
PFS 2 GM ZD |

"I'm not quite sure it will help, but stranger things have happened on missions" Fola says chuckling. "A recent Pathfinder Society recruit who’s still in training lost a relative who tried sneaking into a famed haunted house to learn its secrets. The house has since been slated for demolition, given the number of injuries and casualties that have occurred there. I promised the recruit that I would make sure their relative was laid to rest properly, but I need someone to explore the site and retrieve the body. So, are you in?"

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"My last mission was about looking for dead Pathfinders in an abandoned, haunted college. I hope I'm not getting typecast as 'explores haunted houses guy'. But, absolutely, we'll check it out."

PFS 2 GM ZD |

"Well when you get good at handling certain situations, word gets around. Oh, " She reaches into her purse and pulls a small vial, filled with a silver liquid. "Here is a lesser silver tongue mutagen. Hopefully it will help you make better impressions then you did with Aaqir." Fola says laughing at her own joke.
That is two missions collected, two more to get.

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Emdi rejoins the group.
"Hay guys, I got us a sweet gig at a creepy house slated for demolition. After we find out what's going on, we should have a rave there themed, 'Bringing Down The House'!"

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Bubba strolls over to the where Eando Kline and Kreighton Shane are talking. He's managed to get a second Ulfen Meatball as well.
"Greetings! While Master Klaxton is correct, understanding evil is not enough. We must also tell others of its dangers."
Bubba pulls out his harmonica and begins a short tune based on his experiences growing up among the orcs of the Menador Mountains.
"No! Don't date a witch doctor's daughter!'
Going for an occultism skill check here.
Occultism: 1d20 + 3 ⇒ (13) + 3 = 16

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Sorry for going AWOL. Don't know how I lost track of two days!
Imiriax finds his tongue and bobs his head. "The classes were thorough, if, um, dry," he says. "I, uh, joined the Pathfinders for some practical experience. And fresh air, truth be told. Master Pasternil's always kept the doors and windows shut."
"I was wondering, um, whether you have any little tasks you might want handled? My companions and I are at loose ends just now."

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Masigonde smiles and offers his hand to Eando. "Hello," he says. "There are sure to be many artifacts left in the Bandu Hills that certainly need to be sealed away. Do you work with the Magaambya?"
When it comes his time to cycle through distracting Kreighton Shane, he hems and haws, trying to recall anything from his time in the Master's class. "Master," he says with a nervous smile. "Ah, good to see you outside of the lecture hall. I agree that sometimes mysteries need to be studied so that they can be determined to be dangerous or not, and if dangerous, how best to deal with them."
Occultism (U): 1d20 + 0 ⇒ (10) + 0 = 10

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Broch follows the rest and approaches Eando Kline. He is an awe at the leader of his choosen order.
"Master Kline. The Vigilant Seal are certainly the most qualified in repelling evil, and must have seen all kinds of it. I would gladly hear a few stories"
Make an Impression: 1d20 + 0 ⇒ (12) + 0 = 12

PFS 2 GM ZD |

Shane looks over at Imiriax, "I'll have to talk to Pasternil at once. Locking you in like caged birds. For one to learn, you must be allowed to spread your wings and fly." He says moving his arms up and down, mimicking a large bird. "That is another reason why I always try to send some spellslingers on missions. It is great to get real world practical experience. Also, never know when the magic arts will be needed." He lowers his arms and walks away, "sorry to leave so abruptly. I have a Professor to scold."
Eando Kline, relieved that the absent minded elf is off his case, thanks the pathfinders. "Speaking of repelling evil. Recently a group of smugglers have been using an recently exposed ship in the Flotsam Graveyard to get their goods into the city from Nex. The cargo include creatures and item" He then looks around to make sure no one is paying to close attention. "Apparently some of the cargo has broke free. I want you to locate, identify and determine the fate of whatever escaped. Are you up to the task?"

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"Escaped smuggled creature from the land of undead? Count us in, bro!"

PFS 2 GM ZD |

Eando lets out a rare laugh, "I like your style. You should come by my lodge some time, we are always looking to expand our numbers." He then leans in close, "And don't be afraid to drop my name when you are trying to find something out in town. If they know you are working with me, they will be more likely to give you information."
Eando Kline's Award: This grants the PCs a +2 circumstance bonus to a single Diplomacy check to Gather Information during this scenario.

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”You’re thinking of Geb, Emdi. They’re the land of undead. Nex is Geb’s ancient enemy. It’s a land of advanced arcane study. Quite remarkable, actually. The Arclords...” he traps off, realizing that he has strayed from the topic at hand. ”But yes, we are willing to be your agents in this, Mr. Kline.”

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"Master Kline, do you know who was going to receive those smuggling goods?" and then, after lowering his voice, "Do you have any insight on the.. content? If the Vigilant Seal is involved..."

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"My bad! I get all those countries confused."

PFS 2 GM ZD |

Kline answers Broch, "Not a clue friend. I'm just doing my duty to clean up this mess. And, I doubt some one from my own group would get involved in this. "
Janira pokes her head around the corner when she hears Masigonde's question, "You haven't spoke to Gorm Greathammer, the leader of the Grand Archive. They are the group that goes in and studies dig site and the like to discover the past. "
As Janira ushers you to them, you notice a tall male hovering leaning over Gorm. He has slicked back hair and an impressive set of mutton chops.
Gorm stands there, seemingly amused by what ever the other male is saying.
Ah. It appears that Amrbus Valsin of the Grand Lodge is entertaining the leader of the Grand Archive. Must be a Grand conversation they are having." Janira says chuckling at her own joke.

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Bubba now understands why Janira joined the Pathfinder Society rather than trying her luck on the stand-up circuit.
A horrible, mischievous idea begins to form in his handsome, slightly green tinted head.
He speaks to Ambrus Valsin with a touch of a leer.
"Master Valsin, my sister Candi has told me so much about you! In fact, aren't you supposed to meet with her in the Pleasure Baths right after this affair?"
Deception attempt to convince him that he's forgotten this "date."
deception: 1d20 + 6 ⇒ (12) + 6 = 18

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Deception: 1d20 + 3 ⇒ (1) + 3 = 4
Emdi joins Bubba. "And you can't go on your date if you've got wine on your shirt!"
Emdi isn't a paladin, but he's still a terrible liar.

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Broch is still a bit ashamed at his previous tentative of engaging Ambrus in a conversation, and kinda wants a revenge:
"Master Valsin, if I may, I've just noticed your sideburns are asymmetrical. Oh.. how dumb I am, it must be a new trend of big cities! How stupid must I look with my perfectly equal sideburns.."
Deception: 1d20 + 0 ⇒ (8) + 0 = 8
Here I was hoping he runs away to check and fix his chops.
Guess I have no idea what I am talking about.

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Knowing that Ambrus Valsin is the Master of Sword, Shandra tries to engage him about a more war-like matter.
Master of Sword? I've heard about your talent as a warrior as well as a teacher. Can you show me some of your talent?
Diplomacy: 1d20 + 0 ⇒ (2) + 0 = 2
Diplomacy (HP): 1d20 + 0 ⇒ (15) + 0 = 15

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"Master Greathammer, hello," Masigonde says with a smile, offering his hand to the dwarf. "I have heard that the Pathfinder's archives are vast. Have you had the opportunity to visit the libraries in Nantambu?"
Once it is his turn to cycle to the Master of Swords, the Bekyar grins widely and says, "Master Valsin! Your classes were the best, at least for me. Let me show you what I have learned from you..."
Lore (Scouting): 1d20 + 3 ⇒ (13) + 3 = 16
Shame I have a vague recollection of what skills Valsin uses, because I'm pretty sure I'd naturally use one of them even if I didn't know. But might as well use my bonus Lore from 3 points in Swords.

PFS 2 GM ZD |

The DC for deception and diplomacy is set a bit higher than the other skills. But, lucky for Masigonde, his lore selection is close enough for this GM
Plus, you all are not rolling too hot right now. hopefully it improves when it matters.
Ambrus rolls his eyes at the others that are blatantly lying to him. However, Masigonde catches his attention.
"Very good. What was your name again?" Ambrus asks the young man. "I will be sure to call on you if we ever have a need for a scout."
While Masigonde keeps Ambrus busy, the rest of you get a chance to talk to Gorm. "So young pathfinders, I've been hearing you are collecting task. Would you mind one more?"

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"Only if it involves danger and is forgiving of recklessness!"

PFS 2 GM ZD |

"Well when magic is involved, you can always expect a bit of danger." Gorm says smiling, "A scholar at the College of Mysteries has been working on potentially dangerous research. I am not sure what the research involves, but partially based on nameless scrolls from Nidal." He brings his hands together, making a steeple with his fingers. "Now, I do not care about the original scrolls; I would like for you all to secure a copy of one though."

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"Ugh, Nidal."
Emdi is Nidalese.
"I'll save you the trouble and tell you what the scrolls say. 'Oh, great Zon-Kuthon, your enemies tremble before you. Oh great Zon-Kuthon, your mighty glaive will reach your enemies wherever they hide. Oh great Zon-Kuthon, our constant references to your oversized weapons are definitely not overcompensating for anything.'"
Performance (Epic Eyeroll): 1d20 + 3 ⇒ (5) + 3 = 8

PFS 2 GM ZD |

"Ah. So you are a fan. Gorm says reaching into his jacket and bringing out three scrolls. "These may come in handy in your endeavors."
You receive a scroll of Disrupting Weapons, a scroll Heal and a scroll Magic Missile

PFS 2 GM ZD |

Following a faction leader’s instruction, the Pathfinders set out to explore a wrecked ship that possibly dates back to the Silent Tide invasion of the late 40th century. The ship has only recently washed up and snagged on a reef of other wrecked ships, leaving it partially out of the water. Despite its unstable situation and the fact that it’s been above water for only a few weeks, it’s become a favored waypoint for smugglers.
The Pathfinder Society has arranged for a small boat to transport the PCs to and from the wrecked vessel. Captain Semiri Balogog is a cheerful rainkin half-orc with sun-dark skin and thick braids of black hair adorned with gold rings. She has provided ferrying services for Pathfinder agents for over a decade and loves hearing about agents’ missions past and present.
The PC's can spend two hours gathering information to find things out about the newly exposed wreck. Secret Check-Diplomacy to gather information.

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Since he's just joined the Pathfinder Society, Bubba doesn't have any stories about previous missions. However, he will regale the captain with tales of bar fights in the honkytonk bars of the Menador Mountains where his musical career began.

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The PC's can spend two hours gathering information to find things out about the newly exposed wreck. Secret Check-Diplomacy to gather information.
Would Society be an appropriate check?

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I'm a little confused. I thought the GM rolls a secret check in PF 2e. In case, I'm wrong, I will do a spoilered Diplomacy check here.

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If the roll is low, it meant Emdi was playing his harmonica as he walked around.

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On the way to the boat, Emdi sings a tale of his previous adventures to Balogog.
Performance: 1d20 + 3 ⇒ (15) + 3 = 18
1-03 Escaping the Grave, no spoilers
Into darkness, my old friend
We've come to walk with you again
Because zombies silently creeping
Left their victims all weeping
And the vision that was planted in my brain
Still remains
Within the sound of silence
Abandoned streets we walked alone
Empty college of cobblestone
'Neath the halo of a street lamp
I turned my collar to the cold and damp
When my back was stabbed by the flash of a rusty knife
That split the night
And touched the sound of silence
And in light of day we saw
Ten thousand people, maybe more
People talking without speaking
People hearing without listening
People writing songs that voices never share
And no one dare
Disturb the sound of silence

PFS 2 GM ZD |

I have you all roll the checks, that way I can have those who want to make the checks do it and then give the results as they are presented. In F2F, I pre roll all of the checks, but this is what other suggested in the forum discussions for PBP
The PC's hear that the creature in the cargo hold has a fire breath attach and a hardened arms that can be used as a shields.
Going out to the ship. In it's current position, the shipwreck is only partially above water. The top of the masts are broken off, leaving only jagged, waterlogged stumps reaching up about 15 feet above the deck; all the rigging has long since rotted away.
The weathered boards of the ship’s main deck are cracked, warped, and thoroughly covered in a thick, stinking carpet of algae, seaweed, and barnacles. The sodden mess squashes and scrapes underfoot, while squawking gulls circle overhead. The ship once boasted three masts, but they are now broken off only a few feet above the jagged railings. Whatever other distinguishing features might have once existed on this vessel are either long lost or utterly obscured. Empty doorways lead into cabins to the fore and aft, and a dark opening descends into the lower level.
Emdi: 1d20 + 3 ⇒ (9) + 3 = 12
Masigonde: 1d20 + 4 ⇒ (17) + 4 = 21
Broch: 1d20 + 7 ⇒ (2) + 7 = 9
Bubba: 1d20 + 5 ⇒ (6) + 5 = 11
Shandra: 1d20 + 4 ⇒ (4) + 4 = 8
Imiraix: 1d20 + 3 ⇒ (8) + 3 = 11
Masigonde notices scorch marks on the top deck that in the shape of a cone. Roughly 15 ft.
With nothing else present on the main deck, the agents head down to the cargo hold.
Sharp beams of sunlight light filter down through cracks in the main deck to cast this cargo hold in a dim light. Though the ship’s original armaments are now little more than rotted ballista mounts, this area shows signs of recent activity, including intact shipping crates, a recently broken crate, a few boxes, and faint trails worn through the slippery vegetation growing over the deck. Wooden doors in finer condition that the rest of the boat stand to the north and south, but the stairs leading further down now lead only into dark, scummy water.
The PC's hear sounds of crunching coming from under the steps that they descend from. Bones of small creatures litter the floor. Huddled in the corner is a humanoid feature, holding a skeleton of a small bird and gnawing on whats left of a leg.
It finally sees you and stands. "Hungry. So Hungry" It says simply. Imagine the voice of Lurch from the Adam's Family. Images added to the slide show, through link in my header

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Emdi takes some rations out of his backpack.
"What kind of food do you like? I've got these, or we could help you catch something."

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Broch widen his eyes for the surprise. Before saying anything he tries to remember if he has ever heard about something like that.
Recall Knowledge: 1d20 + 7 ⇒ (1) + 7 = 8

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Religion: 1d20 + 4 ⇒ (18) + 4 = 22 Imiriax is concerned that this creature is a ghoul and says "Wait! I think I read about this..."

PFS 2 GM ZD |

It would have been Arcana or Crafting. So far, no one has rolled high enough to know anything about it
The humanoid figure grabs the trail rations being offered and tears into them.
With the beast distracted, you have a chance to look around.
You all find a strange looking insignia on the crates and a stack of papers. Society check for the insignia and a perception for the other

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Emdi will offer a second ration and look around.
If he doesn't find anything, he'll go back to the creature and ask if it speaks Common.
"Who are you, and what are you doing here?"

PFS 2 GM ZD |

The beast takes another pack trail rations and goes back under the steps, sits and begins to eat. It says nothing to Emdi.
Emdi notices that the shipping manifest states that these crates are from Nex.
At this point you have satisfied the beast. Will give you everything else in the ship. Then you will have to decide what is best to be done with the creature
Bunk Room
In stark contrast to the rest of the ship, this cabin has been somewhat cleared of algae and cleaned. Six simple beds, complete with fresh linens, are crammed into the space. A few small footlockers are shoved under some of the beds.
The smugglers set up this simple sleeping area for nights they spend on the boat. They haven’t been here since the construct broke free. The footlockers hold simple clothing and personal effects.
A smuggler left a pair of magical talismans rolled up in a smelly, salt-crusted rag. These are two crying angel pendants
Map Room
This cabin’s floor has been cleared of the algae present everywhere else on the ship, and a simple table has been set up in the center of the room, with a few chairs pulled up around it. The aft wall bears a large carving of a coat of arms, visible even despite the wear of the elements. An antique lantern hangs above the carving, casting a faint light over papers strewn over the table.