| GM chadius |
And the undead return to death.
Combat Over. Naple took 5 damage.
With your moment of peace, you take a closer look at what was the horse. Wedged in the horse's throat is a wayfinder, inscribed with the name Clement Marten.
One of you can attempt DC 12 Thievery check could pull the wayfinder out immediately. Or you could spend 10 minutes trying to cut the wayfinder free from the horse's throat.
What will the rest of you do?
Ranzak the Dark
|
Ranzak will try to retrieve the wayfinder. Thievery: 1d20 + 7 ⇒ (18) + 7 = 25
Ranzak easily removes the wayfinder. She checks the list of names they were given.
"Hey, this is one of the people we're looking for." Ranzak says putting the wayfinder in the appropiate bag.
Gregor Blackmane
|
Perception: 1d20 + 9 ⇒ (5) + 9 = 14
"Good job, Ranzak. We best hurry our search here because the shadows of the undead horde are getting closer to town. The current rate of travel still should take them hours. Best not to tarry."
Naple Leonne Von-a-Port
|
Naple lay her hand on herself (for 6 HP, bringing her back to full health) and refocuses. "We better keep moving now. Let's hope they would not catch us up."
| GM chadius |
As Naple refocuses, you hear another horse approaching. He whinnies and peers his head around the corner. This horse is alive and obviously cautious. He keeps his distance from you despite his fatigue. His barding bears the engraving of the Glyph of the Open Road.
You might be able to Command an Animal to get him under control. Or maybe you can return with a peace offering of some kind to befriend him.
Gregor Blackmane
|
"Is there anyone badly injured and requires healing?"
I don't believe anyone was and we relatively made it through unscathed.
Society: 1d20 + 4 ⇒ (19) + 4 = 23
As the horse peaks around the corner and Gregor gets a glimpse he asks, "Hey, that horses barding bears the colors of Katapesh. Did we have a name on the list from that region?"
| GM chadius |
The horse finally calms enough to trot towards Harsk and lowers his false bravado. While he's uninjured, he has seen better days. He needs food, water, and a bath.
The barding bears the Glyph of the Open road, along with two names engraved underneath. One, next to a picture of a horse, reads Desert Wind. The other one bears a small icon of a humanoid figure along with the name Larraz Virtanne.
His saddlebag contains two potions, marked "minor >healing potions<: proof you ain't dead yet!"
Topias
|
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
"I am certain we will find the people we came looking for in this town so lets search the entire place. And yes, of course we should give water to this fine horse."
Nal Bagura
|
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Reading the name on the barding, Nal somberly intones: "Larraz Virtanne. Half or from Katapesh. He's on our list."
She glances around for some water. If there's none available, she'll find a pothole and pour some of her water into it. It's not enough for the horse, but surely it's appreciated.
Here's the post with the list of names, for future reference.
Ardyl Loralin:
Bryrigar Hassen:
Clement Marten: His wayfinder was in a zombie horse's throat.
Dargim Margrenstrom:
Gibb Potsmasher:
Kailli Thimbleberry:
Larraz Virtanne: His living horse came to us without him.
Osprey Pierces the Tide:
Raelyn Mumblewort:
Zinno Dark Hook:
| GM chadius |
Naple finishes focusing, and the gods smile upon her for a brief moment before turning their attention elsewhere. 30 minutes have passed since you left the checkpoint and traveled to Goldenflame, and here you are.
Now you have some time to search the town, before going to the college.
- Goldenflame Chapel
- Armory
- Apothecary
- The Flaming Wheel
- Goldenflame General store
Where to? As soon as 2 of you agree, I'll move the party there.
| GM chadius |
The horse follows you to the chapel, sipping and drinking any water you provide him. Harsk seems to have calmed him down, and he stays outside as you walk through the shattered doorway.
Dust-covered pews stand in silent rows in this small chapel, and shelves line the walls. Facsimiles of candles occupy the candelabras here—mounds of congealed wax and burned wicks.
A small corpse—charred, broken, and its features mostly burned away—rests against the pew. The corpse is covered in a layer of fine ash and scraps of charred fabric that seem to be all that remains of the clothing it once wore. Around its neck is a soot-covered chain bearing an ankh.
You have multiple ways to investigate this room. Each method takes 10 minutes.
Investigate the scorch marks by making an Arcana check.
Determine the ancestry of the corpse by making a Medicine or Perception check.
The ankh is damaged but you could determine the religious significance with a Religion check.
You can search the chapel and make a Perception check to look for any clues in this rubble.
Topias
|
Topias examines the charred corpse.
Medicine: 1d20 + 6 ⇒ (14) + 6 = 20
"This corpse has symbol of Sarenrae. Did we know if any people on the list were followers of the Dawnflower?"
Naple Leonne Von-a-Port
|
Naple helps in searching the area. She looks around the rubble to finds important clues that may be helpful for the mission, to understand what really happened in this chapel.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Gregor Blackmane
|
Gregor confirms, "That is the symbol of Sarenrae" as he points to the front of his shield where it is embossed. He searches around the area of the chapel as well.
Perception: 1d20 + 9 ⇒ (15) + 9 = 24
"Even if this person is not on our list, I would like to take their remains back and bury them proper."
| GM chadius |
Amid the rubble, Naple finds a wayfinder beneath the pew in front of the altar. This wayfinder is engraved with the phrase Gibb Potsmasher, sun lady lets me spit fire! It's not too far from the charred body.
Gregor finds a side room filled with records. They detail Goldenflame history: The founders, its inhabitants, notable feasts and festivals. Major incursions of undead, as well as the final decision to evacuate the town. The final pages are hastily written, dedicated to honoring those who chose to stay behind and buy the evacuees precious time.
Nal Bagura
|
Morosely, Nal concurrs: "Yes. This is Gibb Potsmasher. <sigh> At least she's at rest."
Forcing herself to keep moving, she pokes around the room for clues.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Nal Bagura
|
I say we move counter-clockwise around the map.
| GM chadius |
You move on towards Goldenflame's Armory, or at least what's left of it. Goldenflame used their horses to transport weapons and armor to Vellumis. Some residents began breeding horses specifically for transport, and they were quickly repurposed for combat once the undead began to thrive. It seems like it happened ages ago.
Empty weapon cases and crates are scattered throughout this bare-bones building. Dust outlines the faint shadows of swords and shields removed from their resting places.
The only item of worth here is a cart. Too bad the axles are broken.
You could make Crafting check and spend 10 minutes trying to fix it.
Naple Leonne Von-a-Port
|
"Poor Gibb." Naple says with sadness when she finds the Wayfinder and the charred body. She can't imagine how Gibb suffered such an unfortunate end while she helps her fellow goblin put the charred body into the bag.
---
In the armory, Naple finds the cart to be useful, though the axles are broken. "Maybe we can still use this with a little repair on the axles, what do you think?" she tells the others, waiting for one or two of them to volunteer in fixing it. I have Crafting +0.
Gregor Blackmane
|
Gregor takes the documents and secures them while saying a small prayer at the chapel, "Whoever the rest of these brave beings were, may the Dawnflower have mercy on their souls so they may rest in peace."
At the Armory responding to Naple's query, "This cart will definitely come in handy if we find the statue or anything else bulky, we cannot easily carry. We also have the horse to pull it. I believe it is a good idea to attempt to repair it."
Gregor has Crafting +4
Nal Bagura
|
"Anyone know how to hitch up the horse and drive it? And remember: we had to bushwhack it to get out here, and the undead are likely to block the easy routes back. We may not be able to get the cart past them. ... But we can try."
Crafting +5
Topias
|
"Yes, we definitively should give it a try. The cart is, after all, our best chance of success if we can fix it."
Crafting +0
Nal Bagura
|
Upon learning that she's the best one for the job, Nal groans inwardly. "Well. Wish me luck." She pulls out her repair kit and gets to work.
Crafting: 1d20 + 5 ⇒ (4) + 5 = 9
| GM chadius |
Nal sits down at the cart and begins working on it for 10 minutes. She isn't able to make much progress, but she's certain she didn't ruin it.
Failure, but not Critical Failure.
40 minutes have passed since the Pathfinders made way for Goldenflame. Now they debate whether Nal should try again, or it they should try to look somewhere else.
- Armory (broken cart needs to be repaired)
- Apothecary
- The Flaming Wheel
- Goldenflame General store
Nal Bagura
|
"Let's check the other areas first. If we have time, we can come back here, but I don't want to miss someone or something important because we dinked around here too long."
Looks like we're going clockwise. Nal will recommend continuing in that direction, as crisscrossing the square will waste precious time.
Gregor Blackmane
|
"We can do that but before we go to the Goldenflame College remember it contained a fantastic statue of Iomedae’s servitor Jingh. We should return at that time to make repairs to the cart so we can try to retrieve the statue easier."
Keep moving clockwise.
| GM chadius |
You leave the broken cart alone for now and head towards the guardhouse.
This small house was where rotating Knight of Ozem guards would stay. The bed and table are crusted with a thick layer of dust. It would only take about 10 minutes to search it.
Search the Guardhouse, or move on?
Topias
|
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
"Let's split to save time. You should explore the next house, while I search around here."
Nal Bagura
|
"I'll stay with you, Topias. Just in case." Nal's not about to leave anyone alone in an undead-infested location. That's a sure way for them to join the horde.
| GM chadius |
Topias and Nal remain at the guardhouse to look around.
The rest of the team stops outside the Goldenflame General Store. It sold goods brought across the plains, but now the stores are quite empty.
Gregor Blackmane
|
Not liking the idea of splitting the party as that is how individuals get overrun and killed, Gregor wonders about the Champion's decision. "It is his choice, so be it."
He looks around the General Store. He keeps his weapon out and his shield at the ready.
Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Nal Bagura
|
Nal scoops up the buckler from under the bed. She inspects it quickly for any signs of ownership: a name engraved in it, perhaps.
Perception +8
Once finished, she urges: "Okay. Let's catch up with the others." She strides for the door, glancing around for danger along the way.
| GM chadius |
There are no inscriptions on the buckler, it must have been newly forged, or maybe the owner would have engraved it later.
It isn't long until the source is found: active mold! Harsk puts up a hand and holds Ranzak and Gregor back. One wrong step will expose them to the mold's spores.
Harsk, Gregor, Ranzak: You could try a Survival check to safely remove the mold from the food stores, or you could try hitting it.
| GM chadius |
Harsk delicately cuts off the mold without disturbing it or inhaling the spores. The way is clear.
Sifting through the dirty shelves, the only thing that didn't mold, rot or wither is a bag of oats, fit for a horse.
Nal and Topias catch up as the rest finish their search. 50 minutes have passed since they left safety and came to Goldenflame. It's time to determine where to go next.
- Armory (broken cart needs to be repaired)
- Apothecary
- The Flaming Wheel
Nal Bagura
|
"Yes." Nal takes the bag and holds it out for the horse to feed, hoping it'll walk and munch so the group doesn't lose time.
| GM chadius |
The horse readily munches on the oats, following the lot of you to the next building on interest.
Outside the building, a painted sign reading “The Flaming Wheel” and decorated with a flaming chariot wheel hangs from one chain, swaying gently in the wind.
If you critically succeed, open the spoiler below.
A broken circular table and door, part of a makeshift barricade, rest near the entrance of this modest tavern. Other similar tables and accompanying chairs are scattered throughout the area. Long-dried blood smears decorate the floor and walls. The bar is haphazardly covered in tankards—signs of the final celebration of life.
You find a small humanoid corpse. It has been heavily damaged by zombie teeth. A broken piece of plate armor lies nearby, bearing iconography of a flame and the hilt of a sword.
You have many ways to investigate the body. Each method takes 10 minutes.
You can also explore the tavern, this will take 10 minutes. Make a Perception check.
Gregor Blackmane
|
Gregor looks at the sign outside the building.
Religion: 1d20 + 7 ⇒ (17) + 7 = 24
"That sign with the wheel is important to the faith of Iomedae. It is a symbol of an iophanite, the celestial servitors of Iomedae. I don't know if it would be considered a relic but we should take it back with us."
As he enters the building, he sees the broken piece of plate armor laying nearby, bearing the iconography of a flame.
Religion: 1d20 + 7 ⇒ (17) + 7 = 24
"This iconography on the armor is also a portion of the religious symbol of Iomedae. We should take it as well."