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“Man Down”
Axel reaches into his waist-bound bandolier and begins to load a Life Shot shell into his longarm...

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Deerslicer sees Axel loading his gun and nods. "Yah, best put him out o' his mis'ry, so he not come back as skelly-ton!"

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Luca takes Green down. All enemies have been defeated.
Congratulations Studley. You're the first PC I've managed to get to the Dying condition
Axel can join the initiative

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Seeing the Paladin move in quickly, Axel stows the needle-tipped serum bullet back in his bandolier, and instead retrieves bandages.
Treat Wounds (Medicine, Trained) vs Studley DC 15: 1d20 + 6 ⇒ (17) + 6 = 232d8 ⇒ (3, 4) = 7

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Deerslicer begins looking over the bodies for any equipment or tokens indicating who they were. Once that's done, he proceeds to - with Gracie's help - searching through the camp area to find anything of interest.

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It was your Wounded condition I wasn't sure about
In a small bag at the waist of one of the skeletons, there are the Pathfinder’s remaining riches (worth 10 sp) along with his wayfinder and, a grim ring. The rest of his equipment is too rusted or damaged to
be useful. Hidden among the remnants of the camp is a desiccated hand bearing a large, golden signet ring (worth 2 gp).
Make Perception checks.

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((Kidron rolled a 26 in Discussion))
Kidron discovers a map of nearby enclaves and towns that may remain in the surrounding area. This parchment counts toward the fulfillment of the Horizon Hunters faction mission.
You also find a path heading off. Following that you discover that this part of the trail crosses what was once a trade road. But despite the lack of sounds of living creatures in the forest, the area is not without dangers. The forest around the crossroads seems to hold its breath, waiting to see what doom befalls you next, while in the distance, the sound of heavy cavalry on patrol echoes through the wood.
Everyone please make Society or Survival check or a Mercantile Lore or Scouting Lore check to Recall Knowledge about these roads and where they lead.

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”We should take low cover”
Survival (Trained): 1d20 + 6 ⇒ (6) + 6 = 12

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"Hey, magic peoples ... any of d'ese shinies have magic?"
Scouting Lore: 1d20 + 6 ⇒ (16) + 6 = 22
Deerslicer tries to figure out where they are and where these roads might lead.

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Wirg rolls like that, you easily find a long forgotten path to the Watchtower.
A rocky outcropping high above the forest floor provides a vantage point to see movements in the forest beyond. A few hilltops away, a bleak, dark tower rises defiantly above the mist. From the crenelated tower above, dark flags wave in a parody of the Lastwall heraldry they once bore. Fires within the tower glow with an eerie purple light as the sounds of undead forces create a cacophony of terror from within. Every few moments, the purple light pulses, bathing the surrounding forest in a sinister, lingering glow.
You can determine the origin of the forces currently stationed in the tower by succeeding at a Heraldry Lore check or Society check to Recall Knowledge, assess the efficient organization and tactics of the troops with a successful Warfare Lore check to Recall Knowledge, or scout the area with a Perception check or Scouting Lore check.
Finding a way around the watchtower that doesn’t require a long detour is difficult. You can attempt a Stealth check to avoid patrols, a Deception check to create a distraction, or a Warfare Lore check to avoid the patrol paths Each of you must attempt a check.
So that's a check per paragraph for each of you.

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”I’ll get a close look”
With a manic grin, Axel sidewinds into the low forest surrounding the tower, dipping between patrols, slinking back into the crosswood, skulking himself into a vantage point from which he can peer through an opening in a tower terrace.
Scouting Lore (Trained): 1d20 + 5 ⇒ (19) + 5 = 24
Stealth (Trained): 1d20 + 8 ⇒ (12) + 8 = 20

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Studley: Critical Failure, Success
Axel: Success, Success

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Maximas will try to determine the origin of the forces perception: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Then find a way to the watchtower without getting caught. stealth: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24

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Deerslicer scouts around the area, working to avoid patrols as he is trying to get some information about the threats and enemies arrayed against them in this region.
Scouting Lore (Trained): 1d20 + 6 ⇒ (12) + 6 = 18
Stealth (Trained): 1d20 + 9 ⇒ (15) + 9 = 24

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Maximus: Success, Success
Deerslicer: Success, Success
Kidron and Luca still to roll.

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Luca: Success, Success
Kidron: Failure Success.
Four successes, Six successes.
You get enough information to ascertain that the inhabitants of the tower are well organised and attacking the tower would be suicidal.
You then find a path that bypasses the tower quickly without running into any patrols and reach Steadfast without becoming Lost in the Woods even once. You arrive with all the supplies.
Despite the torches that ring the town in the ever-present gloom, Steadfast appears quite suddenly out of the mist and gloom of the Gravelands. The remnants of a dozen or so structures surround a taller, domed building that may have been a great hall or other central structure. In the fire light offered by scattered campfires in and around the ruined homes, refugee families huddle for warmth, share their food, or converse in hushed whispers. Among the population of several hundred villagers, dozens of skeleton refugees assist their living friends with packing and training with rusted weapons and farming equipment under the barked commands of a knight dressed in mismatched armour near the great hall.
As you approach, a pair of runners call out to the knight, warning of new arrivals. The knight, Sir Cray Darahan (male half-elf knight) a half-elf man with mismatched armor and the facial hair of disregard, waves off a pair of skeletal farmer refugees and a burly dwarf with a notched greataxe before approaching the obviously living arrivals. His hands rest on his belt, not far from the sword belted at his waist. He introduces himself as Sir Cray Darahan, Knight of Lastwall and defender of Steadfast, as he looks over you with an appraising eye. With a gruff but honest voice he asks, Are you seeking shelter, lost, or here to help?

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The paladin greets Sir Cray.
Greetings Sir Cray Darahan. I am Sir Kidron Quintus, Knight of Last Wall and champion of the Lord of Vengeance, Ragathiel. My group here is here to assist the people of this area of the Gravelands.

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Who sent you? he asks.

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”Don’t attack the tower. Suicide” our Kholo hero informs the ambitious knight, remembering his mission objectives from Evni, but failing to elaborate further out of sheer laziness.
He prepares to browbeat the knight into holding his horses if needed.
Coerce (Intimidation, Trained): 1d20 + 7 ⇒ (5) + 7 = 12
Hero Point!
Coerce (Intimidation, Trained): 1d20 + 7 ⇒ (5) + 7 = 12

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Deerslicer says, "Me am Deerslicer. Clawed-ee-ete lady sent us. She make it out o' here alive, barely, and now she not want you all to die. We bring stuff to help you stay alive."

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Sir Cray breaths a sigh of relief. Claudiette made it. Did you bring the keystone?” Sir Cray listens to your tale solemnly and if offered the supplies, he searches them first for the keystone and offers it to a skeleton refugee. [b]Tomas, put this back where it belongs so we can prepare to leave.
I’m Sir Cray Darahan, Knight of Lastwall. Claudiette left Steadfast in my charge while she went north for help. He absently grasps the pendant of Iomedae around his neck. Once we’ve seen these poor people safely out of the Gravelands, we can rally those that can fight to destroy that watchtower of evil and rid this land of the Tyrant’s forces. Did Claudiette find any intelligence on the tower? Is she sending Pathfinders or knights to join us?
You tell Sir Cray about the intelligence you gathered about the Tower. He sighs, looking disappointed, but agrees that a full on assault on the tower would be folly.
Shortly, with a final whack of Tomas’ masonry hammer, the keystone settles into place on the corner of the great hall. A golden light radiates from the magically imbued stone, and as if on cue the scouts on the outskirts of the town blow their horns to warn of incoming danger.
Seldrick Dralston (male undead human fallen Ivory Reaper) and his army of the dead attack the town. Seldrick attacks Steadfast with dozens of undead troops, but with the keystone placed, his troops and any of the refugees fighting for their lives don’t rise back up to rejoin the undead forces and overrun the town. As a result, the living and undead refugees trained by Claudiette and Sir Cray are able to rally and make the battle somewhat less one-sided.
Perhaps recognizing his wife’s influence on the Pathfinders or their wayfinders, or as a result of their deeds in the wilderness, Seldrick targets the Pathfinders himself, engaging them with a few select undead soldiers while the rest of his troops spread out to attack the village.
New map up
Initiatives:
Studley: 1d20 + 4 ⇒ (12) + 4 = 16
Maximas: 1d20 + 5 ⇒ (15) + 5 = 20
Luca: 1d20 + 4 ⇒ (15) + 4 = 19
Deerslicer: 1d20 + 10 ⇒ (7) + 10 = 17
Kidron: 1d20 + 7 ⇒ (9) + 7 = 16
Axel: 1d20 + 8 ⇒ (11) + 8 = 19
Seldrick: 1d20 + 11 ⇒ (10) + 11 = 21
Red: 1d20 + 5 ⇒ (13) + 5 = 18
Green: 1d20 + 5 ⇒ (5) + 5 = 10
Sedrick boldly strides into view then casts Ray of Enfeeblement at the obvious looking knight - Kidron.
rsa: 1d20 + 12 ⇒ (6) + 12 = 18
If that hits, Kidron needs to make a Fortitude Save.
Axel, Maximus and Luca are up followed by Red.

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Maximas moves around and then fires at red hit: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26 dmg: 1d8 ⇒ 1 hit: 1d20 + 7 + 1 - 5 ⇒ (18) + 7 + 1 - 5 = 21 dmg: 1d8 ⇒ 7
That 26 or 18 on the die is a high roll, rolling deadly d10 incase that's a crit deadly: 1d10 ⇒ 5

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Deerslicer frowns. "Me not t'ink d'at's what da rock was s'posed to do." He glances around. "Maybe we bring da wrong rock?"

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”Fire in the hole”
Licking his lips, Axel draws some of the Bottled Sunlight, shakes the s@%! out of it to cause it to glow, and lobs it underhanded at Sedrick!
◆) Draw
◆) Interact to Activate
◆) Strike
Bottled Sunlight (1d4 Positive, 1 Splash, 1d4 Fire) vs Sedrick w/ Range Increment (-2): 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 231d4 + 1 ⇒ (3) + 1 = 41d4 ⇒ 1

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Maximus, No crit but two hits. What sort of damage was that?
Sedrick gets hit by the Bottled Sunlight.(-5)

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((Red: -2)) It seems they have resistances to piercing attacks.
((Waiting on Luca))

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The stone misses.
Red double moves around the building and then sets it's glaive in a defensive position to defend the area around it.
Kidron, Deerslicer and Studley are up followed by Green and Seldrick.

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That just misses ((you wish to Hero Point that?))
((Speaking of Hero Points, everyone can have one each for teamwork and excellent dice rolling))