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Gameplay Thread

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With a loud CRUNCH, a white-haired gnoll pulls a peach from his pocket, which explodes with a sweet wet spray, moistening the fur around his mouth, his teeth slicing the pit right in half, the magical juices pouring down his throat.
Healing Peach: 1d6 ⇒ 5
Looking around him in the quiet - a little too quiet - morning glow, he spies a few figures ahead. Two squat, thick humanoids (?) - one squareish, the other roundish - heading his direction. Looking ahead, he spies someone in knight's armor - a squire perhaps? - and standing equidistant between the two groups, decides to wait to see who approaches him first.
Licking his lips to gather the last of his morning snack!

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A handsome, but serious looking half elf in full plate armor walks in. A holy symbol around his neck and he wears a cloak of red with gold trim. He has a bastard sword in a scabbard and he carries a pole arm, a fauchard with him as well. He nods to those who are here. Greetings. I am Sir Kidron Quintus, knight of Last Wall.

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Blub.
More resembling a collection of jell-o filled burlap sacks then a person Squish blubs along. "Yes, I'm stuck this way. I've been working with Valias Durant on my levity so you can call me Squish."
Blub.
A collection of strange bags and such hand from various bags and ropes but no weapons or armor of note seem to be present.

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A dwarf with red hair that is receding joins the group. While his hair is kept simply and just swept back from his face, his beard is carefully braided. His eyes are small and made even smaller by the way he squints suspiciously as though operating under the assumption that something is going to go wrong every moment.
He's armed with a clan dagger and waraxe, clearly a traditionalist when it comes to weapons.
He gives everyone a nod of greeting but doesn't speak, simply standing with them with his thumbs tucked in his belt and a distant look on his face.

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"Heh heh" sharing an inexplicable laugh to himself, Axel spits onto the ground, and paces with long strides back and forth in place.
Then, animated by some idea, he squats and pulls out a sack, emptying some of the contents - gunpowder, string, glue, pins, capsules - and begins fiddling with them, tongue hanging out the side of his cheek, his expression a productive and mischievous childlike glee...

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Ulfgar nods in greeting and acknowledgement to Kidron and Squish. His eyebrows raise as Axel begins moving around.
He spits in turn then leans over to try to see what the gnoll is doing.

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The gnoll's ear perk up at the dwarf's proximity, but he keeps his attention focused towards the ground, explaining that "Can't be too careful here" and "Look" finally turning to face him he explains with a strange laugh "Against the Unliving!" and holds forth a batch of Ghost Charge alchemical bombs - then with a second laugh, he produces a half-batch of Alchemist's Fire alchemical bombs and explains "Against the Living!" tilting his head the other way to convey the difference physically.
Placing the completed vials on the sooty rag like a display blanket, he demonstrates how each has a different thumb release and mimes a throwing motion, adding "Careful!" and then gestures with his expressive mouth - "pointing" with his lips! - that any gathered here has an opportunity to grab a bomb or two.
Which, if anyone does, he explains finally that they are "Good for a day" - and in either case, rolls up his kit, stuffs it back into his cloak, and rises to his full 6-foot height, the long gun strapped to his back - half the length of his body! - polished and glistening in the morning sun.
Munitions @ Alchemist Fire / Ghost Charge @ (□□/□□□□)

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Ulfgar's eyebrows raise at the demonstration, his eyes widening ever so slightly.
He nods and bends down to pick up one of the Ghost Charge bombs. He gives another nod of thanks as he tucks it away for later use.

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"After what I have been through, I cannot agree with you more." says the quiet cleric of the Song of Spheres. "I do not know what to expect, but we are backed by the blessings of Lady Luck."

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You have been in Caliphas for the past few days. While perusing job boards, you come across a tattered and rain-stained bounty pinned on top of fresh ones.
Knight in need of adventurers who can brave undead-infested lands. Please contact the master innkeeper of the Elderberry Cellar to arrange a meeting.
Those that have not put in their details on Slide 2, please do so

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"Undead, eh." says Shade as he reads the bounty. Well, that's a plague that I can likely do something about.
He looks for other adventurers, as he heads for the Elderberry Cellar.

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A gnome, with colorful hair and fashion, sees the notice on the job board and makes their way to the Elderberry Cellar. "Good day," they say to the staff member who greets them upon entering. "I'm here to meet with the master inkeeper, about this job of braving undead-infested lands. I have some experience in that regard." When directed to the master innkeeper, they head that way, to offer themself up for service.

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”I’m in”
Shifting his gait into a deeper stagger, Axel Zeldo grins and follows the human cleric and gnome monk with long intentional strides, arriving horizontal in a gay line, grinning at his company of strangers. He looks back towards the dwarven ranger of even fewer words than he.
”Coming?”

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Ulfgar squints at the notice, his eyes all but disappearing. Apparently, after reading the contents, he spits to the side then looks to Axel and gives a single, distinct nod before following.
Given his shorter legs, he comes up behind the others as they arrive.

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The gnome's legs are, of course, quite short, but they dart about quickly, literally bouncing off the walls parkour-style as they move around the room, dodging around the other patrons as needed.

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The innkeeper points you to a private suite upstairs at the end of the corridor. As you approach the room, a muffled explosion occurs and the door at your destination opens, revealing a slightly smoky and disheveled Chelaxian man in his late twenties. At first mistaking the you for the innkeeper, he apologizes for the continued racket. Once he realizes you’re here about the bounty, he introduces himself as Timitheo Ralovon (male human Knight of Lastwall). The explosion was him testing some delayed holy bombs.
Timitheo explains that he last saw his old friends when they were leading undead away from the refugees, and adds that the group was last seen rowing a boat toward an unnamed island off the shores of Lake Encarthan. Realistically, he doesn’t believe they survived. Nevertheless, he wants confirmation and to recover some mementos for burial if possible.

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Highwire nods. "Yes, I can understand that ... and you are accompanying us?" They glance around the room. "Or are you staying here to continue with your ... um ... experiences?"

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No. I fear I will just be a hinderance at least and a liability at worse. Besides, I have Knightly duties to perform. But you have Sir Kidron anyway. You should be fine.

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perception to sense motive: 1d20 + 9 ⇒ (8) + 9 = 17
"It is ok, my friend. You have seen a lot, I am sure. We can handle this for you."
'Ok, best case, recovery of body. Worst case, destroy the bodies and recover what we can from them.' thinks the Desnan cleric.
"Might you recall what sort of undead they were trying to distract away from the innocents?"

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Perception vs 16: 1d20 + 6 ⇒ (17) + 6 = 23
Highwire smiles at the knight. "Yes, that makes sense. We will do what we can to help your friends." They glance over at the cleric's question, and then adds, motioning to the remnants of the holy bomb, "Would you happen to have any holy water or other tools you could offer to help against undead?"

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”Bring back the bodies: Easy”
Our inconsiderate gnoll hero’s casual arrogance shows in the overconfident demeanor loaded into the expressively wide grin that display his teeth like so many explosive munitions fastened to a utility belt.
Sense Motive (Perception) vs DC 16: 1d20 + 8 ⇒ (12) + 8 = 20
Unable to empathize with the young squire’s sense of fear, he instead boasts that ”Blow ‘em up quick” tossing a few of his own bombs into the air and dangerously catching them so that they don’t accidentally combust.
Then asks Timitheo ”You comin’?” tossing him a bomb to catch!

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When the explosion rings out, Ulfgar's axe is in his hand in the blink of an eye.
He eases it back in its holster when it becomes evident there's no further danger, though.
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
He doesn't show any expression when the person giving them the task decides not to come. Instead, he stands aside in the room, his eyes slowly looking around while the others ask question.

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The usual - skeletons, zombies, ghouls, ghasts .... the odd wight
He catches the bomb and tosses it back

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Highwire maneuvers behind a piece of furniture, positioning to take cover if needed from the careless use of bombs. They're used to such behavior from the circus, of course, so such precautions are not new. "Pick up some holy water on my way out of town, then ..."
They glance around at the other Pathfinders. "Do any of you have sailing experience? Or, perhaps, Timitheo, you've arranged a boat for us to use?"

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Timetheo has indeed arranged a boat, the Faithful Return. He then tells you about his comrades. (see slides)
As I said, Realistically, I don’t believe they survived. Nevertheless, I want confirmation and to recover some mementos for burial if possible.
Now do you have any further questions?
Many of the zombies of the Gravelands have deteriorated to skeletons since the initial first wave. Those who remain may be husk zombies who have been specially preserved.
Skeletons and zombies are the most frequently encountered undead. Also, numerous pets came back from the dead to attack their owners, particularly those who were abandoned.
You know nothing Jon Snow
Many of those who died in Lastwall were spellcasters and cavaliers, leading to horrors such as skeletal mages, undead knights on skeletal horses, and even deathless acolytes.

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Blub.
Religion: 1d20 + 6 ⇒ (20) + 6 = 26
"Many skeletons and zombies, also many former pets came back from the dead." frowns Squish, pondering the gruesome sight.

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I would allow undead lore in this case

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Religion check: 1d20 + 6 ⇒ (14) + 6 = 20
There is a chirp of surprise in response to Squish's words. The chirp seemingly comes from Highwire's elaborate and colorful hair, and the hair moves as a squirrel - a purple squirrel - peeks out from it, chittering and emphatically waving his hands. Highwire says, "Now, now, Zagnut ... I will not leave you behind to turn into an undead." This seems to mollify Zagnut, who resumes nesting within Highwire's hair ... about half of which, you now realize, is actually squirrel fur.

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Ulfgar listens closely to the descriptions of Timetheo's companions. Given what a couple of them include, when Blub mentions that some pets have been brought back to unlife, the dwarf releases a scoff and rolls his eyes.
Then, with a heavy sigh, he turns to the door and sets his feet toward the Faithful Return.

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As they head to the Faithful Return, Highwire seems in an animated conversation with their companion, Zagnut. "No, no, he said that some of his friends were squires. I don't think that guy's ever had a squirrel friend in his life."

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The Faithful Return has its own security so you can rest at night, though you are welcome to help keep watch—the captain mentions that this island is cursed. A strange gray fog soon rolls in, blanketing the island ahead. As a result, for those whose eyes can see well in starlight, it may be both safer and easier to venture on to the island at night.
Once the island comes into view, the captain drops anchor and provides two rowboats for travel. Having scouted the island from a distance before under the starlight, she suggests the party approach the island from the west and disembark on the northern shore.
During the night, the moon and starlight are the primary light sources, blanketing the island in dim light.
For creatures without low-light vision or darkvision, everything has the concealed condition. Conditions during the day are even worse; the fog gives all of the PCs the concealed condition unless they have means to see through it. If the PCs choose to brave the island during the day, they occasionally catch glimpses of eerie figures in the fog.
Each flight of stairs or slope up indicates a 10-foot increase in elevation. A1 is sea level, A2 is 10 feet above, and A3 is 20 feet above. All bridges connect to the same elevation
Make Perception checks.

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On the passage, Highwire takes the opportunity to ask Squish, "So, um ... what happened to you? Magical accident? Alchemical? I don't mean to be rude, I just find it an interesting situation. Have you ever considered joining the circus?"
As the ship approaches the island, Highwire gazes out at it nervously.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Should we place our tokens on the map? I'll be doing Avoid Notice (Stealth+8) as my default exploration activity.

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"I do not have any special way to see at night, but since others do, I think it would be best if we were to go in at night.
"Also, if we do face some undead, I can enchant to weapons to be disrupting to them."
perception: 1d20 + 9 ⇒ (15) + 9 = 24

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Ulfgar stands at the bow of the boat, arms crossed over his chest and watching the island approach. He may or may not look a little green. It's hard to tell under all that facial hair.
He relaxes somewhat as they get closer though he scans the shore for threats.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18

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Ulfgar, Shade and Highwire notice that the southern bridge is broken, leaving a 20-foot gap.