggests.

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Igna is ready to help deal with the remains.
"Or ask the villagers how and where they want them disposed?"

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Lets take care of that on the return trip. We still don't know why there were skeletons here.
With swords at the read, Raijan creeps farther forward into the ruins.

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While some of you discuss what to do with the bones, Raijin and Argor continue to search the ruins, but the chest Quentin found contains the only useful things remaining in the ruins. There's not much more to do here. The ruins are just the remains a farm building, there's not much to explore.

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Conclusion
You return to Rosehaven to look for Armeline and finish your task, but you find out that she died in the recent attack, defending the village.
You stopped Gyronnan's influence in this area and the people of Rosehaven no longer need to fear a sudden and violent death. They resume the festival. Constable Tivareau does her best to lead the prayers and celebrations in his absence, but the rest of the festival is muted.
At the culmination of the celebration, the villagers hold a ceremony of forgiveness. Several villagers apologize to you for suspecting you of murder.
Back at the Woodsedge Lodge, Venture-Captain Petulengro eagerly asks you for a report of how your mission went.

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Would've gone better if we'd met Armeline, if I had to guess.

GM Hmm |
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The Woman in Red finishes watching the footage, then steps in front of the screen. “Okay, so that is one way this could have gone. But it could also go like this...”
Hmm clicks “Deleted Scenes” on the “Bonus Content” Menu of the Scenario.

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Igna smiles as she is carried back in time to see how things could've been.
She pipes up: "Can I be made a half inch taller, ma'am in red?"

GM Ladile |
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The screen goes black for a moment and then the 'Deleted Scenes' begin to play. Time is rewound for the village of Rosehaven and for the brave Pathfinders who are our protagonists, back, back to an earlier point in time. Our heroes have just returned from Elm's home, having uncovered more questions than answers in the time they spent there...
_______
The late afternoon sun bathes the village of Rosehaven in a soft, golden glow as the group strides back into the Rosehaven village square. Constable Tivareau and one her men, Emile, follow behind you. Adrien, her second, had remained behind at Elm's home to keep watch until the druid's body could be removed. The lawwoman has been strangely silent on the trip back into town and each of you get the feeling that she has been watching you closely, perhaps sizing you up.
Looking around the square, it seems as though the gourd-carving part of the festivities has come to an end and you can see many of the villagers making their way homeward. However, several small groups still dot the square, huddled together and conversing among themselves. You notice that many of them stop and give the group accusatory glares or simply watch in silence as you walk along. As you approach the Temple of Shelyn, one woman breaks away from a group of villagers and comes striding towards you. As she gets closer you can see that she is a tall, half-elven woman with her long blonde hair woven into a pair of braids. "You! I should have known that your ilk showing up here in Rosehaven could only bode ill," she exclaims, pointing an accusatory finger at the group. "It's not enough to chase me down like a dog but murdering an innocent? Elm did nothing to you *or* your employers!"
As the woman stands there, hands balled into fists, you realize that this must be the woman you came to find - Armeline. Constable Tivareau quickly steps forward, placing herself between the angry half-elf and the party. "Whoa! Armeline, calm down before you do something you'll regret later, okay?" Tivareau cautions. "Calm down? If you knew anything about these people and who they work for you wouldn't be telling me to 'calm down', Elise!" Armeline hisses through clenched teeth. Meanwhile, the raised voices have drawn the attention of everyone still remaining in the square and dozens of pairs of eyes watch the unfolding scene in rapt silence.

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Igna sees these strong woman, and is quite in awe.
She has not much to say, though, not knowing to calm this anger.
Igna goes to stand beside Argor, to show that she is with him, and supports his claims.

GM Ladile |

At Argor's words, Armeline's jaw drops with surprise...but then she utters a derisive laugh. "Really? I'm supposed to believe that the Society wants to make amends? That that's the only reason you're here? Nevermind just how much of a coincidence it is that Elm's found dead right after you lot show up here in town, asking questions. Don't make me laugh!" Several of the nearby villagers glance at each other, murmuring quiet and not-so-quiet agreement.
"I knew they were up to no good as soon as I laid eyes on 'em!"
"No doubt, they've all got that shifty look about 'em, especially that fellow with the grim face and the bird-man!"
"People, people PLEASE - calm yourselves!" Constable Tivareau exclaims, trying to reign the situation in. "I promise you that we'll get to the bottom of all this, as soon as possible! And that these people must be considered innocent until proven otherwise, no matter what sort of personal dealings you might have with them," she says, shooting Armeline a stern look. "That being said..." the constable heaves a regretful sigh, "...I *do* think it might be for the best you folks to stay in quarters at the Silver Flute tonight."
She quickly holds up her hand to silence any protest. "Not that I necessarily believe that you're responsible for Elm's death, but Armeline does have a point - you're new to Rosehaven and Elm's been dead less than a full day. To set everyone's minds at ease and for your own safety, I insist that you confine yourselves to the Silver Flute until I can verify your story. If it'll help alleviate some of the inconvenience, I'll cover your room and board. In the meantime, I'll send a messenger to verify your story with the captain of the boat you arrived on; with a bit of luck I'll have concrete proof of your innocence by tomorrow morning."
You look around. It's clear from her expression and body language that Armeline has little to no desire to listen to anything that you have to say at this point in time, but Constable Tivareau might be another matter. You can tell by the look in her eyes that she doesn't really believe you to be Elm's murderers but she's caught in the precarious position of trying to keep the locals from panicking or worse. Still, if anyone would be inclined to listen to reason, it'd be her...
_______
You might be able to talk your way out of being confined to quarters but you'll need to make it good. I'll need a Diplomacy or a Bluff check and the rest of the group may Aid Another in this as well. It's also possible to receive a small bonus for good roleplay!

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Diplomacy Aid Another: 1d20 ⇒ 19
Bluff Aid Another: 1d20 ⇒ 11
Igna is a little lost at first, wondering what it will be like to be locked up, and if things will go bad.
But she then looks around, to see if there is one who is better with words than she is, and starts thinking of what she might say to help that one convince the locals that though it is a good idea to calm them by locking the Pathfinders up, it might be way better to use their skills to ferret out the real killer.

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Diplomacy: 1d20 + 4 ⇒ (2) + 4 = 6
"No, please, not another false accusation of murder," Quentin says, barely hiding his frustration. "The poor man was dead long before we arrived in town only a couple hours ago."

Bot-O-Matic |

Botting a little bit to keep us moving along!
_______
Tiny little Xiao clears her throat and steps forward, giving Constable Tivareau, Armeline, and the watching villagers a pleading look. "Honorable people of Rosehaven, please hear us out - we could not possibly have committed this crime, for we were most certainly still navigating the Sellen atop Master Hugo's boat. I am sure that he would vouch for us, if you must check with him," she says softly. She looks around and satisfied that she has everyone's attention, continues. "It is true that we were sent here by the Pathfinder Society to reach a reconciliation with Miss Armeline, to apologize for wrongs committed against her long ago. Forgiveness is the only reason for our presence here in Rosehaven this day - not murder. This I swear to you in the name of Korada, Open Hand of Harmony."
Diplomacy: 1d20 + 9 ⇒ (14) + 9 = 23