
GM Farol |

We are starting the scenario on sunday, and I can't post any scenario text till that day, but we can set up a scene for introductions.
You arive to city of Caliphas, the capital of Ustalav. You were told to go to 'Dancing Monster' inn if you arive a day before. There you are expecting to meet other agents that will join you during on that mission. Short innkeeper is tending the bar and taking orders. There are couple of tables near one of the two fireplaces and couple of places at the bar.
The place is relatively empty.
Please go ahead and describe your PC, how do you look, what you carry, how did you arrive to Ustalav?

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Mimi was busy at her grandfather's fencing academy in Gralton when the Society missive reached her. Though her grandfather was the primary instructor at the academy, Mimi helped out by teaching the beginners classes when she wasn't on a mission for the Society. Unlike her father, she was not by nature a teacher and found the work tedious. So it was with some relief that she read of her upcoming adventure in Ustalav.
Fortunately, Ustalav wasn't all that far from Gralton and Mimi took the land route directly there, avoiding Razmiran along the way. She arrives in Caliphas with a raging thirst. So it is with some relief that she enters the Dancing Monster. The tall human female, made taller yet by the heels of her knee-high dark brown boots, enters the inn almost at a trot. In her haste, she pays scant attention to the other clientele and makes her way directly to the bar where she flags down the innkeeper. "You 'ave no idée 'ow 'appy I am to be in your établissement. Until my collègues arrivé, you are to keep a steadee stream of your best bière floweeng in my direction. de Lucky Drunk and I 'ave a lot of catcheeng up to do."
As she pours the first tankard of beer down her throat, the others in the bar get a good look at her. At her waist they spy a sheathed rapier with an ornate silver hilt. A long royal-blue coat, open in the front, trails behind her like a cloak. On the counter beside her sits her prized wide-brimmed cavalier hat trimmed with its flamboyant crimson feather. A long mop of bright red hair falls down past her shoulders, framing a pair of clear green eyes set in an attractive, light-skinned and freckled face.
She puts down the now empty tankard and picks up the second. "Ahhh. Dat 'eet de spot, as some vould say. I am begineeng to feel normale again." She looks about and spots the Pathfinders at one of the tables. Turning to the innkeeper, she says, "Eet seems I am not de first to arrivé. You vill find me at dat table over dere. pleeze make sûr dat my tankard ees never far from emptee." Taking her second beer with her, she grabs her hat off the counter and makes her way over to the others. "Bonjour mes amis. Eet appears dat I am een de right plece." She sweeps her hat dramatically across her front and bows. "I am Mimi de Valence at your serveece. You may call me juste Mimi."
If you hadn't noticed yet, Mimi speaks Taldane (ie. Common) with a strong Galtan accent and throws in the occasional (common) Galtan (ie. French) exclamation as required (eg. "En Garde!"). Just imagine Poirot or Inspector Clouseau reading the lines in a faux French accent and you'll get the idea. If this becomes too annoying, please let me know and I'll tone it down or eliminate it altogether.

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Henri has just arrived yesterday from Absalom after his mission that involves the three masters of the Society. A large man in a simple clothing of plain shirt and khaki pants and slippers, the cloistered cleric is current inside the inn he is instructed to go to from a letter he received for another mission. In one of the tables, he is approached by the innkeeper, asking what he would like for the day. He only asks for tea. Moments later, the tall woman approaches his table and introduces herself as Mimi. He quickly gets up, and gives her a courteous bow. "It is nice to meet you, Mimi. I'm Henri Hart. You can just call me Henri. Here, have a seat." he says while offering her the seat he just stood up from. He then moves to another empty chair around the same table.

GM Farol |

The Innkeeper sits Mimi and Henri together and go back to the bar, there he grabs a tankard of golden liquid and a cup of tee. Then he brings them and looking at Mimi he says
"As you requested Ma'am: The tankard ees never far from the tea" he shifts Henri's tee closer and smiling leave to tend to others
I don't mind the accent, I will just freely do not understand it, when it suits me :D

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A tall quiet man in leathers enters the room. He's tanned and well muscled from working outdoors. He carries a crossbow on his back and twin swords on his belt. He searches around for a corner table, clearly unaccustomed to socializing. He wonders why his Pathfinder Lodge sent him all the way to Ustalav.
Mimi is actually the inspiration behind Zhamie Zapp... I had floated the idea of inviting Cassimon Dohl to join us in a game and wondered how long it would take for him to tackle us (since he is French :)

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Sitting at a nearby table, a well-dressed orc, wearing a finely woven tourquise cloak and matching fez, is regailing some locals, "...so the moral is: stay in school, just not at the Dacilane Academy, and you can be smart as Mork." He laughs heartily and clanks mugs with the others.
When he sees the pathfinders gathering, he excuses himself and pulls up a chair at their table. He tips his oversized tourquise fez to the group, and says joyously, "My frriends. My frriends. I see you have received missive." He holds up his letter from the Society. "I am Mork: monster-hunter, dabbler in the occult, world-traveler, story-teller, and voted best-looking orc of my tribe." He bows and adds, "Haha. I know what you think: Tribe must be small. Yet we number in the dozens!" He puffs out his chest proudly as if he's proved his point.
Very jovial and gregarious, Mork always has much to say. And sell. His cloak occasionally flies open when he's particularly animated, revealing all manner of reagents, powders, twigs, and trinkets lining the inside. "My new frriends, can I interest you in any rare esoterica? I was also voted best merchant in tribe. Care for vial of cat's breath, perhaps eye of newt? One never knows what is needed. Chance favors the prepared, am I right?" Then, as if it's perfectly normal, the orc holds up a unique set of wind chimes made of bits of silver, iron ore, and teak -- when he runs his fingers across the chimes, the sound is oddly pleasing to the ear.
Once he's sitting, you notice chain mail beneath his large, trinket-laden cloak. He also has a trident strapped at his side. When the bartender refills Mimi's drink, he says to the barkeep, "And another rafi for Mork, my young frriend!" Turning back to the group, he explains "Dancing Moster has best rafi in Ustalav! They use fermented grapes, figs, and plums." He shares his mug with anyone interested, and adds, "Admittedly, an acquired taste." He downs the last of his drink, eager to get started on the next.
If you've ever been to the grand bazaar in Istanbul, picture Mork as one of the many friendly Turkish merchants hoping to interest you in their wares.

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A sharply-dressed human walks in.
"Why, hello everyone. I'm Peter, of course. Please, no autographs."
He sets his equipment down, a backpack with a shortbow, and pulls out a harmonica.
♫ I'm back in Ustalav
I didn't flee when the zombie hordes came
It was a strategic retreat ♫

GM Farol |

You spend an evening in the inn, talking and resting after the journey. The following day you head to the lodge. An ominous storm gathers over Caliphas as you make your way through the winding streets of Ustalav’s capital toward Vodavani Lodge, where Venture-Captain Evni Zongnoss has asked you to assemble.
Vodavani Lodge is normally a bustle of activity, a whirlwind of Pathfinders preparing for or returning from missions throughout Ustalav and the Gravelands, but today it’s eerily quiet. A gnome wearing robes embroidered with butterflies and crescent moons tends to the wounds of a middle-aged woman as newcomers arrive. Image in the slides
"Ah, yes, you’ve arrived," Venture-Captain Evni Zongnoss gestures for the Pathfinders to join her and her patient while passing a discarded bandage to the nurse. She asks him to fetch more coverings and hot water, and he nods and departs. Evni’s patient relaxes at the venture-captain’s touch on her arm. "This is Claudiette Dralston. She’s one of our best trackers, and her team has been scouting the Gravelands—that is, they were, until they disappeared a few years ago. Sadly, Claudiette is the only one of her team to escape the Gravelands." She turns to her charge and adds wryly, "She finally found the time to report in."
"Maybe we should ask Doctor Trice to help you, since your stitches are so untidy." Claudiette retorts with a kind but weary smile. Evni tut-tuts, but gently pats Claudiette’s arm. "Since the region fell to the Whispering Tyrant, Claudiette has been gathering stranded refugees in a village called Steadfast. As the settlement expands, it grows increasingly likely the Whispering Tyrant’s army will discover it. The dead are gathering near Steadfast, and its citizens need a safe path to the border. Claudiette left to find help. She barely managed to escape, and nearly died before reaching Vodovani Lodge." Evni offers a cup of hot tea to Claudiette, who wrinkles her nose at the aroma before downing it in one gulp and then continuing the story.
"Evni’s people took some notes from my ramblings when I arrived. We’re hoping it’s enough to find the town and get the people out, because for the life of me, I’m not sure how I made it out of the Gravelands. I left a knight named Sir Cray Darahan in charge when I left, but if he has his way, he’ll end up getting everyone there killed trying to fight back against Tar-Baphon’s forces." Evni nods. "Our contacts among the Knights of Lastwall report that undead troops aren’t especially active in the area at the moment. This lucky circumstance, along with Claudiette’s notes, should allow you to sneak into the Gravelands without running into more undead than you can handle. Unfortunately, Claudiette needs to recover here. So, it’s up to you to enter the Gravelands, defeat the threats you encounter, chart a path to Steadfast, and deliver some critical supplies we’re sending along, including a magical keystone to prevent the dead from joining TarBaphon’s army. You can use the supplies in an emergency, but they’re intended for Steadfast. The more you can deliver to the refugees, the easier time they’ll have escaping. Questions?" gnome looks at you

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"We hope for your speedy recovery." Henri tells Claudette. She then asks her something, "Do you have a map so that we have something we can follow and can easily get to them?" Henri asks. "The faster we can get to and rescue them, the better." he adds. "And if you don't mind, what happened to your team?"

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When Peter joins them, Mimi glances at him...
Perception vs DC 20: 1d20 + 7 ⇒ (5) + 7 = 12
...but is unimpressed. She rolls her eyes inwardly, "another pretty boy for the girly girls to fawn over." She takes another sip from her tankard. "Ahhh! Dat 'its de spot."
The next morning at the Vodavani Lodge, she listens attentively to Venture-Captain Evni Zongnoss. Mimi eyes Claudiette appreciatively ("Such a nice name, and so very attractive."). When she and Evni finish giving their reports, Mimi stands and puffs herself up. "Dere ees not a moment to looz. Ve must leeve immediatelee." Then turning to Claudiette, she flashes the woman her winningest smile. "Do not vorree my ladee, ve vill get deez supplies to Steadfast if eet ees de last teeng ve do. Pleeze recover your strength and ve vill get better acquainted vhen I return."
Activity: Make an Impression - vs Claudiette
Diplomacy (Make an Impression): 1d20 + 8 ⇒ (19) + 8 = 27 vs Claudiette Will DC

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A scowling ratfolk with unusual metallic goggles and a pack full of clinking glass rushes into the room just as the venture-captain begins. When the briefing ends, she says, "Call me Qen. If you want, I can have a look at your wounds. And I shall just need an hour or so to prepare my bioh... potions before departing, to ensure I can be as effective as possible."
Why can't these people invent a proper chronometer?

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During the briefing, Mork considers taking notes. Then he thinks better of it. His ears perk up when Evni talks about a magical keystone. Speaking in the 3rd person as he sometimes does, "Mork is student of occult. Keystone sounds fascinating ... can you tell us more?"
The orc nods as Henri and Mimi push for information to reach the refugees quickly. He thinks to ask, "What manner of undead or other monsters inhabit Grrravelands? Chance favors prepared."
Using Diverse Lore, the thaumaturge considers what he knows of the area, based on his many travels.
Esoteric Lore: Recall Knowledge: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26
Diverse Lore: You can take a –2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic, not just the usual topics available for Esoteric Lore.
NOTE: If such a Lore check is mean to be secret, please ignore and re-roll, if appropriate.

GM Farol |

Keystone sounds fascinating ... can you tell us more?"[/b]
"We had a Pharasmin priest who passed on a few weeks back." Claudiette shrugs painfully. "He explained how we could protect the town from undead by using the keystone, but he couldn’t complete the ritual to enchant it while within the corrupted Gravelands. The area around the town is afflicted. Something makes everyone who dies return to join the enemy. This stone, if properly enchanted, can keep that effect at bay—at least long enough for people to get away. I came to Ustalav to get help, but also to get the keystone to someone who could complete the preparations. Thanks to Evni, it’s ready to go."
"What manner of undead or other monsters inhabit Grrravelands? Chance favors prepared."
"The dead. All sort of." Evni responds automatically. "They’re everywhere. And from what Claudiette says, something in the area makes it so that everyone that dies rises back up. Most of them under the spell of some necromancer or some other malevolence."
Before she can stop herself, Claudiette bursts out, "And riders. Knights of death on shadowy steeds. Avoid the roads at all costs!"
If you want, I can have a look at your wounds.
Before Cladiette can respond, Evni says looking at Ysoki
"She got all the healing that she needs, now she needs time.""And if you don't mind, what happened to your team?"
Anger and despair war for control over Claudiette’s face. "They’re dead. We lost our wizard Terittasi first. She died trying to fight off this death knight. As for my husband, well, Seldrick turned into something horrible when he died. And he—he killed Vodreck and Edmon! He killed them and they rose to attack me on his orders!"
Do you have a map so that we have something we can follow and can easily get to them?
Claudiette shakes her head. "I wish. The whole area is shrouded in some kind of mist. You combine that with losing fight after fight with skeletons and other hungry dead… well… I’m lucky I can tell the tale at all."
When Mimi speaks to Claudiette she smiles looking at her
"I am not interested dear, but it flatters me ... Mimi. So keep doing it."
Evni gives you three vials of holy water and three bottled sunlight, plus two vials of life salt . Finally, she gives you the spiral keystone, a large, chiseled stone with a glowing blue spiral engraved on one side.
"One last thing." Evni intones the moment you are out of Claudiette’s earshot. "I contacted Valais Durant, leader of the Radiant Oath faction, with Claudiette’s report, as she had been a member of that faction. I received two missives back. They’re further orders. Requests really. Do what you can for the people of Steadfast. But whatever you do, come back to us alive."
The whole set of 3 handouts are in the slides

GM Farol |

@Mork - every Recall Knowledge is a secret, and you have Dubious knowledge feat ;)
Peter Plus-Haut's Society (E): 1d20 + 7 ⇒ (14) + 7 = 21
Mork, lore: 1d20 + 9 ⇒ (9) + 9 = 18
You find some documents about missions in Gravelands.
Pathfinder scouts unearthed reports of groups of knights sent from Vigil in the last days before the fall of Lastwall to fortify smaller abandoned outposts throughout the countryside. Most never returned. One such outpost is a watchtower nearby made of dark obsidian and towering over the forest that surrounds it. Pathfinder reports are clear that it’s inhabited by powerful graveknights who should be avoided at all costs. Pathfinders are instructed to be wary if they hear the hoofbeats of a cohort of knights patrolling the area, because of the danger the tower’s knights present.
A couple years ago, Evni Zongoss sent a team to find the remains of several lost Pathfinders in the vicinity of a town once known as Goldenflame. Several teams of Pathfinders were sent to find other holdouts in the dangerous lands. Their exploits and maps are well documented and are required reading for any Pathfinder working in the vicinity of the dreaded Gravelands.
You get +2 bonus to a skill check that may or may not come ;)
Feel free to ask more questions, you should pick on the school items and finish your purchases. In Gravelands there are no shops ;)

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"Skeletons? I am ill-equipped for bony undead. I will need to purchase some sort of blunt weapon if I we are to face skeletons."
Quickblade also examines Claudiette's injuries before heading to the quartermaster to purchase a mace and two additional vials of Holy Water. He also picks up two minor healing potions as his school item.
-7 GP

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Do we need to account for the Bulk of the supplies we're carrying, or is that handwaved?

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Disheartened by the fact that they will be going blind since there is no map for them to use and locate the Goldenflame in the Gravelands, Henri heaves a sigh. "We have no choice but to backtrack your path. Pray that we will get to the target location as soon as possible and we all get to return alive and still well." he says to Claudiette as he receives the three vials of holy water and three bottled sunlight, plus two vials of life salt. "If anyone among you needs to keep some of the items here, please do so. Else, I will be carrying them for us." he tells his allies.
I pick minor healing potion as school item.

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Mimi smiles at Claudiette's response to her advances. "Oh well, nothing ventured, nothing gained." She then turns to the further orders from the Society. "Eet seems dat ve must first reconnoîter de dark vatchtower before ve approach Steadfast. Dees Sir Cray fellow must be convinced dat attackeeng de tower ees a futile enterprise."
Heeding Quickblade's suggestion, Mimi arms herself with a Club in case they run into skeletons. She suspects that her own fists a likely to be more effective, but it doesn't hurt to have options.

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Mork listens to the briefing. He takes special care to read the orders from his Horizon Hunter faction leader, and fellow orc, Calisro Benarry. After all, collecting obscure artifacts is his true calling. He'll do what he can to impress her.
After nodding in agreement to Mimi's plan, the thaumaturge announces, "Mork is ready." Only then does he realize half the team has gone shopping. While he's waiting, he takes stock of the various tinctures and reagents lining his cloak. He looks forward to the upcoming hunt and avenging the deaths of Claudiette's team.
PFS School Item: Lesser Healing Potion (listed on character sheet)

GM Farol |

Do we need to account for the Bulk of the supplies we're carrying, or is that handwaved?
Supply is handled by a magical donkey that can climb, fly and swim and does not care for entering an undead-infested country. On top of that they are invincible and with a single kick could take down Whispering Tyrant. So yeah handwaved
You prepare to depart and very quickly you leave. You follow the path that Claudiette has traversed, heading for the river that marks the boarder between Ustalav and Gravelands.
This old bridge crosses one of narrowest points of the Path River, leaving the dubious safety of Ustalav for the wilds of the Gravelands. The well-worn path leading to the bridge hasn’t been kept up for many years, but the bareness of the river banks and sparse foliage keep it easy to follow. A light mist draws itself up from the river below, setting the far shore in a slight haze.
Near the bridge stands three men, they carry crossbows and clubs. When they see you moving towards the bridge one of them say
"There is a fee for using the bridge. If you want to get to Graveland's it costs 3 gold pieces per head. Going back to Ustalav is free. Yesterday we saw a band of immigrants that barely made it."
Map is up the green terrain is difficult but it does not stop one from shooting through it.5 icons are on the map Qen needs to add themselves.

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Mimi laughs at the proposal from the toll collector. "Ha ha! You vant us to pay you to enter de Gravelands? 'Ow ridiculous! 'Ow about dees for a counter-offer: You let us pass freelee and ve vill not keell you out of 'and."
Activity: Coerce vs Toll Collector
Intimidation (Coerce): 1d20 + 8 ⇒ (4) + 8 = 12 vs Toll Collector Will DC
Well, that could have gone better. Anyone else want to give it a try?

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"Now, Mimi, dear, don't be so rude."
Gonna roll, and then roleplay the die. Won't reroll unless it's a nat 1.
Deception: 1d20 + 11 ⇒ (16) + 11 = 27
"My good friends, we'd be happy to pay the toll, except that I think you're mistaken about something major - you're the wrong side of the bridge! We are leaving the Gravelands and going back to Ustalav!"

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Mork is about to step forward, when Peter takes care of the introductions. He says softly to the bard, "You have quite the way with words. Mork believes you." He turns to the trolls, er... guards that are blocking the bridge.
The friendly orc tips his fez and bows, "Grreetings, my frriends. Pleasant day for journey, is it not? Can I interest you in any wares? I'm Mork, most adventurous orc in my tribe." Indicating Peter, "This is colleague. Very friendly like Mork."
Diplomacy-Make an Impression: 1d20 + 11 ⇒ (18) + 11 = 29
I'd like to try to Make an Impression, but if our GM prefers Deception to Aid, please deduct 2 from the above roll.
Mork studies the guards to see how they respond.
Can he make a Recall Knowledge of some kind? If so, Diverse Lore at +9.

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Making an impression is not his forte of Henri so he lets the others do the negotiation. When he sees the bridge, he remembers what Claudiette told them about what happened to her where "some young toughs found me there and helped me to Caliphas. I never thought I would never see the living again. I should like to thank them, but I never knew their names".
He gets close to Mork, and whispers something, "You remember Claudiette's tale on how she survived? The last part, in this bridge where some thugs saved her. Could it possibly be them? Probably they would recognize her if we mention it. What do you think?"

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Quickblade says nothing, but removes his crossbow from his back. He doesn't load it yet but is ready to do so. He continues to watch as the situation develops.
He's not much of a talker, obviously :)

GM Farol |

Mimi laughs at the proposal from the toll collector. "Ha ha! You vant us to pay you to enter de Gravelands? 'Ow ridiculous! 'Ow about dees for a counter-offer: You let us pass freelee and ve vill not keell you out of 'and."
...
The thugs look at Mimi speaking and one is saying to another
"Xandir, Can you understand anything that she is saying? "The one called Xandir denies with his head "No, but I think she fancies me and wants to invite me for a freebeer."
He straightens and fixes his hair and says "I would gladly go with you Mylady"
Well, intimidation failed ;)
Peter and Mork try to lie to them, both of the banks look pretty similar, and they don't look like the smartest around them. And then they hear Henri "Cladiette? You mean like chick, this tall, with those kind of hair, and the other kind of armor? Is she all right? She was in bad shape when she got here. Came from that direction. "
They look at each other
"Go through the bridge, Claudiette came from that direction, she dropped this pouch of coins, we found it after we came here. "
As they pass you through Xandir throws to Mimi
"If you come back I still expect that freebeer."
Other robber says "Smooth!"
This is an odd encounter, and I am glad that you found a way to bypass it. SO 1 point for hufflepuff!

GM Farol |

When you pass the bridge and open the pouch beside coins there is also an unfinished map, that could come in handy. Part of the job for Horizon Hunters
You follow the direction that you were told and try to keep to the tracks that are hard to see.
Only one of you should roll me Survival check DC18 or Scouting Lore DC16, other may aid.

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+6 for both in case anyone has higher?

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At the bridge, Mork claps Henri on the back, "Well done, my frriend! Good thinking mentioning Claudiette."
Later, when the group finds the partial map, Mork studies it. With a dreamy look in his eyes, he exclaims, "Oho! This is map that wise faction leader Calisro Benarry wants." He looks around and confides, "Mork was voted best cartographer in tribe. May I keep maps safe for Benarry?" The young orc seems to be quite smitten with Calisro. If there are no objections, he tucks them safely into a secret lining of his cloak.
If Esoteric Lore/Diverse Lore will work for Scouting Lore, Mork is +9.

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Henri gives a respectful bow to the thugs, thinking if it is the right way to do as a sign of gratitude to them. "Bless your souls." he says before he quickly goes to the bridge before they could change their minds.
"Without a reliable map, we could only rely on Claudiette's account by backtracking it towards our goal. The rest are up to us." he says as a matter-of-factly. [b]"If I remember her tale right, she followed the river that goes north, away from the road.
I have untrained Survival +4.
If it is allowed to Aid with untrained skill:

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Qen waits for the others to move on, mumbling something about a jeepee'ess.

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Mimi is a little confused by the ruffian's reaction to her threat. Looking at her companions, she asks, "Vhat nonsense ees dees? Vas I not entirelee clear in my threats?" When the situation is defused and they cross the bridge, Mimi gives Xandir a closer look. With a good wash, he might do in a pinch. In passing she says, "Xandeer, ees eet? If I am trulee déspéréte for companionship upon my return, den perhaps I vill purchase you dat freebeer after all."
Mimi is untrained in both Survival +0 and Scouting Lore +0. She won't even bother trying to Aid.

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As the thugs return the money, Peter is flabbergasted, and a song comes to mind.
♫ What have I done?
Sweet Iomedae, what have I done?
Have I fallen so far
And is the hour so late
That nothing remains but to prevaricate ♫
But he keeps it to himself, because it has absolutely nothing to do with his personal life, it's just a song.
---
Peter has Survival +7, but I think Mork should be primary with Peter and Quickblade aiding.
Aid Survival (DC 20): 1d20 + 7 ⇒ (11) + 7 = 18

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Quickblade attempts to help Mork with Scouting Lore.
Aid Scouting Lore: 1d20 + 6 ⇒ (7) + 6 = 13
Nope, nothing here

GM Farol |

a: 1d20 ⇒ 17
I actually do not know. For survival it would have been track action, for lore ¯\_(ツ)_/¯ So going with secret.
Despite the efforts of his team Mork, is able to follow track. Quickblade looks for berries walking over trail while Peter looks for a rhyme to 'prevaricate'. Mimi has dreamy eyes looking into the distance thinking about gods know what, while Quadenilla dreams of reinventing vehicles to travel hard terrains.
The mists grow thicker with every step taken deeper into the Gravelands. An eerie silence draws around every living thing like a blanket, pierced only by the sounds of footsteps along the trail, the distant howls of unfamiliar creatures, and periodic hoofbeats on some distant road.
The wreckage of a carriage is mired in the shallow mud basin of a meander of the Path River, seemingly driven off the road by a mudslide. The carriage train once bordered on opulent with its colorful paint, decorative filigree, and plush cabins, but it shows little of its former elegance. Of the occupants and team of horses that had once pulled the caravan, no trace remains.
What you see is an odd undead creature, with a head of an owl and a body that resembles more of a bear, and three undead humanoids.
Henri Hart's Initiative Using Search: 1d20 + 8 ⇒ (11) + 8 = 19
Quickblade Trueshot's Initiative Using Incredible Initiative: 1d20 + 10 ⇒ (3) + 10 = 13
Mimi de Valence's Initiative Using Avoid Notice with Incredible Initiative: 1d20 + 11 ⇒ (7) + 11 = 18
Mork the Orc's Initiative Using Exp Mode: Investigate: 1d20 + 8 ⇒ (9) + 8 = 17
Peter Plus-Haut's Initiative Using Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Quen: 1d20 + 6 ⇒ (13) + 6 = 19
Red: 1d20 + 8 ⇒ (14) + 8 = 22
green, blue, black: 1d20 + 3 ⇒ (19) + 3 = 221d20 + 3 ⇒ (8) + 3 = 111d20 + 3 ⇒ (11) + 3 = 14
One of the zombies moves towards you, while the giant creature runs through the water, stops not that far and shrieks terribly: Critical Success: Unafected| Success: frightened 1| Failure: frightened 2 | Critical Failure: frightened 3 and fleeing for 1 round
★★★
Sunken Caravan Round 1
Terrain: River is difficult terrain for medium/small
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Peter: Will save DC19
Mimi: Will save DC19
Quickblade: Will save DC19
Mork: Will save DC19
Quan: Will save DC19
Henri: Will save DC19
──────────
BOLD IS UP!:
──────────
Red large (- HP) │ Religion to RK
Green undead (- HP) │ Religion to RK
➤ Peter (38/38 HP)
➤ Mimi (44/44 HP)
➤ Quickblade (41/41 HP)
➤ Mork (34/34 HP)
➤ Quan (26/26 HP)
➤ Henri (28/28 HP)
Blue Undead (- HP) │ Religion to RK
Black Undead (- HP) │ Religion to RK

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DC 19 Will save: 1d20 + 10 ⇒ (3) + 10 = 13
Hero Point: DC 19 Will save: 1d20 + 10 ⇒ (18) + 10 = 28
Frightened by the shriek, Henri manages to take a look at the creature with an owl head and a bear body. He then surrounds himself and his nearby allies with blessing from Sarenrae. "Bless us with your fire, Sarenrae. I beseech thee!"
◆ Recall Knowledge, Religion +8
◆◆ Cast a Spell, Bless

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Will Save: 1d20 + 8 ⇒ (4) + 8 = 12
Will Save, HP: 1d20 + 8 ⇒ (16) + 8 = 24
Quickblade trembles, but keeps his nerve. He pulls out his crossbow, loads it, and takes aim at the large behemoth in the water.
+1 Crossbow vs Red: 1d20 + 9 ⇒ (1) + 9 = 10
It appears the fright affected him more than he thought.
◆◆ Draw and Load
◆ Whiff

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Will DC 19: 1d20 + 8 ⇒ (12) + 8 = 20
Frightened 1
The finest cartographer of his tribe does his best to lead the group. Sadly into an undead ambush. Managing to withstand the worst of the shrieking, Mork looks excitedly at the caravan. "Calisro will be interested in treasures that carriage beholds. But first ..." Holding his wind chimes, as he always does, he draws his trident and studies the large creature moving forward.
You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again.
Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.
You can attempt to Exploit Vulnerabilities in one of two ways: either by invoking properties that repel that type of creature, or by attempting a more improvisational, ad-hoc method with your esoterica that can impose a custom weakness on any creature, albeit one that usually isn't as dire as a creature's existing weakness.
Mortal Weakness: After identifying a creature's weakness, you use a thematically resonant bit of esoterica to attune your attacks to your discovery. Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. For example, when fighting a pack of werewolves you might use silver shavings or crushed moonstone to deal damage that applies their weakness to silver to your attacks against any of the werewolves, but you wouldn't apply this damage to any other monsters with a weakness to silver.
Personal Antithesis You improvise a custom weakness on a creature by forcefully presenting and empowering a piece of esoterica that repels it on an individual level; for instance, against a tyrant, you might procure a broken chain that once held a captive. This causes the target creature, and only the target creature, to gain a weakness against your unarmed and weapon Strikes equal to 2 + half your level.
Implement's Empowerment
He gets an Esoteric Lore check (+11 to RK on any creature). See spoiler for varying results.
With Diverse Lore, the above Esoteric Lore check functions as a RK check for purposes of learning/sharing info.
Then, focusing on the creature, he jingles his wind chimes as part of his attack, and he sprinkles some reagents on his trident to activate the creature's weakness, and hurls his returning trident.
+1 Returning Trident (range 20') (-1 Frightened, +1 Bless) vs Red: 1d20 + 9 ⇒ (15) + 9 = 24
Piercing Damage (+5 +Weakness): 1d8 + 5 ⇒ (3) + 5 = 8
Damage depends on results of Exploit Vulnerability above. He gains either Mortal Weakness to include a creature's Weakness, or Personal Antithesis which adds +3 to damage.
◆ Interact (Draw weapon, ◆ Exploit Vulnerability, ◇ Esoteric Lore, ◇ Implement Empowerment (shaking wind chimes) for +2 damage, ◆ Strike

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Will: 1d20 + 9 ⇒ (14) + 9 = 23
♫ We shall overcome ♫
◆ Inspire Courage
◇ Lingering Composition
Lingering: 1d20 + 11 ⇒ (7) + 11 = 18 vs DC 18
If Mork and Henri provide useful information about the creature, Peter will Telekinetic Projectile with an appropriate damage type.
Telekinetic Projectile: 1d20 + 9 ⇒ (13) + 9 = 22
Physical: 2d6 + 4 ⇒ (3, 1) + 4 = 8
If neither is able to give useful information, Peter will Recall (Religion +9) and Shield himself.

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Will Save: 1d20 + 5 ⇒ (7) + 5 = 12
Frightened 2. Waiting on RK checks to decide an action.

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Mimi is moving from tree to bush to boulder in an attempt to avoid being noticed by any potential undead that might be roaming the area. She wonders what the best way would be to bring Claudiette around. I mean, it's not like her husband's holding her back anymore.
When they hit the river and the owl-bear-type creature screeches, she slaps her hands to her ears...
Will Save vs DC 19: 1d20 + 7 ⇒ (13) + 7 = 20
...and though she manages to block out the worst of it, she's still a little rattled.
Given that we're travelling through the Gravelands, I'm going to assume that Mimi has her +1 Rapier in hand. Let me know if this isn't the case.
Based on Mimi's last encounter with zombies, she knows that they are weak to slashing and mindless. Can I assume this knowledge, or does it need to be Recalled?
Before I can figure out what to do, I'm going to need a much better idea of exactly what squares Mimi and the rest of the group are occupying. Are we supposed to start in the yellow area? We all seem to be shifted a half-square off the grid.

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I put the yellow area as the emanation of Bless spell.

GM Farol |

Recall knowledge: 1d20 + 11 ⇒ (18) + 11 = 29
Morc recals that this is in fact, Zombie Owlbear, and it is immune to death effects, disease, mental, paralyzed, poison and being unconscious. It has Weaknesses to positive damage (10) and slashing (10). That was a crit success so: You can exploit either the creature's mortal weakness or personal antithesis

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Mork exclaims excitedly, "Aha! Mork, the monster hunter, studies many creatures." He speaks quickly, "This is nasty zombie owlbear. Immune to death, disease, mental, poison, and weak to positive and slashing."
As part of Exploit Vulnerability, the thaumaturge reaches into his cloak and sprinkles a few drops of bottled sunlight onto his wind chimes to imbue his trident with positive energy.
Please add 10 positive damage to Mork's damage roll above, for a total of 18hp.

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Still not sure where everyone is located. Is Mork in the trees? Is Mimi in the water? Does Mimi start within Henri's Bless emanation?
Hearing Mork's identification of this creature as a zombie Owlbear, and his mentioning that hacking attacks work better on it than poking ones, makes her recall a similar zombie attack that she dealt with during one of her recent missions. She also remembers that her usual psyche-affecting banter will be of no use to her in this situation. She sighs. C'est la vie.
Looking at the distances involved and the difficulty of wading through the shallow water to reach the creature, Mimi decides to wait for it to come to them. In the meantime, she moves into a better position within the range of Henri's blessing
Action 1 (◆): Stride (35 feet)
Screw it. I went ahead and moved everyone up to align with the grid while moving Mimi to just south of Mork so that she's within Henri's Bless and still on the front line.
She drops her rapier, draws her shortsword, and steels herself for the arrival of the creature.
Action X (◇): Release - +1 Rapier
Action 2 (◆): Interact - Take Shortsword in Hand
Action 3 (◆): Dueling Parry (Swashbuckler) - gain a +2 circumstance bonus to AC until the start of your next turn (now AC 22).
Frightened condition removed.

GM Farol |
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Henri has troubles dealing with the shriek but tries to recall some information about the odd creature
He is not sure, it looks like an Owlbear, but he is not certain what have happened. He casts bless.
Quickblade reaches for his crossbow, loads it, and sends a warning shot in the air. A flock of birds disperses wondering why one of their own would shoot his kind. Miss.
Mork identifies the weaknesses of the owlish creature, and throws a trident towards them. The trident strikes the creature who shrieks in pain caused by the positive damage Hit -18
Peter inspires others and sends a rock towards the creature, leaving a bit slashing wound in its body. Let me add +1 to your dmg from your own bard song ;) Red -19
Mimi drops her rapier, takes out her shortsword and set up parry.
★★★
Sunken Caravan Round 1
Party Conditions: Inspire courage 3 rounds
Terrain: River is difficult terrain for medium/small
Battlemap
──────────
BOLD IS UP!:
──────────
Red large (-37 HP) │ Religion to RK
Green undead (- HP) │ Religion to RK
Peter (38/38 HP)
Mimi (44/44 HP) │ Parry +2 AC
Quickblade (41/41 HP)
Mork (34/34 HP)
➤ Quan (26/26 HP) │ Frightened 2
Henri (28/28 HP)
Blue Undead (- HP) │ Religion to RK
Black Undead (- HP) │ Religion to RK

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Quickblade reaches for his crossbow, loads it, and sends a warning shot in the air. A flock of birds disperses wondering why one of their own would shoot his kind. Miss.
ROFL! How'd I guess... :)

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Of course it's immune to poison, Qen thinks as she pulls her backup weapon and fires at the owlbear.
◆ Interact to draw Crossbow
◆ Reload
◆ Strike
Hand Crossbow: 1d20 + 7 ⇒ (16) + 7 = 23
Piercing Damage: 1d6 ⇒ 5

GM Farol |

Quan takes out his crossbow and shoots. The arrow disappears in the fur. Hit -6 (added +1 from Inspire Courage)
Brave and mighty agents sets up a testudo formation. Arm in arm defending their allies.
The undead are closing by, the zombies are moaning and slurping, gurgling and roaring, but above all others, they are approaching.
Black zombie moves in range and smacks their fists at Mimi
Fist@Mimi: 1d20 + 9 ⇒ (3) + 9 = 12
Damage, bludgeoning: 1d8 + 4 ⇒ (1) + 4 = 5
But fists misses, and a splatter of meat flies towards the hero as it did not stick to well to the bones.
The other undead also moves in but can't reach the agents soon enough. two move + attack and three movements.
The Owlbear closes in and strikes at the one dealing hurting wounds
Talons@Mork: 1d20 + 12 ⇒ (9) + 12 = 21
Damage, piercing: 1d10 + 7 ⇒ (3) + 7 = 10
Talons slashes through Morks armor and leave gasping wound. The creature grabs Mork with his talons and tries to bite him.
Beak@Mork grabbed: 1d20 + 12 - 5 ⇒ (14) + 12 - 5 = 21
Damage, piercing: 1d12 + 7 ⇒ (10) + 7 = 17
Leaving a second wound in Mork. Hit -10, grabbed, hit -17
The closest Zombie moves in and tries to punch Mimi
Fist@Mimi: 1d20 + 9 ⇒ (18) + 9 = 27
Damage, bludgeoning: 1d8 + 4 ⇒ (7) + 4 = 11 Hit Mimi -11 and grabbed + fort save vs Zombie rot
This hit smackes Mimi, pushing air out of her loungs. And the creature grabs her.
★★★
Sunken Caravan Round 2
Party Conditions: Inspire courage 3 rounds
Terrain: River is difficult terrain for medium/small
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Mimi: Fort save DC18
──────────
BOLD IS UP!:
──────────
Red large (-42 HP) │ Religion to RK, grabbing Mork
Green undead (- HP) │ Religion to RK, Holding Mimi
Peter (38/38 HP)
Mimi (33/44 HP) │ Parry +2 AC, grabbed by Green
Quickblade (41/41 HP)
Mork (7/34 HP) │ Grabbed by Red
Quan (26/26 HP) │ Frightened 2
Henri (28/28 HP)
Blue Undead (- HP) │ Religion to RK
Black Undead (- HP) │ Religion to RK