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Unless he has some other bonus, I'm ok--still have my shield in hand, so AC is 18. :)
Graxzos grunts as he just manages to absorb the heavy blow in his shield. "Stay...down!"
Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d10 + 2 ⇒ (8) + 2 = 10
Unfortunately, the zombie now has its full attention on him, and Graxzos scowls as it hisses and draws backward, his ax plunging into the ground where its foot was.

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Sapper is torn. He still wants to blast the zombie, but Graxos is still too close. Since Sapper is a firm believer in the "don't burn your friends" school of thought, he reloads his cross bow as fast as gnomishly possible.

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Yndra takes on a kinder tone of voice when she realizes that they're dealing with a mindless undead, almost as if talking to a child or a halfwit. "Well, aren't you a poor fellow... Can't really blame you for this, then, can I? Still, we should have a good word with whoever saw fit to made you like this. Yes, we will. It'll be ok, don't worry. Still, we can't have you running around like this."
While talking, she takes a step to the side, (taking care of the body lying there) and tosses her quarterstaff behind her. She takes the axe from her belt and, hefting it in two hands, sweeps it in a large arc in front of her.
5 foot step, drop quarterstaff, draw battleaxe as move action, attack with the axe two-handed.
Attack +2 flank: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

GM Aarvid |

With the second dwarfs axe slashing into its torso, the zombie collapses to the ground, once again lifeless.
--- end combat ---.
The other bodies in camp are dead and mulilated but from a short distance away you hear weak cries for help.

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Majal spurs her horse to move near the campfire, but quickly realizes that the poor animal is almost panicked tanks to the zombie's presence and doesn't even budge.
With a sigh, she climbs down - unsing her trusty goat as a stepping stone (she is quite thin and light after all) - and then moves slowly towards the scene.
"Well done. Now what is this sobbing?" she points towards the tent with her walking stick, then pokes with her staff into the zombie to make sure that it is indeed dead again.

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"Gaha!" Graxzos crows as the zombie falls. "Always trust a dwarf t'get the job done!" He attempts to high-five Yndra, grinning.
As Sapper heads over to the tent, Grax quickly puts his shield back away and reloads his pistol, keeping one eye on the gnome to make sure nothing untoward happens.

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Thaia reloads and looks about.

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Yndra looks at Grax's hand in the air, and looks behind her. "Who were you waving at?" she asks when she doesn't see anyone there. Not really waiting for an answer when she hears the cry for help, the woman makes a small hand sign in prayer over the now still corpse of the zombie and then picks up her quarterstaff, still holding the axe in the other hand. You never know if there are more.
She then walks in the direction where she here the cries for help from, moving at a brisk pace. "Help is on the way," she calls out in a matter-of-fact voice. "Don't keel over just yet."

GM Aarvid |

Amongst the ruined mining equipment are two masterwork heavy picks and a masterwork heavy wooden shield.
Three members of the Gold Crown crew were still alive after the initial attack, having barricaded themselves in a supply shed far from the festrog and zombie.
Only one miner clings to life of the three originally trapped here. The other two expired sometime yesterday.
The moment he heard the sounds of combat or intelligible voices, he cried out for help.
"Thank you so much. I thought I would perish with the others. Please. I must get back to Fort Bandu and tell their families. I can make it with a bit of rest. But there are others still possibly alive."
The remaining miner from the Gold Crown company is severely injured and suffering from both starvation and dehydration.
He is ill suited to travel forward with you, but if provided food and water, he can return to Fort Bandu on his own.
Kobold raiders kidnapped 10 or more members of our crew and marched them off deeper into the Bandu Hills—
likely to a major kobold settlement in a forested valley about 15 miles away...that way.
He points as he leans against the side of the shed.

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Yndra puts down her axe and staff, squatting next to the wounded miner to comfort him. "There, there. It'll be all right. Here, this should make you fell better."
Wand of cure light wounds: 1d8 + 1 ⇒ (5) + 1 = 6
"Majal, could you get in here? This man is in need of some attention..." Yndra continues to mother over the miner, giving him food and water while trying to get him to talk about what happened. "These kobolds... Do you know why they came here? Did they say something, was there a leader type? A necromancer, maybe?"
Diplomacy: 1d20 + 1 ⇒ (9) + 1 = 10
-Posted with Wayfinder

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I'm going to retroactively burn a CLW charge off your wand if I may, Yndra. I feel like it's only fair (especially since I'm pretty sure that festrog would've lived if I'd decided explicitly not to do that before the battle...). Thanks!
"Wasn' wavin' at...ah, never mind," Graxzos mutters, looking slightly abashed. He perks up slightly, though, when foes are mentioned.
"Kobolds fer the killin', eh? Ahahaha! Don' worry, little man, we'll get yer friends back!" The dwarf grins and squints into the distance. "Let's set 'im back on 'is feet and get goin', ladies! And gnome."

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Who is that Festrog guy? Am I missing something?
As asked, Majal comes over to the shed, looking with pity upon the poor man. "My, you are lucky we came by boy. It's best you take it easy from now on, my friend Yndra gave you enough water to get back to the fort and give a report, but make sure about your own safety first. Rest a little." she begins to examine his injuries haphazardly, but anyone who is actually a skilled healer would notice easily that this is all a facade. She uses the opportunity to weave some magic into her touch, and where she holds her hands over bruises, they vanish.
Healing Hex: 1d8 + 3 ⇒ (2) + 3 = 5
Once Graxzos has spoken what he seems to deem an inspirational speech, she looks grimly at him. "Don't forget, there might still be a less violent conclusion to this. Non-violent will not be an option though, I fear. Too much killing and raising the dead was already done. But if we manage to squash the necromancer responsible for this, the kobolds may leave in peace.". A sad smile appears on her face.
"Be gentle in memory of my stepson Flik."
Bluff: 1d20 + 10 ⇒ (17) + 10 = 27

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Sorry--the festrog was the first undead we killed. We didn't ID it, but Aarvid mentioned it in a post and I recognized the image from a Bestiary. (3? 4? I forget) :)
"Bah. I'll do what I can, Majal," Graxzos grumbles. "But'cha gotta remember that most kobols'd kill a lady like you soon as look at ya!"

GM Aarvid |

"Thank you all. Pathfinders? Well that is a surprise, but I am grateful nonetheless.
This mining operation opens up two mutually exclusive opportunities for members of the Exchange faction.
(1)On one hand, the faction PCs use their rescue of the miners to impress the Golden Crown Company,
leveraging their heroism to secure a lucrative deal or contract. Even if all the miners are slain, returning the logbooks to a Golden Crown representative in Fort Bandu would be an important sign of goodwill.
(2)Alternatively, the PCs could sell the mine’s location to the Deeptreasure Mining Company (a much more powerful, albeit less scrupulous operation).
In doing so, the Exchange would gain an even more powerful friend in the region while sabotaging its competitor’s investments in the region.

GM Aarvid |

The lone survivor makes his way back to Fort Bandu but begs you to press forward to save his friends.
Good luck, friend!"
The fifteen-mile journey from the Gold Crown mining camp takes the PCs on a long and treacherous route through the wilds of the Bandu Hills.
Without trails to guide you, must succeed at survival checks to avoid becoming lost and accruing another delay.
Since you set out from Fort Bandu during the day, it’s now dark and cool enough that there is no further danger from heat.
Let me know if there are any special actions. Otherwise, during the trek, everyone make a perception check...

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As the party is leaving, Graxzos scoops up a set of books from off the table in the tent. "I'll jus' hang on t'these...give 'em to the folks what are missin' them."
On the trail, Grax once again takes the lead (unless Thaia's guide can lend a hand? Not sure how that mechanic works), scouting ahead to try to locate the trail.
Survival check to avoid becoming lost: 1d20 + 7 ⇒ (10) + 7 = 17 Not sure if the +1 machete bonus to "get along in the wild" applies here or not.
As they trudge through the twilight, he remarks, "Well, this is a lot better'n that scorchin' heat, at least!"
Perception: 1d20 + 2 ⇒ (12) + 2 = 14

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survival (aid, with compass): 1d20 + 8 ⇒ (6) + 8 = 14

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Once darkness comes down on the grup, majal pulls out an old and rugged compass, which all Pathfinders should be swiftly able to identify as a wayfinder. She whispers something towards it with gentle voice and the lid begins to shine. She then gives it to Graxzos.
"Here, take this to guide us through the wilds. The night is a treacherous time, and the jungle a treacherous place.
We may need any help we can find, even from an old trinket like this one." having said that, she winks at the dwarf and chuckles.
She then walks towards her familiar, whispering something in Esmeralda's ear and climbs up on Pancho again.
While on the way, she makes sure that a light spell is always active on her walking staff, so that the group doesn't walk in the dark.
She also makes sure she is not at the rear - no need to use an old woman as bait.
Survival, aid: 1d20 + 4 ⇒ (13) + 4 = 17
The wayfinder gives Graxzos a +2 bonus to survival and shines light as a torch

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Yndra seems pleased with walking along at night. "Thanks heavens it's cooler than during the day." She gives Grax a disparaging look, a dwarf having to carry a lantern at night.
She herself walks a bit behind the group, so that the light doesn't interfere too much with her darkvision, and that she some time to think about the day's events.
Survival, aid another: 1d20 + 3 ⇒ (6) + 3 = 9
Perception: 1d20 + 7 ⇒ (17) + 7 = 24

GM Aarvid |

During your trek to the valley, Yndra, Sapper and Majal notice something moving, shadowing your group from a distance.
At a couple points they glimpse yellow fur with black spots which quickly vanishes behind the foliage several hundred feet away.
With the expertise of the party, you have no problem following the trail in the direction the liberated miner provided.

GM Aarvid |

You press onward towards the valley and eventually reach its edge, with only an occasional spotting of a pair of eyes at a distance in the night.
This ancient valley nestled in the Bandu Hills is well hidden, being almost impossible to spot from more than a mile away.
Ancient megalithic stones—most of which are toppled and partly buried—ring the border of this deep valley.
These stones, long since weathered by time and encrusted with vegetation, serve as the only indication
that humanoids may have at one time settled this region.
The thick forest canopy of the valley below hides any sign of civilization—ancient or otherwise— from outside observers.
From the edge of the valley, the PCs must navigate treacherous terrain to descend 300 feet into the dense jungle below,

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Not sure if the comma at the end there is because your post got cut off (do we need more info) or just a typo... :P
Graxzos stares around for the "cat" as they walk, though he doesn't see anything. When they get to the edge of the cliff, he covers the wayfinder in his huge fist, squinting around carefully. "Don' want us t'be an easy target for whate'er might be down there...Damn, those are some big rocks."
Staring down into the canyon, he adds glumly, "Welp. If I knew we was gonna be climbin' down cliffs I'd've bought me a kit and some grapples...guess we'll have to make do." Slinging his pack off, he roots around and comes up with a coil of silken rope. "I got 50' here...anyone got enough t'make up the rest? Or a spell to magic this longer?" he asks hopefully. "If not, we may be freehandin' it..."

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"I got 50' here...anyone got enough t'make up the rest? Or a spell to magic this longer?" he asks hopefully. "If not, we may be freehandin' it..."
"Please." Thaia looks offended at the very idea that you thought she might carry something as crass as rope. "We'll just have to find another way down."
She confers with her guide.

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"I'll use the circling carrion birds as a guide."
"You may have noticed we have a goat and a mule and a rather old woman with us as well, Mr. Flapper. Where you planning on lowering by them with your prodigious might all on your own? Or perhaps just carrying them down one by one on your back?"

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Sapper chuckles, Goats and mules can climb better than we can. As for kind Majal, we could easily secure her between the larger members of our party.

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Yndra looks doubtful. "Well, I have a coil of rope as well, if that helps." She surveys the terrain before them. "I think the animals might be fine, as sapper says/ The footing's a bit unsure, but it's not that steep, is it?"
From the description: "navigate treacherous terrain", I don't think it's a sheer cliff, but don't have a clear picture of the situation... Can we get any indication of the level of peril, or what it would take to descend? A survival check perhaps, to learn something more?

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Graxzos rolls his eyes at Thaia as he sets about knotting the ropes together and eyeballs the descent.
Survival, if it helps: 1d20 + 7 ⇒ (3) + 7 = 10
It (probably) does not.

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As I envision it, it seems like a very shaky climb but nothing a goat or mule would find in any way offensive. The rope we got will propably suffice - changing the trees we use as anchors from time to time.
Is that correct GM? It was slightly unclear
"While it is true that we have two old women with us, we are not yet dead missy! I'm sure we can make the climb with a little help from you youngsters. And the animals will be just fine, this is nothing for them. Well Pancho may have some problems." She climbs down from her horse, pats it on the back and slowly walks to Graxzos.
"And with sadness I must admit that there is no rope magic hidden inside my scarfs." she whispers to him with a wicked grin.

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Going by the map the cliff looks to be a nearly shear 300 ft. drop.

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Indeed. I missed that there is a map. :/
After she had walked towards the cliff, she looks down and then back with a sour face.
"Or we search for an alternate path. That might be a good idea."

GM Aarvid |

Lol- sorry I was in a hurry this morning and put "cliff" on the map link since it was shorter
to type than "edge of the valley that is still pretty steep but not a vertical wall to climb".
They did not provide a map for this part.
The party approaches the valley edge, Graxzos admires the ancient stones and gives a half-hearted look for an alternate descent route.
From the edge of the valley, you must navigate treacherous terrain to descend 300 feet into
the dense jungle below, a feat that requires a successful DC 14 Climb check (you can take-10 if not in combat or otherwise distracted).
The animals can climb down too, as it is terrain a mountain goat would enjoy.
The mule maybe not as much, but still not necessarily needing to grip a rope.

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You had to pick the flip mat called "Last road", did you? :P
Yndra gives Majal a scowl, although a twinkle in her eyes shows she isn't malicious. "Who are you calling old? That goat of yours, perhaps? Or do you mean you're old enough for two? I'm barely over 200 and quite capable of handling myself, thank-you-very-much!"
"Pah, old... " she mutters to herself, as she hoists her backpack back on, grabbing her quarterstaff and the rope to help her descend.
-Posted with Wayfinder

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Graxzos pauses in his rope-tying, chuckling at the "spat." "Aye, y'know, it don' look too bad, truth t'tell. I can help out those what be needin' it, an' I bet even Thaia can make it down. If 'er skirts ain't wedged too tightly up 'er bung, that is," he adds in an aside to Sapper. He winks and begins down. "Jus' follow me 'n Yndra!"
Graxzos can take 10 to succeed at that DC, and he'll try to assist others as well if anyone needs it. GM, just in case it's relevant...Grax doesn't lose his DEX bonus to AC when climbing. (I feel kinda exposed. :P)
Climb (aid another): 1d20 + 5 ⇒ (18) + 5 = 23

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DC 14 is rather harsh on old Majal with her -2 modifier, so she will gladly accept any help ;)
What about her horse? does it need help?
The crone does nothing but snicker at Yndra's comment. She seems to enjoy herself quite a lot during this journey.
"So who of you young whipippersnappers will help Mama Majal down?" she looks at the young dwarven lady with expectation in her eyes, as if to challange her.

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I still think I want tied on. Some of those rocks might as well be cliffs for my shortness...
Also needing help. Taking 10 vibes me an 8.
climb: 1d20 - 2 ⇒ (3) - 2 = 1

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Just as a side note a DC 15 (I know ours is 15) would be "Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands." so the map depiction is pretty close to correct.
Thaia waits to see if Jakata knows of another way nearby first.
If the scout has no options and knowing what a fall from roughly 30 stories could do to a person, she suggests taking a moment to leverage the group's resources and reassess the strength of its core values.
- Resources
- 100 ft of rope
- one mountain goat
- Liabilities
- 300 ft of cliff
- lots of non-climbers
"Hmm...."
- Additional Resources
- a jungle full of vines!
Using her knife, Thaia cuts down some jungle vines and begins braiding them together.
Craft (rope from vines): 1d20 + 3 ⇒ (15) + 3 = 18
"Well what are all of you waiting for?"
What about her horse? does it need help?
Probably not much, I have a friend who had an ox as an draft animal. With it's Strength modifier it could climb like a squirrel--a squirrel with hooves, but still. Just imagine if you'd brought your pet whale! ;)