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well then:)
Degbie hurries over to the inn, grabs a hold of the hanging chain, and climbs up the sign to disconnect it at the top of the other chain.
Athletics +6 if you need a roll. If not successful, he can try other ways.
"There t'is then," he boasts before making his way back to the apothecary.

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Be sure if you have trained skills you are putting them to use. We've all got perception but not everyone has Medicine, Nature, Society, Arcana, Craft. I'll work on the Craft checks.
"A cold iron buckler? No wonder they left it, not great unless yer planning on bashin' things that don't like cold iron!" He sighs, a bit annoyed at the seemingly wasted piece. "At least its worth a bit of coin, let's take it back with us."
He looks back into town and sees the others hard at work and no signs of undead patrols. "I'mma gonna head to the Chapel. Looks like we've got the guardhouse and armory all sorted, best help the others now."
I'll check out the Chapel and that Craft Check. +4 or +5 if its Blacksmithing.
As Klank runs into the others he lets them know "I fixed up that wagon, anything big we should take with us toss in the back and we'll see about hookin' that horse up to it for the ride back."
Site List: What's Done and What's Not.
I added a slide with the town sites and notes on each check if they are completed or not. Please take a look GM to make sure I didn't screw it up. Players please take a look to coordinate our efforts.

GM Rinaldo |

Sorry about not posting Friday or Saturday - I was hoping Zhera would post. I'm going to resolve everyone else's actions, and allow Zhera to post an action for this round as well as the next.
Ezekiel: Apothecary Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Degbie: Apothecary Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Conso: General Store Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Veshki: General Strore Perception: 2d20 + 5 ⇒ (3, 4) + 5 = 12
Klank: Chapel Crafting: 1d20 + 4 ⇒ (15) + 4 = 19
Ezekiel and Degbie look around the apothecary. Grime-caked and smashed glass cases occupy much of this building, and dusty shelves line many of the walls. A door to the northwest leads to an emptied storage closet. Though most of the supplies are gone, they do find valuable scented candles, oils, and dried herbs used for aromatic, medical, or therapeutic purposes. There is enough to be worth bringing back for use or sale by the lodge.
Klank comes into the chapel and notes that the flames that burned the body in the pew do not have a natural burn pattern. They were most likely magical. He doesn't note anything else of interest.
Conso and Veski go into the general store. It appears that a fair amount of food was left behind, and they start to inventory what might still be edible. Sadly, neither of them notices the layer of mold that has grown over many of the shelf units, and after a short time begin having difficulty breathing.
Sadly you both missed the perception check to notice the hazard, so you have both been exposed to a poison. I need each of you to roll two Fort saves, and let me know if you have any bonuses that might apply to poison. The poison resolves after two rounds, so there isn't time for anyone other than yourselves to do anything to assist. If either of you is carrying an Antidote elixir, you can take it to help with the second check after you realize you are poisoned.
After you resolve the poison, you will need to figure out a way to deal with the mold before you can resume searching. Either of you can attempt a trained Nature or relevant Lore skill check to recognize it. Other people can come over to make the attempt on the next search round.

GM Rinaldo |

OK, 2nd edition poison rules:
On round 1, if you make the save, you are fine. If you fail the save, you take the "Stage 1" damage and continue to round 2. Veshki succeeded at the first but Conso failed.
Poison damage: 1d6 ⇒ 1
On round 2, if you make the save, you reduce the stage by 1; since you were at stage 1, that finishes it. Conso succeeded at the second save, so takes no further damage. However, he is drained 1, which is similar to CON damage in 1st edition. Until your next night's rest, you are at -1 penalty to all CON based checks, and your current and max hit points are reduced by 1.
Veshki manages to hold her breath as the two back out of the building, but Conso inhales some spores and comes out wheezing a bit.
Veshki recognizes the spores, and realizes that in direct sunlight or if exposed to fire, the spores won't "puff" out on contact and could be cleaned off. She also knows that if you can find a way to damage the spores without destroying the things they are on, you can neutralize the effect.
It is possible to hold your breath for rounds equal to 5+CON mod; repeatedly holding your breath to explore the building and coming out to breath seems like a tiring task, so if you want to try to explore the building while holding your breath, I will let Veshki do so, but require a Fort save to avoid becoming fatigued. Conso is already fatigued from hustling during the trip here, so I will not allow him to do that.

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Klank sees and hears the others coming out of the general store coughing and wheezing, especially Conso "Dusty in there? You say mold?" Klank tries to remember if he's heard anything about the mold before... Dwarves have been dealing with molds and fungus from living underground for centuries.
Recall Knowledge Nature vs Mold: 1d20 + 5 ⇒ (4) + 5 = 9
"Nope, never heard of anything like that, but if sunlight does the trick then what is we cut a hole in the side of the shop and let the light flood in?" He offers up a simple solution. He may not be a genius, but simple solutions are something he has to come up with often as a blacksmith.

GM Rinaldo |
1 person marked this as a favorite. |

We're still in the most recent 10 minute block, so Klank technically isn't in this yet ... he can join in the next block if he chooses, but Veshki and Conso can still finish this one.

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Conso looks at Veshki. I fink I may see if I can be of any help elsewhere. Ah, feel free to look around en dere some more ef you like et dough, of course. And then he stifles a cough.

GM Rinaldo |

So I just realized I left out an important piece of information: a Survival check could be used to carefully clear the mold. Failure could trigger another release of spores, though, so don't try unless you feel your skills are up to it.
If neither Veshki nor Conso is able to do anything, we can go to the next time block and let someone else try to deal with it.

GM Rinaldo |

Despite the wheezing in his chest, Conso carefully steps back in, and with slow, deliberate motions, carefully brushes the mold from the shelves.
Sadly, the only thing of actual value in the store is a bag of oats.
I know, really anti-climactic.
===========
You have now been in the village for 30 minutes. There are more things to investigate here, or you can move on to the College.

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"Do we think there is anything else of merit here, or is it time to make our way to the college?"
Do we want to test our luck time-wise and do another round?

GM Rinaldo |

Remember,when you got to town, based on the scout you saw, you expect you have a few hours total before it gets unsafe.

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"Could use a bit o' help. Might've broken a rib or three." Degbie cradles his right ribcage with a wince.
I'm up for another round. I think we can use people to finish up with the bodies outside and help out identifying in the inn too. Plus I need some healing, so I'm out for at least 10 more minutes.

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The Kernal comes Klanking up to the others as they gather to debrief "That burnt fella in the chapel: magic fire best I can tell. Certainly not the kinda burn patterns I see at the forge." He checks another thing off the imaginary list.
"I think we still got. Degbie n Conso certainly could use some treatment if anyone knows a thing er two about first aid. In the mean time it looks like the Inn, Chapel, and Fountain needs a bit more work fer those that aren't givin' first aid?" He heads back to the Chapel to check up on some things he didn't have a chance to look at earlier.
Seeing the list of remaining skill check options the only ones I'm trained in that aren't completed is Nature and Perception. Going to hit up that Nature check (+5) at the Chapel.

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I have a Healer's kit and I have a +6 to Medicine, so I can spend the round healing Degbie.

GM Rinaldo |

Klank, the Nature check actually gives the same information as the Crafting check you already passed, so no need to spend time on that one. Also, I believe someone already succeeded at the medicine check, and the Perception repeats that, so you can mark that off.

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I should be all right for now. Did I hear someone say somefing about a body en the enn? I can go take a look. Perhaps someone can take another look at that one over dere. Conso points at the body in the square he examined earlier and then heads over to the inn where he takes a look at the corpse.
Medicine +5

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Klank, the Nature check actually gives the same information as the Crafting check you already passed, so no need to spend time on that one. Also, I believe someone already succeeded at the medicine check, and the Perception repeats that, so you can mark that off.
Perception is listed twice at the Chapel: Is that an error? If the perception to search that building hasn't been completed then count me in on that one. Otherwise I'll perception the body at the Fountain. +7
Klank follows Conso's point and nods "I'll get over there once I finish here."

GM Rinaldo |

Klank: One was for the body (and duplicates the Medicine check), the other is for searching the building. That has already been done, finding the town documents and a wayfinder.

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Klank: One was for the body (and duplicates the Medicine check), the other is for searching the building. That has already been done, finding the town documents and a wayfinder.
Klank taps a finger to his forehead and shakes it off "Yup, I'll check on those corpses at the fountain." Fountain Perception +7

GM Rinaldo |
1 person marked this as a favorite. |

Sorry guys, I was not feeling well yesterday and forgot to check in.
What I have for this round is:
Ezekiel - treat wounds on Degbie (Medicine +6)
Klank - Examine corpses near fountain (Perception +7)
Zerhayiss
Degbie - receiving healing
Conso - Examine body in the Inn (Medicine +5)
Veshki
Need to hear from Veshki and Zhera.

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"Veshki come lend yer eyes over with me at the fountain. I don't want ya gettin' distracted with too much time on yer hands. If ya want I can give ya the step by step on smithin' up a wagon wheel." You'd think he's joking about this, but it sure doesn't look like he is...

GM Rinaldo |

Ezekiel - treat wounds on Degbie Medicine: 1d20 + 6 ⇒ (7) + 6 = 13
Degbie - receiving healing
Conso - Examine body in the Inn Medicine: 1d20 + 5 ⇒ (11) + 5 = 16
Klank - Examine corpses near fountain Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Veshki - Examine corpses near fountain Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Ezekiel works on Degbie, but the wounds appear to be deep and are difficult to bind. Not a success, unfortunately. You can try again after 50 minutes have passed.
In the Inn, Conso looks over the body, and is able to put enough parts of the skull together to realize this was a gnome or halfling. It is wearing plate armor with symbols, though they are burned and smudged. The Religion and Society checks listed are to try to make out the symbols through the damage. The two checks provide different information, so if people have them it might be worth trying both.
Klank and Veshki take inventory of the bodies around the fountain. Only one stands out, a human who shows signs of having been strangled and bitten severely. Its clothing was once fine, but is now tattered and filthy. The Society check listed is to try to learn more from the style of the clothing.
That's 40 minutes spent in town. Ready for another round of searching!

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"I believe there was a body in the fountain that we've been having trouble with. I'd be happy to lend my expertise to the examination."
Society +7 at the Fountain. I'm also trained in Medicine +6 and Perception +6.

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"Thank'ye for tryin' Ezekiel." Degbie begins rumaging around his rucksack, searching for the potion he'd bought a few months prior. This is why I should have picked up 'nother potion instead of that leapin' elixir," he mutters under his breath.
Did we end up finding a cure light out here? Rather use the disposable for now instead of from my own stock if possible- just in case it gets bad later.

GM Rinaldo |

Did we end up finding a cure light out here? Rather use the disposable for now instead of from my own stock if possible- just in case it gets bad later.
Why, yes! You have two minor healing potions.
And yes, Conso could borrow the healing kit; however, the Treat Wounds "reset time" is on the recipient, not the provider. Degbie can't receive another Treat Wounds until next hour, regardless of who does it.

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Klank and Veshki take inventory of the bodies around the fountain. Only one stands out, a human who shows signs of having been strangled and bitten severely. Its clothing was once fine, but is now tattered and filthy. The Society check listed is to try to learn more from the style of the clothing.
"That guy didn't stand a chance... fine clothes, where's his armor? Someone that knows more about fashion than the likes of us needs to take a look." Almost like he was sending out a telepathic message Ezekiel walks up.
"Fella in question is right here. Maybe you can get some more info on who he might be. I'm gonna go take a look at that body at the inn with Conso." Off goes Klank, all business. Perception +7
Put those healing potions to use Degbie!

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Giving up on his rucksack for now, Degbie turns to the departing wizard. "Ezekiel, mind if I drink one o' them potions? Gotta get me up n' ready if needs be." Then nods toward the inn. "After that, I'll help t'lad in the inn. We should be movin on t'o. We've nae got much time 'fore more of 'em deadies are back."

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I'd say drink them both if you're the only injured one and you're still 13/20

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Veshki shrugs at the dwarf. "Southerner fashions are a mystery to me. Far too much spent on silly whims instead of practicality."
I think I've reached the limits of my talents here. Don't seem to be any checks I can contribute to now. Can I harness the horse to the wagon?

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Fair enough.
As the magical potion begins to mend his injuries, Degbie stops only long enough to breathe before finishing the other.
Minor Healing Potion: 1d8 ⇒ 8

GM Rinaldo |

Klank: the group has already ascertained everything a perception check can find in the inn. Religion and Society are the unfinished checks here.
Veshki: Harnessing the horse to the wagon is easy, since Zhera and Ezekiel calmed it.
Degbie: You are all healed up, but still have the Wounded 1 condition until you rest for another 10 minutes. Let me know if that is what you want to do with this or a future cycle.
I have Ezekiel checking out the fine clothing on the corpse by the fountain, and Conso examining the plate armor in the inn. Everyone else can still give me an activity for this round.

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Zhera having puzzled over the arcane energies in the chapel for way longer than necessary, finally decides she's going to get no where with that and instead moves into the center of the square and starts to medatatively perform maintenance on her bow.
If she can Zhera is just going to refocus for 10 minutes. Unless she can retry that arcana check.

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Unless there is something that Guild Lore (+4) would pertain to, then I'll go with untrained Religion (+2) at the Inn.
Klank wanders around the inn a bit but quickly focuses in on trying to remember if he's seen those religious symbols before. Its a long shot though, but just maybe he's come across them in his worship of Torag.

GM Rinaldo |

Ezekiel - Examine clothes on corpse by fountain Society: 1d20 + 7 ⇒ (5) + 7 = 12
Klank - Religious symbols in Inn Religion: 1d20 + 2 ⇒ (2) + 2 = 4
Zerhayiss - Refocus
Degbie - Rest to remove Wounded condition
Conso - Examine plate armor in inn Religion: 1d20 + 5 ⇒ (18) + 5 = 23
Veshki - Examine corpse in inn Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Ezekiel carefully examines the clothing on the corpse by the fountain, but finds his recollection of Taldan fashion insufficient for the tattered rags that remain.
Veshki and Klank are similarly stymied by the religious symbols on the plate armor of the corpse in the inn. Thankfully, Conso has more training in such topics and sees a pattern etched into the metal under the burned paint. The chestplate depicts iconography of Iomedae, and on this style of armor indicates that this person was probably someone of at least moderate importance.
You have now been in the town for 50 minutes. Let me know if you want to try any further checks here, or if you are ready to travel to the college.

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The Kernal stands and starts vocally rehashing the clues to the bodies they've found at each location, ticking them off one by one on his stubby fingers.
"So we have this list of Pathfinders that may or may not be in the area, and they may or may not be victims here." He begins. "From what we've found so far here in town, it points to the well dressed corpse by the fountain, if that wayfinder is his, that is Clement Marten." He looks to the others for their opinions.
"Next, we have a body in the church surrounded by magical scorch marks who seems to be a goblin with an anhk. Could that most likely be Gibb Potsmasher?" He surmises with a fair bit of certainty.
"At the inn we've got a gnome or a halfling in plate armor bearing symbols of Iomedae... this stands out." He says, pointing to the list they received. "No one on this list is mentioned with Iomedae, but there was a Halfling named Raelyn Mumblewort that was in the respectable Abadar. You positive Conso that symbol wasn't a big key? Otherwise we may have someone that just happened to be in the wrong place at the wrong time." He stands straight and tall as he looks the group over, almost like a general on the field after a battle.
"Oh, and we found that horse.. from Larraz Virtanne. Keep an eye out for him, maybe he's hiding out somewheres."
After the bit of discussion Klank starts loading the bodies into bags with as much evidence for each as they found, tying the bags shut, then carefully loading them into the wagon.
Maybe go for one more shot at that Society check to try to figure out this body at the Inn? After that I say we move on soon if we're all back in fighting shape as well as likely have most the info we can get.
If loading up the bodies and hooking up the horse don't require an action then Klank will try an untrained Society check at the Inn at +1.

GM Rinaldo |

I'll count that you have been loading the cart as you go as part of your investigations, so no time required specifically for that.