
![]() |

Xun silences his drum the moment the last zombie falls down. He walks next to the nearest corpse and shifts his head. He observes the spirit leaving the animated body and then dismiss the magical connection that he made previously.
Is there anything that we can learn from the zombie corpses?
The bard turns around when the horse shows up.
"Wasn't one of the agents going everywhere with his horse? " the half-orc pulls out the sheets and begins reading them
"Larraz Virtanne had a horse called Desert Wind. Could that be him?" asks out loud.
We probably should spend some time healing the wounded. Is anyone skilled in Medicine to Threat Wounds? During that time we can try to get out the wayfinder, check out the horse, and potentially other things. Xun may refocus if we have 10 minutes, but it is not critical he still has 1 focus point.

GM MG |

Is there anything that we can learn from the zombie corpses?
(From a quick glance, seem to be humans. They're quite decomposed, and now hacked and burned and pummeled as well, as a result of the fight. If there's something specific you're looking for, that'll likely be 10 minutes and a skill check.)

![]() |

Sky looks around, quite wounded, and walks over to the undead horse, using his quick and agile hands to try and claim a trophy for defeating his foe.
Thievery: 1d20 + 7 ⇒ (12) + 7 = 19
He manages to get the wayfinder out with no issues and stands over the corpse for a second before nodding and taking in his own accomplishment. He looks around at the party as we regroup and tend to wounds and nods to himself again, also acknowledging the work of the party and everyone managing to work together really well. "Anyone want to take a look at this wayfinder?"
While everyone is doing various post-battle activities, Sky will try to get his wounds checked out and takes some time to refocus, meditating and focusing on the crashing tides of the sea and the breeze around him, regaining his ki.

![]() |

Roots takes out his healing kit, which mostly consists of poultices and bundles of leaves. He begins applying these items to his wounded flesh. Unfortunately he must have picked a bad batch of herbs because he does not feel much better after ten minutes of careful administration.
Nature: 1d20 + 6 ⇒ (6) + 6 = 12
Using Natural Medicine. And now he is immune to treat wounds checks for an hour.

![]() |

"Easy now, we should treat our wounds, these lands are merciless to the living... Said the oracle as the battle comes to an end, yet her blood boils and her heart beats faster than usual as she unwillingly desires to keep fighting but what her soul truly wants is to protect and heal her companions and so she approach the wounded masked monk and proceed to take care of his wounds.
Medicine (Treat Sky's wounds): 1d20 + 4 ⇒ (4) + 4 = 8
Restored hit points: 2d8 ⇒ (5, 6) = 11
"This horse... Could it be? Sometimes I'm amazed at how loyals the animals can be." Commented the Half-Elf as she her friends to examine the Wayfinder and the corpses.
I can also attempts to treat everyone else wounds but that will cost us another 20 minutes and time is of essence o.o

![]() |
1 person marked this as a favorite. |

As the team begins their search of the area, Kló quickly grabs up his club and spear before making his way over to Sky, who seems to carry the most injuries. He inspects the wounds, then tries to bandage them up.
10 minutes to Treat Wounds on Shark
Medicine: 1d20 + 7 ⇒ (10) + 7 = 17
Restoring: 2d8 ⇒ (6, 1) = 7
If Sieg's attempt is successful on Sky, Kló can use his attempt on the next-most-damaged pathfinder.

![]() |

"It looks like this may belong to the one named Clement Marten on the dossiers that we received. What do you all think? There are no people listed with the initials M C but there is a C M." he gets the dossiers out and recites the part about Clement Marten.
Clement Marten
Home: Oppara, Taldor; Ancestry: Human
Background: A minor noble from Taldor, Clement Marten grew up in the shadow of the higher-ranked nobility that control Taldor. Wanting to escape the stagnation and lack of social mobility, Clement joined the Pathfinder Society to explore the world and experience all it has to offer. Always over the top, Clement is known to appreciate the finery associated with the Taldan party scene, dressing in the finest clothing and enjoying the most decadent food and drink every town has to offer. Having taken dueling classes as a youth, Clement employs his rapier with a deft and sure hand.
Just a copy and paste so you don't have to go look, you can check the other names though
Also, I believe Roots failed his medicine check and now I'm immune to more medicine checks for another hour with no heal. Right? But depending on how much traveling we're still doing, we might have a few hours to keep doing medicine checks along the way without danger.

![]() |

I think you become immune after one Successful treat wounds so we can keep trying

![]() |

It's one check to treat wounds per hour, pass or fail. Yeah, we are in a rough way.

GM MG |

Roots tries using some herbs and poultices on himself, but finds them unsuitable. Sieglinde tries tending to Sky's wounds, but clawmarks from the zombies are nastier than anticipated.
(Kló: Sieglinde used Treat Wounds on Sky, so Sky is now immune to Treat Wounds for 1 hour, regardless of whether or not the check succeeds or fails. Moreover, do you have healer's tools?)
(Xun, Arfsnarf, what are you doing in these 10 minutes?)
(You may be catching on to the fact that time is now measured in 10-minute increments. If this were an IRL game, I'd go around the table, asking what each of you do in that 10 minute period. But since this is a PbP game, we can be more fluid, to some degree. Try to give each other some chances to post; e.g. perhaps let Xun or Arfsnarf sort out the wayfinder business. Other than that, feel free to state what your character might do in the next 10 minutes.)

![]() |

Crap. I do not. Another thing t pick up before next session. :/
Kló also has a Heal spell and a Heal scroll. Would those be worth using now? or hold them for a 3-Action burst twice?

![]() |

"Let's look for the house of dead leaves and find the stories of these people!"
Roots looks around for a building that looks important enough to be the town hall. The leshy struggles to stand as pain wracks his wee little body. The he sees the horse.
"Not undying animal! How are you doing! What are eating?". Roots attempts to approach the horse, calm and friendly.
Nature: 1d20 + 6 ⇒ (11) + 6 = 17
I mean, I have 2 hp left. I wouldn't turn down some healing.

![]() |

no kidding, we need healing asap and I'll provide it
"Sorry, I can focus myself, this place is just too frightening to behold and that fight just awakened my curse, but I can still channel some healing light! But after that I'll be limited to just the most basic spells for what remains of the day." Says Sieglinde as she tells the party to approach her in order to receive the full effect of her spell.
◆◆◆Heal!
Heal: 1d8 ⇒ 6
3d8 among the three wounded party members is better than 1d8+8 to just one I think

![]() |

As the group investigates the area, Kló can't help but try to approach the riderless horse.
Usign Wild Empathy on the horse
Diplmacy, Make an Impression: 1d20 - 1 ⇒ (10) - 1 = 9
His own feral nature is hard to suppress, though.

![]() |

If Xun can investigate the bodies he would do that. But he is not trained in Medicine if this is what is required. If he can use Occultism to do that he would. Otherwise, he will refocus to regain 1 focus point
Xun sits on the ground and begins to describe the fight that just happened. He records the fight on a piece of paper making it a part of a greater tale.
I think
Xun reached out to his belt pouch and takes out a potion of a ruby color. He goes to Sky and says
"Drink it, that will help with the wounds."
Healing potion@Sky: 1d8 ⇒ 8

![]() |

With his 10 minutes... Arfsnarf does not need to heal himself, is not trained in medicine, and doesn't need to refocus. So, he can only provide limited help.
Arfsnarf felt invigorated by the battle, and smashing some zombies wasn't a bad way to get that feeling.
Yeah! We works well together. We got a little banged up, but what they say? If it doesn't kill you and eat your brains it makes you stronger!
He walks around the group, seeing who might need his one potion of healing.
Who has wounds left enough to utilize it? If not, it can be saved.
Once that business is resolved, he takes out his kazoo and offers to play it to cheer the team up. Then they remind him that they'd like to keep a low profile. Never-the-less, he sidles up to the horse and calmly hums on it softly, quietly for the beast to see if he can calm it down.
So, it sounds like we has clues for two of the missing Pathfinders! But... only their horses and not them. Hopes they weren't any of those zombies we smashed.
His expression saddens a little.
Can any of you talk this horse into showing us where it came from?

GM MG |

Xun, much like Sky, takes a moment to center his magical focus by engaging in a meditative writing process.
Kló, soon joined by Arfsnarf, approaches the lone docile horse. The steed is cautious but not scared, and allows them to approach. The two quickly notice that the horse wears barding and carries a saddlebag. The horse's armor features a large engraving of the Glyph of the Open Road — the symbol of the Pathfinder Society — and gold-and-green caparisons.
Kló's hulking mannerisms do not earn him any points in the horse's eyes. Arfsnarf (Nature: 1d20 + 0 ⇒ (13) + 0 = 13) likewise has trouble commanding the horse.
---- 10 minutes have passed.
Roots Drink Rain, after failing to treat his own wounds, joins Kló and Arfsnarf in their efforts to deal with the steed. The leshy finds a connection with the horse, and it lets him approach even closer. Roots examines the horse's saddlebag, and finds two minor healing potions, labeled as Pathfinder supplies tend to be. The saddlebags have the name "Larraz Virtanne" engraved on their front flaps.
(The horse is still indifferent; Roots, I didn't see you make any specific commands, so if you have something in mind, go ahead.)
(Arfsnarf: I'll expend your potion on Roots since he had the most damage. 1d8 ⇒ 6)
Roots Drink Rain (6 dmg)
Xun
Sieglinde
Arfsnarf
Sky Shark (10 dmg, wounded 1)
Kló (full hp, wounded 1)
(Everyone can post their next activities.)

![]() |

Sky thanks everyone for the healing and feels dumb that he went with the potency crystal this time instead of a healing potion as his free item from the society. He joins the others at the mysterious horse and investigates the symbols on the horse's armor.
Society: 1d20 + 5 ⇒ (7) + 5 = 12
"The color scheme used here are emblematic of Katapesh." the monk relays to the rest of the group. "And would you all mind if I took one of those healing potions?" he says as he sees Roots pulling them from the saddlebag, still needing just a little more healing to get topped off.

![]() |
2 people marked this as a favorite. |

Kló shrugs and nods to Sky. The monk had certainly earned his share of the healing.
Then, he pulls back out the dossier, slowly looking through the entries. His dark eyes then scan the courtyard, finally landing on the facade of the Flaming Wheel tavern/inn.
He points to the inn with his longspear, ”That’s a good start.”
Unless there are objections by senior agents, The big man lumbers over towards the Inn, searching for clues or threats.
I guess we’re in Exploration mode? In which case, he’ll be Searching.

![]() |

"I'll see if I can find something magical, perhaps some forgotten relic." Says the Half-Elf as she starts to survey the area with detect magic hoping to pick up something, at this point anything magical is bound to be useful for the party.
detecting magic

![]() |

Xun walks after Klo. "Tavern it is." he keeps his eyes open for anything out of ordinary. His one hand is always on his drum trying to mute any accidental sounds that it may make.

![]() |

will check out the apothecary, I moved my token to in front of there

![]() |

Sky will stay with the main group and go back to scouting. He will get one of the potions from Roots and drink it down, not quite getting him back up to full health but hopefully we will pass an hours worth of time and he can get checked out again by the medical professionals soon.
Healing Potion: 1d8 ⇒ 8
Wow our potion rolls have been amazing, it's always a shame to see like two 2's out of half the potions a group usually has on them.

GM MG |

Kló and Xun begin investigating, starting with the tavern. The painted sign, which reads the establishment's name and is decorated with a matching logo of a flaming chariot wheel, hangs from one chain outside the building, swaying gently in the wind.
Xun recognizes the wheel to be important to the faith of Iomedae.
Kló pushes the door open, which doesn't take much force given that one of its hinges has been crushed and broken.
The tavern's decor is, or was, somewhat modest. A broken circular table and door, part of a makeshift barricade, rest near the entrance. Other similar tables and accompanying chairs are scattered throughout the area. The tavern's floor and walls are smeared with long-dried blood. The bar counter is haphazardly covered in tankards — perhaps signs of someones' one last hurrah for Lastwall life.
A blood-soaked corpse rests against the bar counter. A broken piece of plate armor lies nearby; perhaps the body belonged to an armored knight. (Examining the corpse takes 10 minutes. Roll your choice of Medicine, Perception, Religion, or Society.)
(You can also spend 10 minutes searching the area for Lastwall relics and treasure. Since you'd be thoroughly searching a small building, you don't need to roll Perception. This applies for all buildings in Goldenflame, not just this tavern.)

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

Meanwhile, Sieglinde starts her investigation from the apothecary. The pharmacy store is on the smaller side of the buildings in Goldenflame, and in worse condition than many others: its store windows have been smashed, and some strange necrotic goo covers parts of the outerior.
Inside, the store's floor is littered with broken glass. Its walls are encrusted with grime and dirt. A door to the northwest leads to an emptied storage closet.
The store shelves that line the interior walls are, for the most part, either emptied from essential items or destroyed in the same brutal fashion as the window.
(If there's any specific activity you'd like to do here, you can spend 10 minutes and make a relevant skill check.)
(As with the tavern, you can spend 10 minutes searching the area for Lastwall relics and treasure. Since you'd be thoroughly searching a small building, you don't need to roll Perception.)

![]() |

in the tavern
Kló gives the tavern room a slow scan, "Gross."
Then moves carefully to the body near the bar, kneeling down to closely look for any notable details.
Perception: 1d20 + 7 ⇒ (15) + 7 = 22

![]() |

Sky vaguely remembers someone mentioning something about the guard house so he chooses that building to investigate since everyone is doing their own thing and it seems to be quicker to split up.

![]() |

Roots watches his allies go off to other buildings. "But...house of dead leaves..." He looks sad that no one wants to search the town hall with him. Not wanting to be left on his own, or more importantly not wanting his allies to be left alone the leshy scampers to catch up with Sieglinde. Before running off he gently pats the horse and reassures it in Sylvan:
"Don't go alone! I'll come with!"
Roots will accompany Sieglinde in searching the apothecary.

![]() |

The Oracle gives Roots a warm smile as she welcomes his help and company, she's sure that the apothecary must hold some relic or treasure.
will look for treasures at the moment

![]() |

Arfsnarf looks around at the members of the group as they all separate into different buildings.
"Wait... what? Everybody just going to split up and venture off on own? Say someone gets surprise ambushed in one of these buildings?"
But, nobody seems to be listening, so he follows Sieglinde into the apothacary. Looking in, he whiffs and remarks
"Hmm, it goopy in here."
Can we do the 10m thorough search of this building, like they can do in the tavern?
Detect magic and search.

![]() |

Xun enters the tavern as a second.
"Gross"
"This looks like a place where someone made their last stand." he reaches with his finger to the floor and touches the dried blood.
As he sees the being druid looking at the body he says
"I will look through the building, if anything happens yell."
Xun will look through the tavern, detect magic, and search ;)

![]() |

Before he ventures off on his own, he lends his thoughts to his fellow pathfinders, "It seems quiet enough now, I think if anything would have attacked us it would have with the others, but just stay alert and if you see anything run towards the group first before engaging."

GM MG |

(In the guardhouse:)
Sky Shark enters the guard house alone, starting his own investigation.
Befitting a shack of its size, the interior is minimalistic, especially so after the Whispering Way's undead forces had laid waste to it. In terms of furniture the guard's quarters only has a bed, table, and two chairs. A thick layer of dust covers all of the above. He checks: no boogiemen under the bed.
Sky recalls that Sieglinde had mentioned something about a ceremonial suit of armor, supposedly hidden somewhere in here.
(If there's any specific activity you'd like to do here, you can spend 10 minutes and make a relevant skill check.)
(As with all the other buildings, you can spend 10 minutes searching the area for relics and treasure; you don't need to roll Perception.)

GM MG |

(In the tavern:)
Kló examines the bloody corpse while Xun goes through the building.
The corpse has been heavily damaged by, unsurprisingly, zombie teeth. It's in a rather gruesome state; the nice way of putting it would be to say it's missing a few pieces. Though if this were a former Pathfinder, these remains would bring closure all the same. But the question is, was this a member of the Society, or a Lastwall defender? Due to its macabre state, identification is difficult.
Kló, through his careful examination, comes to the conclusion that the disfigured corpse was once a gnome or halfling. (That's about all in terms of what you can learn from the corpse.)
While examining the corpse, Kló's attention shifts to the piece of armor next to them. (You can do further examination with another 10 minutes, this time about the armor piece. Roll Religion or Society.)
Meanwhile, Xun sweeps the building, and finds a purse containing some silver pieces. It must've been left behind by a guest who was in a hurry to leave. (This represents 1 Treasure Bundle; applies to the chronicle. Yay!)

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

(In the apothecary:)
Sieglinde and Arfsnarf start rummaging the pharmacy store for left-behind supplies, and potentially any Lastwall relics. At some point they are joined by their leshy ally. As the three walk around in the apothecary, the sound of the floorboards creaking under their weight spooks them for a bit.
Though the apothecary seems empty of any relics, together they find valuable scented candles, oils, and dried herbs. These are used for aromatical, medica, or therapeutic purposes: the Havenguard Asylum would be thankful to have these, for sure! (These represent 1 Treasure Bundle; applies to the chronicle. Huzzah!)

![]() |

Kló scowls in frustration, feeling another 10 minutes wasted. Not a great start to your first assignment, he muses.
Then he gives the armory a cursory glance, but Kló knows enough to know he doesn’t know anything about such things.
He quickly goes to update Xun, then the rest of the group, hoping someone else might be able to identify the armor.
Everyone: Does anyone want to spend 10 minutes attempting this Society / Religion check on the suit of armor in the Tavern?
Also, KLó’s already made 2 attempts, each taking 10 minutes. Should I press forward? Or wait for the group to be progressing through this exploration phase at about the same rate?

GM MG |

Also, KLó’s already made 2 attempts, each taking 10 minutes. Should I press forward? Or wait for the group to be progressing through this exploration phase at about the same rate?
(2? You're referring to the wild empathy check, and now the corpse examination? You're on par with everyone else as far as time is concerned; only Sky is 10 minutes behind.)

![]() |

Xun relates to what he found in the tavern, and listens to what Kló has deducted.
"I have no knowledge of religion or symbolism. I shall go to the Chapel but will send someone to check the piece of armor." We are in need of someone knowing Religion or Society to check the armor piece.
Xun walks past Apothecary and quickly shares who is needed, throwing that he is heading to the Chapel.

![]() |

Having found something of value fills the oracle with joy and pride, at the very least their journey wasn't in vain, it coulve8a shame to return empty handed.
Then she hears Xun's commentary about identifying some religious symbolism and her mind rushes backward, memories of a special someone surfacing.
"I'm hardly an expert but I knew someone from Lastwall who knew her way with such things... She died, but her words still echo in my head, let me take a look at those." says a sorrowful Sieglinde as she attempts to assist Xun.
Religion: 1d20 + 4 ⇒ (1) + 4 = 5
But despite her efforts she can only remember irrelevant information, recollections of love now turned into sadness as the once proud Lastwall now reduced to the playground of the Whispering Tyrant.
will accompany Xun to the chapel

![]() |

will first try to help Xun at identifying the armor and then follow him to the chapel after finishing with the identification which I failed critically x.x

![]() |
1 person marked this as a favorite. |

@Sieglinde - Xun can't help with the armor, and identifying will take you 10 minutes ;) So you will be in tavern, accompanying dead gnome or halfling potentially trying to understand the symbol of the armor. Sorry guys but it seems like Xun is nearly useless in this part, as he has no useful skills beside Crafting and Nature, the rest require living audience :(

![]() |

I see, so I'll spend 10 minutes finishing with the armor for now

![]() |

(2? You're referring to the wild empathy check, and now the corpse examination? You're on par with everyone else as far as time is concerned; only Sky is 10 minutes behind.)
Gotcha. I’m reviewing the options for continued exploration, and I had one question about Kló’s previous inspection of the Tavern corpse. I rolled it as Perception, assuming that the results would be the same regardless of which skill I chose. But did the choice of chosen skill matter? Kló could have rolled Medicine as well (with the same modifier). Would that have resulted in a different (or more useful) outcome? I don't mean to bog things down; just want to make sure I'm understanding how best to make decisions in this situation. :)
If Medicine is still something Kló should be trying on that body, he'll go back and try that. If he's exhausted all available options at the tavern, however...
Kló then checks in with the group, "I'll check inside Goldenflame General. Anyone want to help?"
(And again, unless there are objections or a better suggestion from anyone), the big northman does just that (probably kicking off his 3rd 10-minute increment).

![]() |

I will try to find the armor that Sieglinde mentioned earlier, I believe it even said a specific location like under the floorboards or something? He will search the area for the ceremonial armor and afterwards he will meet up with the others and then go check on the armor when he's informed about it. I will roll my Society when we're done with the guardhouse first though.

![]() |

Could we get a list of what sites there are still to explore? Or could we x out the buildings we've been in? I'm getting a little lost already.
Roots says to Xun, "I am just five winters old and don't know much about animal society. You will know better which dead leaves are the ones we need to save. Go get the important ones! I'm going to look at that building there" he says, pointing at the armory next to the chapel. "If I find something I don't understand, I will bring someone else to look at it!"
Roots goes to the armory and looks around inside for anything that seems like it might be important or distinct.

![]() |

As Sieglinde stashes the candles, oils, and herbs in the apothecary, the goblin notes the sharp creaking of the floor. His eyes narrow and he focuses on the middle of the floor.
As soon as she and Roots exit the building, Arfsnarf jumps to the middle of the creaky floor and begins jumping up and down on it, in an attempt to stomp through it. He yelps a word per stomp.
"There. Must. Be. Treasure. In. The. Floor!"
Not really a 10m activity, just some goblin mischief.
When it doesn't work, he gives up and heads out (probably oblivious to any looks he gets from his two nearby teammates).
Uninterested in armor in a tavern, he heads to the general store and looks around. He has no idea what to expect to find, but stores generally have interesting things.
Shopping without money!
Perception: 1d20 + 4 ⇒ (8) + 4 = 12 I assume that's just a general look and then a more specific roll is revealed.

GM MG |

(In the guardhouse:)
Sky searches the guards' house.
He finds a low-grade cold iron buckler that was stashed in-between mattresses. A peculiar hiding place; it's hard to image that any residents of this place slept with the shield stuffed in their bed.
After 10 minutes the room is cleared, and he turns his search elsewhere: if one were determined to find any and all secrets the building might possess, there are yet places he technically hasn't looked yet.
(The hidden compartment under the floorboards is time-consuming to find. You can spend an additional 10 minutes to continue your search for the ceremonial armor.)