![]()
![]()
Escaping the Grave
![]() Salliss, Pip, and Tarbh head to the north, through the entrance, and into a set of musty offices. Dirty rugs, shattered desks, and smashed-in doors are what remains. Papers and long-dried inkwells are scattered among the detritus. As the group checks out the rooms, Pip, searching behind a collapsed cabinet, finds a peculiar amulet, dangling from a simple cord, and in the southernmost office, she finds in a collapsed part of the room a wayfinder, although she sees no further characteristics to identify its owner. Tarbh and Salliss don't observe much here beyond the ruined office supplies, but in the modest office to the northwest, they find a body surrounded by chunks of what appears to be dessicated zombie flesh. Heavy claw marks and deep rips mar this corpse, which lies sprawled and partially covered by the broken desk in the northwest corner. The desiccated flesh of zombies litters the floor around it. Scraps of cloth hang tattered around its mangled hands, which even now are locked into fists. The four rooms here are all one area for the purposes of your search. Pip, I used your check from earlier to search this area. Salliss and Tarbh, you still have your actions for this round. DC 16 Crafting to examine the cloth:
You pick up and examine the cloth, and they appear to you to be the remains of ruined handwraps, such as those used by brawlers. DC 16 Medicine or DC 18 Perception to examine the body further:
Examining the body's head, you notice large, broken-off tusk stumps. Trildyn and Tarafi split from the others and head to the south. A small reception room seems mostly emptied out, so they continue to the south. They enter a spacious classroom that still contains some relatively intact seating and a dusty old rug. To the west, the floor is sodden, and part of it has collapsed, revealing a hole filled with shattered bookshelves, broken chairs, and other decor. Doors exit to the north. The two begin examining the room, but as they cautiously near the hole, Trildyn notices that the soaked floorboards are about to give way to the slightest introduction of weight. Peering into the hole, Trildyn spots the glint of metal and jewel. The hole is 10 feet deep here, and Trildyn, you can tell that stepping near it will cause the squares around the hole to cave in. You can shore up the floorboards with a DC 16 Crafting check, which takes one round. If you want to climb in and out of the hole and check out what's down there, that would take a round also. GM: Salliss: 1d20 + 6 ⇒ (4) + 6 = 10 +1 circumstance Trap Finder
Pip Hip Hooray: 1d20 + 5 ⇒ (13) + 5 = 18 Tarbh: 1d20 + 6 ⇒ (1) + 6 = 7 Tarafi: 1d20 + 3 ⇒ (9) + 3 = 12 140 ![]()
Escaping the Grave
![]() For this round, let's go with Tarafi and Trildyn going to the southern rooms and Salliss, Pip, and Tarbh heading to the north. We can rearrange in the next one if you'd prefer a different configuration. I've put in a route for the Tarafi/Trildyn group, so feel free to alter based on where you'd like to go. ![]()
Escaping the Grave
![]() Works for me! I'll note that the porch seems obviously empty to you, so you can continue from there with the planned routes. ![]()
Escaping the Grave
![]() Things are still very busy, but I will do better to keep this moving. Sorry, everyone. ![]()
Escaping the Grave
![]() The group gathers around the body on the stairs, each person identifying the details of the body. Pip senses that the notebook would have likely belonged to either a scholar or a student, as the notes have an academic bent. Everyone up! GM: 140 ![]()
Escaping the Grave
![]() Posting will be slow this week; I'll try to carve out some time to keep this going. Sorry for my repeated delays. ![]()
Escaping the Grave
![]() Will move you along, then! Working together, Salliss and Pip come to a conclusion on the body in the tavern. They then prepare the body for recovery. Tarafi nods in reverence at Pip's observation, then picks up the knight's armor, thinking the Knights of Lastwall might appreciate the recovery of a belonging of one of their own. With expert skill, Trildyn manages to get the cart back into working order, although it seems a bit rickety. The cart seems usable, although you can attempt to Repair the cart again to fortify it further. Desert Wind can haul the cart, or two of you can work together to do so. Seeing they have investigated all of the buildings in town, the group moves toward Goldenflame College. As the party travels along the path leading out from town to the college, they notice a faint but growing sense of dread, and everyone sees to the southwest the movement of faint shadows on the horizon, moving toward the town, almost like living mountains. Salliss, with his exceptional eyesight, notes that the shadows are moving quickly and might reach town in the coming hours. The college, although now run down, bears signs of its once-beautiful architecture: dirty and ivy-wrapped columns, majestic archways, and a partially intact stained-glass window depicting Iomedae herself. DC 12 Architecture Lore or Society:
This architecture style is a pre-Cheliax style that was popular in Vellumis. Two wide staircases lead into the college. Engraved in the stone is “Goldenflame College, Est. 4083 AR." On one of the staircases rests a small corpse, its hand outstretched toward the door. The body is clad in dirtied white-and-red robes with gold trim, shredded from the back as if by cruel claws. A small notebook has fallen nearby, its pages stained with blood. DC 13 Academia Lore or Society to read the notebook:
The esoteric diagrams within the notebook seem to be research notes. DC 13 Medicine or DC 15 Perception to further investigate the body:
Although the body is heavily damaged, it seems to be that of a gnome or halfling. DC 15 Religion or Society to examine the body's clothing:
This style of dress is favored by priests and other adherents of Iomedae. Map up, and tokens added. Please move your token as you explore the college. Let me know how you'd like to generally explore, like if you're Investigating or Sneaking or the like. The college has an upstairs as well, accessible via the staircases to the west; the map of the upstairs is also in the Slides. GM: 150 Salliss: 1d20 + 6 ⇒ (18) + 6 = 24
![]()
Escaping the Grave
![]() Correct, you're just about done with the town. Trildyn succeeded at her check to repair the cart, which I'll include in this round's wrap-up, so I'll allow you to spend this round doing whatever you'd like with that. After that, I think you're all ready to move on, unless there's more you'd like to try. ![]()
Escaping the Grave
![]() Assuming the journey back takes roughly the same time as it took to get here, you have about 4 more hours before you have to leave to make it back before dark. ![]()
Escaping the Grave
![]() Salliss and Pip went through all of the books and records in the chapel pretty thoroughly with their combined efforts. And yes, Trildyn can totally use her turn this round to Repair the cart and her bonus does apply. I'll put up a slide to track locations visited tonight. Right now, you don't know when another threat might be upon you, but I will say for now that Evni did advise you to make a hasty journey. :) ![]()
Escaping the Grave
![]() Each of the checks with the body is 10 minutes, so I'll say you did just the Medicine check with the body, Trildyn. Tarbh, Trildyn, and Tarafi gather around the body in the tavern, although they all stand around scratching their heads at the details of the corpse. Meanwhile, Pip and Salliss explore the guardhouse. Barely anything remains but dusty furniture, but the two find a low-grade cold iron buckler beneath the bed. Everyone up! GM: 160 ![]()
Escaping the Grave
![]() Tarafi doesn't hear any movement in the closet, and when Trildyn opens it up, she discovers a dusty collection of candles, oils, and dried herbs—therapeutic materials that would be valuable to the right buyer. The two scour the rest of the apothecary, but nothing else of value seems to remain. All together, these are light Bulk and count as 1 Treasure Bundle. Meanwhile, Salliss and Pip continue to inspect the body from the chapel. After some frowns from Pip over not being able to remember the nature of the symbol, Salliss loads the body into a sack and puts it on his donkey. To the south, Tarbh leads the calm Desert Wind to the paddock near the tavern, where the horse idly grazes and shuffles his hooves. DC 13 Religion on examining the dangling sign:
Looking at the sign dangling from the chain, you recognize it to be important to the faith of Iomedae. DC 13 Religion ^ (also open this one on a critical success):
The flaming wheel on the sign represents an iophanite, a celestial servitor of Iomedae. Tarbh notices a bloodied body lying in a corner, remains of undead scattered nearby. This corpse 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. DC 15 Medicine or DC 17 Perception to investigate the body more closely:
This was once a gnome or halfling. DC 15 Religion to examine the iconography of the plate armor:
This is a portion of the religious symbol of Iomedae DC 17 Society, or 15 if you succeeded at the Religion check:
This armor was famously worn by the Knights of Ozem, now known as the Knights of Lastwall. After searching further, Tarbh finds some small guest rooms off the main tavern. Inside a bedside table, he also finds a purse containing 10 sp. 1 Treasure Bundle GM: 170 ![]()
Escaping the Grave
![]() The horse gives Trildyn the side eye as it passes her toward Tarbh. It nickers softly, then moves to gently eat the oats. The horse, however, stays calm as Trildyn and Tarbh examine its saddle, saddlebags, and barding. The horse's barding features a large engraving of the Glyph of the Open Road and gold-and-green caparisons. The saddle is engraved with the name "Desert Wind" on the sides and a smaller etching reading "Property of Larraz Virtanne." One saddlebag is empty, but the other contains two minor healing potions. DC 12 Society:
You recognize the caparisons as common horsewear of horses from Katapesh. Tarbh, due to your critical success on the Diplomacy check, Desert Wind is now helpful to you, so you get a degree of success one better on your checks to Command Desert Wind. Everyone is up! ![]()
Escaping the Grave
![]() @Salliss Correct. It's sort of an abstraction of the process of discovering the body and noticing the initial details. Salliss examines the scorch marks carefully, but conclusion eludes him. Pip also can't quite make out the details of the body, nor does she notice any name inscribed on the wayfinder. Botting Tarafi, who is at a con!
Arcana: 1d20 + 7 ⇒ (18) + 7 = 25 Tarafi nods sagely. "Erm, yes! It seems the flames that caused these marks were magical—most assuredly the result of a spell cast by this poor soul." Tarbh and Trildyn: With the oats, you can attempt Diplomacy checks to improve the horse's attitude toward you! The bag is full, so there's enough to go around for whoever would like to try. Trildyn and Tarbh, you still have your turn for this round, which you could use for horse-related checks. Tarbh, due to your background, you get a +2 circumstance bonus to Diplomacy and Nature checks with the horse. GM: 180 ![]()
Escaping the Grave
![]() Salliss and Pip search the shelves of the chapel, uncovering census records and historical documents detailing the history of the town’s inhabitants and notable events in the town’s history, including festivals, feasts, and the like. As they search, Salliss finds a small corpse—charred, broken, and its features mostly burned away—resting 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. Pip's perceptive eye spots lying underneath a pew a charred wayfinder. The following checks can be attempted by anyone who goes to the chapel and wants to investigate this corpse. If you would like to investigate the body, you can spend your next round doing so. You can attempt one of the following checks, and if you succeed, you learn something about the body. The following three checks can be attempted by anyone who goes to the chapel to examine the body. DC 15 Arcana or Nature to examine the scorch marks:
The flames are of magical nature and seem to have radiated out from the body. DC 13 Medicine or DC 15 Perception to investigate the body more closely:
Although the body is fairly damaged, you notice it bears a large oblong head—a signature feature of goblins. DC 13 Religion to recognize the ankh:
This is a partly melted religious symbol of Sarenrae. I don't think anyone in this party is a Sarenite, but if you are, you succeed automatically and can instead take another course of action this round. @Trildyn, if you're just generally Searching an area, it's a secret Perception check. I've been rolling them, but we can pivot to everyone rolling their own secret checks in a spoiler if that makes things go more smoothly. Tarafi and Trildyn find nothing in the armory except for dust. However, as Trildyn passes by a window, she sees a gray horse head staring intently into the armory—unlike the previous, this one seems alive! If You Want to Go to the Horse:
Clad in barding featuring green and gold caparisons and bearing leather saddlebags, the gray horse lingers on the fringes of Goldenflame. Considering the circumstances, it looks healthy and strong. However, as you approach, it backs away in distrust, puffing quick jets of air in displeased snorts, but it does not run. Interacting with the horse generally will take a round, but I might allow you to do multiple short related activities depending on what you'd like to do. In the meantime, Tarbh walks over to the general store. The dank inside is faintly lit by the sunlight outside, and the store has a most peculiar odor. As Tarbh begins inspecting shelves, he comes across a large, foul patch of moldy food, and before he can react, the stinking mold shoots out a gout of spores! Fortitude Save: 1d20 + 8 ⇒ (5) + 8 = 13 Tarbh gets a faceful of the spores, and they fill his lungs, forcing from him a pained cough! Poison Damage: 1d6 ⇒ 6 You are now drained 1! Second Fortitude Save: 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 24 However, Tarbh manages to cough out the spores. He feels better, but still a bit weak from the inhalation. On the bright side, after searching the rest of the store—careful to avoid any further mold—he finds a full bag of rolled oats that seem to be intact. GM: Salliss: 1d20 + 6 ⇒ (1) + 6 = 7 +1 circumstance Trap Finder Pip Hip Hooray: 1d20 + 5 ⇒ (11) + 5 = 16 Tarbh: 1d20 + 6 ⇒ (6) + 6 = 12 Trildyn: 1d20 + 4 ⇒ (20) + 4 = 24 Tarafi: 1d20 + 3 ⇒ (3) + 3 = 6 ![]()
Escaping the Grave
![]() Salliss wrote: It wasn’t clear to me if that is my Exploration activity or not. The Thievery check allowed you to do it quickly, so you still have your exploration activity and can explore the tavern, if you'd like. ![]()
Escaping the Grave
![]() 2/2 With the town peaceful again, you get a better look at the buildings. Next to you along the path you entered town from is a small guardhouse. To the west, a building that appears to be some sort of armory sits next to the town chapel, and resting alongside it is a broken cart. South of the chapel is a modest building labeled "Wort's Apothecary." A large tavern occupies the south facing of the town, with a small paddock to its side. And to the east of that building is a general store. From here on out, I'll be keeping track of the time you spend performing the various tasks; essentially, this will be "rounds" of activities taking roughly 10 minutes each, so just let me know what each of you would like to do each round. I've spoilered descriptions of the insides of each of the buildings below; a cursory examination of each building takes no time for this purpose, and neither does traveling between buildings so feel free to look at the spoilers when your character moves to each location. Searching each building thoroughly takes about 10 minutes, so that would be a use of your "turn." Exploration activities that take 10 minutes take up your turn, and I'll let you know when other activities in various locations would take time as well. Tarbh, Pip, Trildyn, and Salliss notice the gleam of what appears to be a large metal compass poking out from one of the zombie horse's wounds. One person can attempt a Thievery check to try to get it out, although failure means that you jam it in farther and make it impossible to get with another Thievery check and instead requiring you to spend more time cutting it out. Chapel:
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. Armory:
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. Guardhouse:
The bed and table in this small house are crusted with a thick layer of dust. Apothecary:
Grime-caked and smashed glass cases occupy much of this apothecary, and dusty shelves line many of the walls. A door to the northwest leads to a storage closet. Tavern:
Outside a tavern, a painted sign reading "The Flaming Wheel" and decorated with a flaming chariot sways in the gentle wind. Inside, 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. General Store: The dusty shelves of this general store seem to have been mostly emptied out. ![]()
Escaping the Grave
![]() 1/2 Looks like I missed deleting the red shambler off the map, so Trildyn and Salliss will go after one of the remaining ones instead. Tarbh grows furious, lashing out at the zombie that grabbed him and destroying it with one fell swoop of his horns. Pip continues to shout words of encouragement to her friends. She lets loose another arrow at the remaining zombie next to Tarbh, landing a solid hit. Trildyn and Salliss surround the final zombie, and with expert positioning and keen aim, they fell the last zombie. The town is quiet yet again. GM: Salliss: 1d20 + 6 ⇒ (12) + 6 = 18 Pip Hip Hooray: 1d20 + 5 ⇒ (20) + 5 = 25 Tarbh: 1d20 + 6 ⇒ (19) + 6 = 25 Trildyn: 1d20 + 3 ⇒ (20) + 3 = 23 Tarafi: 1d20 + 4 ⇒ (7) + 4 = 11 ![]()
Escaping the Grave
![]() Trildyn mirrors the horse, missing twice before raising her shield to protect against the advancing zombies. Pip unleashes another bolt into the horse's side, causing it to buck in agony before crashing to the ground! Indeed a crit, and you down the horse! She turns to the incoming zombies, and thinks quickly, pulling forth knowledge from past tomes about tales of a legendary holy warrior culling waves of undead with mighty sword swings and bursts of divine energy. You remember that these zombies are weak to positive and slashing damage! Salliss summons a protective shield, then jabs retaliatory jabs at the zombie that tried to take his head off. He connects squarely with the first, stabbing the zombie right in the eye, but misses with the second. Tarbh charges in with horns lowered and fells the zombie with a massive jab! His rage insatiable, he moves on to the next foe. Tarafi follows the raging Tarbh to switching to the next incoming zombie. Calling forth the power of lightning, he unleashes an arc at the moaning undead. Full damage! The zombies continue closing in. One from the south bears down on Salliss. Another, engaged by Tarbh, swings at him. Zombie fist Strike: 1d20 + 7 ⇒ (16) + 7 = 23
Its gnarled hand then latches on to Tarbh, and the zombie's mouth yaws wide, emitting a ghastly moan. The farthest zombie shambles up to Tarbh and lashes out with its own grisly arm! Zombie fist Strike: 1d20 + 7 ⇒ (15) + 7 = 22
And it also connects with a sickening blow, bashing the grabbed Tarbh! Initiative
Everyone up! Let me know if there are any problems with how this played out. GM: Pip Bardic Lore: 1d20 + 7 ⇒ (6) + 7 = 13
Zombo Ref Save: 1d20 ⇒ 13 ![]()
Escaping the Grave
![]() The horse went down when Tarbh hit it, so we can retcon people's actions accordingly and fold any adjustments into my next post. ![]()
Escaping the Grave
![]() The enraged Tarbh charges forward, but in his haste, he misses the beast. Salliss stares hard at the horse, a faint memory of past knowledge learned, but the memory fails to come to him. He steps up toward the nearest building, providing tactical position against the horse, and jabs with his rapier, stabbing the horse pointedly. Hit! The scared Tarafi staggers back, the projectiles of pure energy rocketing from his hands and hitting the terrifying monster squarely in its sides. The horse snorts angrily as the missiles strike true. Trildyn, noticing Salliss's strategic positioning, moves to flank the horse and swings down as if bringing hammer to anvil, bashing the creature's exposed skull with a massive blow. Crit! Pip strikes inspiration in the hearts of her allies! She thinks hard, but in the heat of battle can't recall anything she knew of these creatures. With a swift drawing and releasing arrow to bowstring, her shot connects. Hit! The zombies lumber from town, arms outstretched toward warm, living flesh and mouths agape, emitting unholy moans. One closes on Salliss and lashes out with its rotting arm! Fist Attack Roll: 1d20 + 7 ⇒ (10) + 7 = 17 Salliss just barely ducks out of the way as the disease-ridden appendage cuts the air above his head. The horse turns in anger toward the primary source of its near destruction, Trildyn, and kicks at her with its back hoof! Hoof Attack Roll: 1d20 + 7 ⇒ (1) + 7 = 8 But it misses by a wide margin to Trildyn's right! It kicks at Trildyn with its other back hoof! Hoof Attack Roll: 1d20 + 2 ⇒ (6) + 2 = 8 And it misses by the same margin, this time on Trildyn's left! Initiative
GM: Salliss Religion: 1d20 + 4 ⇒ (13) + 4 = 17 Pip Lore: 1d20 + 7 ⇒ (13) + 7 = 20 ![]()
Escaping the Grave
![]() Salliss wrote:
That's my understanding as well. ![]()
Escaping the Grave
![]() Yes, totally reasonable for y'all to have had your weapons out as you approached town, so go for it! ![]()
Escaping the Grave
![]() As the group enters town, everything is still and quiet. The buildings here seem mostly intact, with only a few signs of disuse: cracked gutters, dry and decaying flower beds, weeds growing against flaking walls. Suddenly, low moans fill the air, and the corpses what seem to have been humanoid in life lurch from behind the buildings toward you! And at the center of town, near a bone-dry fountain, an emaciated horse, bones exposed and eyes glowing red, opens its maw in a grotesque pantomime of a whinny, but no sound comes forth. The zombie horse charges forward, eyes ablaze, and as it approaches, you smell the stench of rot and disease. Initiative:
Salliss: 1d20 + 9 ⇒ (9) + 9 = 18 Pip Hip Hooray: 1d20 + 5 ⇒ (7) + 5 = 12 Tarbh: 1d20 + 6 ⇒ (15) + 6 = 21 Trildyn: 1d20 + 3 ⇒ (11) + 3 = 14 Tarafi: 1d20 + 4 ⇒ (11) + 4 = 15 Shamblers: 1d20 + 0 ⇒ (10) + 0 = 10 Zombie Horse: 1d20 + 3 ⇒ (19) + 3 = 22 Initiative Zombie Horse Tarbh Salliss Tarafi Trildyn Pip Shamblers Everyone is up! ![]()
Escaping the Grave
![]() botting Tarafi "I'm too busy over here hacking up a lung to be hacking up anything else!" screams Tarafi as he tries to navigate the brambly undergrowth. Acrobatics: 1d20 + 5 ⇒ (5) + 5 = 10 Pip spots a slightly thinner spot in the undergrowth, and Tarbh gets to slashing away, clearing much of the tangle. Salliss deftly navigates the path, hopping expertly between bald spots. Trildyn tries to cut her way through, but somehow, she lodges her entire arm in a berry bush. In the background, a canny observer would notice Tarafi landing flat on his face again after attempting to mimic Salliss's movements. The group has to spend time freeing Trildyn and Tarafi from their entanglement. A small town crests into view. As you follow a road leading toward the town, you see a guidepost indicating that it is in fact Goldenflame. A bit farther in the distance, a large, eerie building looms. Map is up in the Slides presentation! Please place an icon for your character in your preferred marching order in the bottom-right corner (coming from the northeast). And let me know what'd you'd like to do.
GM: 200 ![]()
Escaping the Grave
![]() With quick and focused gesticulation, Salliss motions the party toward a path weaving through the low hills, hoping to avoid detection. Trilidyn, Tarbh, and Tarafi follow attentively. However, a loose rock and a rustle of grass—caused by the faintest scuffle of boot to earth—alerts one zombie, whose head slowly turns toward your direction, maw agape. However, suddenly a patch of vines near the troop suddenly begins shaking violently—a plea by Pip to the forces of nature! The rest of the troop turns to investigate the disturbance, and the suspicious zombie turns in turn. With that, the group is able to slink by the zombie troop and carry onward! Nice roll, Salliss! The band continues southward, gray sunlight softly illuminating the amber grasses of the Gravelands. No other patrols cross your path, but as you travel, the terrain becomes overgrown with thick undergrowth and brambly vines. Eventually, forward progress becomes untenable. To the east and west, the density of the undergrowth seems to thin, with faint trails revealing the decisions of exasperated travelers. The plants aren't so tough that you can't hack through them (weapon attack that deals slashing damage against AC 15), and you could also try to nimbly maneuver through the undergrowth (DC 14 Acrobatics). A setup PC can attempt a DC 17 Nature or Survival check to identify an easier path through. As before, I'll accept other relevant skill checks or other solutions you might have. ![]()
Escaping the Grave
![]() Yes, if you use Quiet Allies, you'd need just the one success. I believe the bonus from Follow the Expert and the distraction bonus would not stack, since they're both circumstance bonuses. ![]()
Escaping the Grave
![]() Ah sorry, forgot to ask. Yes, please let me know what boons you have slotted! Thanks, Bret. ![]()
Escaping the Grave
![]() As a side note, this adventure features some undead stuff (surprise!) and references to wounds and the like. I'll keep descriptions on the tame side, but if at any point if I cross the line on grossness and I need to tone it down, please let me know, either here or through PM. I'd be happy to adjust as needed. ![]()
Escaping the Grave
![]() Pip's impeccable knowledge of terrain allows her to puzzle out a clever, hard-to-spot path weaving up the slope. She and Salliss, Trildyn, and Tarbh crest the hill, the trio following Pip's advice and effortlessly pulling the barrister up and over the crags and crests. In the meanwhile, Tarafi the grouch sets out following the well-trod path snaking its way along the bases of the hills. He tries to maintain his composure, but his ill-advised pace and the heat and humidity get the best of him. As Pip, Salliss, Trildyn, and Tarbh effortlessly descend the hill, they spot a ragged Tarafi splayed on the ground, tie askew and suit soaked in sweat. Tarafi, you are now fatigued! You take a –1 penalty to AC and saves, and you cannot Hustle again. You can still attempt the other checks, though. After some consoling and pep talk, the group gets going again. Passing through the remains of Lastwall, you spot vignettes of past lives: lonely cottages dark and overgrown, fields withered and barren, abandoned wagons devoid of possessions. You cross a wide field, with low hills cresting to the south. All of a sudden, from the northeast, you spot a procession of what seems to be soldiers, at least two hundred strong, ragged banners fluttering in the wind and the clanking of loosely held metal weapons against bare bone. The undead troop hasn't noticed you yet, but their trajectory indicates they will soon! If you'd like to try to sneak past the troop, you can try to skirt them through the hills by succeeding at a DC 15 Stealth check. A setup PC can try to cause a diversion by succeeding at a DC 17 Deception check. If you want to try another plan, let me know, and everyone but Tarafi can Hustle, if you'd like. ![]()
Escaping the Grave
![]() You exit the Vodavani Lodge and make your way through the bustling streets of Caliphas, enduring the occasional, accidental shoves and terse admonishments of passersby. Eventually, you find your way to a heavily fortified guard post, staffed by many heavily armored soliders, some clad in pristine white cloth and shining gold armor. A particularly gruff-looking soldier—perhaps an officer of some kind—motions for your permit to enter the Gravelands; after she receives your documentation, she waves you on through the gate. It is early in the day. The skies are clear and the sun bright, but the landscape is desolate and quiet, the gently rolling hills devoid of life. You continue southwest, along the route Evni described to you, following dusty roads and cutting across gently sloping hills. As you continue, the terrain begins to get rougher, and soon you encounter a massive, steep rise blocking the most direct path through the area. Around its base snake suggestions of worn paths through the prairie grass, suggesting most travelers opted to take the long route. This part of the adventure features a few common elements to overcome the challenge ahead of you. Your goal is to gain at least three successes to overcome the obstacle; failure at doing so means you lose time. I'll present a skill check that each of you can attempt for this purpose, although I'll allow you to attempt other relevant skill checks or creative solutions. This skill check represents your efforts in navigating an obstacle as well as your efforts in helping your allies do so. In addition, one of you can forgo this skill check and instead attempt a setup check, which represents a task that helps out your allies; this check does not count toward your success count, but a successful setup check will grant your allies a +2 circumstance bonus to their normal checks during an obstacle. Alternatively, you can use the Hustle exploration activity to undertake a more circuitous solution (in this first case, you could just Hustle around the hilly terrain along the long road). Anyone who elects to do so gains an automatic success toward overcoming the obstacle, but if you do, you must attempt a DC 18 Fortitude save. If you fail, you become fatigued and can't Hustle for any further obstacles during this part of the adventure. Due to the nature of play by post, I ask that you spoiler your rolls so that we don't have to wait for a setup PC to make their roll before everyone else can. Just trying that out; if anyone has better ideas, let me know and I'm happy to adapt! For the hilly terrain, each of you can attempt a DC 15 Athletics check to power yourself up and over the hills, helping allies as necessary. A setup PC can attempt a DC 17 Scouting Lore or Survival check or a DC 19 Perception check to find an efficient path. ![]()
Escaping the Grave
![]() The investigatorial Salliss finds a suitably isolated space to test the sacks, casts detect magic, and finds no presence of magic. It seems that the sacks are just plain old sacks. I forgot to mention, but Evni gave you 10 sacks all together. I'll have a post getting us underway later this evening. ![]()
Escaping the Grave
![]() Evni cocks her head in thought, then responds. "The undead are numerous and unrelenting. The blessings of goodly deities are always useful in times as these, and holy water certainly wouldn't hurt. But to me, one of the best defenses is speed—if you can make a hasty journey there and back, you would surely minimize your chances of being cornered. Perhaps most importantly, trust in your allies. As long as you work together, I believe you will be just fine," she says with a reassuring smile. Evni points out the route to Goldenflame on the map, which is a relatively straightforward path southwest from Caliphas that according to the map's scale will take a few hours by foot, with an estimated arrival to the town of sometime in the early afternoon. "Now, I believe we all must be on our ways. The road to Goldenflame is direct but may be treacherous. I wish you the best." Evni nods, then heads out the main entrance. Pip and Salliss try to recall any knowledge they could have regarding the town of Lastwall. Salliss seems to not have come across any mention of the town, but Pip recalls—perhaps from research into historical records concerning Lastwall—that Goldenflame's main chapel functioned not only as a religious institution but also the town hall, which kept census records and documentation on important events in the town's history. If you're ready to go, it's off to Goldenflame! If you'd like to make any purchases before you go, feel free to do so now. We'll head out next post. GM: Pip Hip Hooray: 1d20 + 7 ⇒ (9) + 7 = 16
Salliss: 1d20 + 7 ⇒ (4) + 7 = 11 ![]()
Escaping the Grave
![]() Evni begins by addressing Tarbh's query. "Most everything living has been eradicated or pushed into hiding in those lands. Undead troops roam the lands with some regularity; I advise avoiding conflict when you can, lest you attract the attentions of reinforcements. The lands in between here and Goldenflame can be a bit rugged in places, so you'd best be ready to navigate them with both care and speed." She then turns to Salliss. "The Ustalavan military has been maintaining regular border patrols and crossings to watch for any incursions as well as to prevent careless or reckless citizens from wandering into undead lands. The border near Caliphas—given both the city's population and proximity to Gravelands—is heavily fortified with support from the Knights of Lastwall. Although they might seem intimidating, as long as you have the proper paperwork, they'll allow you through without issue." ![]()
Escaping the Grave
![]() Dossiers are up in the slides and can be found here! While you're there, please also fill out the Perception rolls. If you'd like to try to Recall some Knowledge about Goldenflame, let me know and post your Society modifier as well. ![]()
Escaping the Grave
![]() Evni nods in agreement with Trildyn. "“Be on the lookout for any religious texts and historical records; hopefully the troops of Tar-Baphon have overlooked them. You might also find items of cultural or religious significance to the town as well—even those seeming mundanities that might serve as the last memories of that place." ![]()
Escaping the Grave
![]() "Oh, I thought I heard my name! Coming, coming!" the voice pipes from somewhere in the hall. Emerging from the throngs of people is a harried gnome clad in a blue turban and matching robe decorated with golden crescent moons and butterflies. On her back is a massive backpack sporting similar iconography, and she carries a large parchment in her arms. She scurries over to you and issues a warm smile. “Greetings, young ones. I am Venture-Captain Evni Zongnoss. I'm guessing you've all received a summons from me requesting your presence here. Thank you for showing up!" Evni rolls out a map of Avistan. Aside from the typical map markings, a miniature flag pinned to the map is partly obscuring the label “Lastwall.” “Apologies for the out-of-date cartography, but it’s the best we can do at this time. The re-emergence of Tar-Baphon dealt a devastating blow to the Society, so we’ve been scrambling to consolidate resources. The Society is focusing on missions into the Gravelands for two reasons: to track down the whereabouts of Pathfinder agents who went missing when the undead hordes struck, and to recover the fragments of history and culture that yet survive. Your destination should have been assigned to you in my letter, if you may." After she is offered a letter, Evni smiles in thanks, then fishes a stack of papers from her pack and places them on the table. She points to a small label on the map that reads "Goldenflame." "Goldenflame College is known for its documentation of the history of both southeastern Lastwall and the activities of the church of Iomedae in the region, as well as its collection of invaluable local curiosities accrued over time. Those relics and stories—if they can be recovered, then Lastwall can live on.” Gesturing at the stack of papers, she continues. “These dossiers contain information on all known Pathfinder agents in the region surrounding Goldenflame. Although we must hold out hope, I cannot truthfully say I am optimistic. Nevertheless, closure is important, and we can properly mourn for their loss and celebrate their lives if we know their fates. Perhaps these documents could be of some use to you in this quest. I’ve also completed and signed travel documentation stating your reasons for being in the Gravelands. Present this document to the border crossing, and you can then be on your way. "Oh, and take these as well!" Evni shoves her arm shoulder deep into the pack and pulls out a bundle of sacks. “Here. These are for you to transport any items or—” she bows her head “—remains you might find. I know it is a sad and gruesome task, but retrieving those fallen Pathfinders would bring closure to their loved ones.” Evni then closes her satchel and reshoulders it. “I’m also heading into the Gravelands myself. May Desna guide us all on our journeys. Hopefully we can find what we seek. Do you all have any questions for me before we depart?” ![]()
Escaping the Grave
![]() Following the instruction of a letter from Venture-Captain Evni Zongnoss, formerly of Vigil, you have made your way to the Vodavani Lodge in Caliphas, the capital of Ustalav. The streets are a quagmire of uncertain crowds, as if comprised of many visitors or new arrivals. The Vodavani Lodge looms, its eerie spires and oppressive stonework perhaps betraying a more sinister past. However, you know this building to be the Pathfinder lodge of Caliphas, so you enter. When you enter the foreboding double door, you find a spacious grand hall packed with people, the sound of a thousand conversations in a thousand languages echoing through the vaulted space. Groups are seated in various gathering places around the hall, discussing missions and tallying their supplies. One group from a nearby seating area get up, strapping on their packs and ensuring all their accouterments are securely attached. They nod and smile in acknowledgement at the new arrival as they exit the hall, leaving newly freed couches and chairs in their wake. Feel free to introduce your characters, all! We'll begin for real tomorrow. ![]()
Escaping the Grave
![]() No worries, Andrew! I'll have a post up later today for some pregame shenanigans. If you'd like, let me know what your character is doing prior to the events of this scenario! ![]()
Escaping the Grave
![]() GameDay start date is pushed to September 9th. See you then! If anyone won't be able to participate due to the shift, no worries. ![]()
Escaping the Grave
![]() GameDay is coming up soon! Hilary is already on top of it, and everyone already knows the drill, but I'll post to feel official. Please post the following info in Discussion when you get a chance. Thanks! Chronicle Number:
|