Recall Knowledge(RK) doesn't quite work that way. RK basically checks to see if you know something about some topic and not whether you know someone. It is assumed when you get back to the Pathfinder Lodge someone will be able to translate it. You can use cantrips and spells anytime you want... Apart from the heal, anything else the party wants to do?
Sorce unleashes three magic missiles at the remaining three skeletons. The missiles of force fly unerringly to each target and cause each skeleton to disintegrate. Combat Over! Player Status:
Delta: AC 15, 18/20 Conan: AC 18, 20/20 Arya: AC 17, 17/17 Sorce: AC 15, 10/14 With the skeletons defeated, you notice several details about the battlefield. One of the skeletons that attacked is somewhat "fresher" than the rest, wearing clothing and armor closer to modern styles, though still nearly a century out of date, as well as carrying an archaic wayfinder and a leather satchel all but destroyed by time. Both the satchel and an old brass-bound book retain remnants of abjuration magic, though whatever enchantments allowed the items to survive years exposed to the elements seem to be nearly spent. Examining the book reveals it to be a journal written in Osiriani, though much of the information it contained has been water damaged or otherwise obscured. While exports in document restoration at the Pathfinder Society may be able to restore the book with time and care, all the PCs are able to find is a single page of the journal that is still legible. Does any party member speak Oririani? If not, you have no way of deciphering the journal page. What does the party do now?
Fort Save Blue S: 1d20 + 2 ⇒ (12) + 2 = 14 fail
Delta casts healing energy in a 30' emanation that heals his companions and does damage to the skeletons. Blue Square crumbles to dust. ------------------
Conan
Conan fires arrows at Blue Square and Blue Circle but both arrows only skip off the ribs and don't do any visible damage (resistance). His last arrow to Red misses wide of the mark. ------------------
Conan
Sorce do you mean to cast shield? Sorce sends a ray of frost at Blue Circle but misses wide. She then finishes by casting a shield spell. Green strides forward, raises its shortbow and fires at Who gets shot: 1d4 ⇒ 4 Who gets shot:
1 - Delta 2 - Arya 3 - Conan 4 - Sorce Shortbow attack vs Sorce AC 16: 1d20 + 6 ⇒ (10) + 6 = 16
Blue Circle also strides forward, raises its shortbow and fires at Who gets shot: 1d4 ⇒ 2 Shortbow attack vs Arya AC 17: 1d20 + 6 ⇒ (6) + 6 = 12 Red also advances and shoots at Delta. Shortbow vs Delta AC 17: 1d20 + 6 ⇒ (12) + 6 = 18
GM Screen:
Delta RK Religion: 1d20 + 5 ⇒ (2) + 5 = 7 Delta:
You don't recall anything in particular about these skeletons Delta tries to remember things about the skeletons they are facing, but remembers that he fell asleep in class that day. He then gives divine Guidance to Sorce. Blue Square moves forward 25 feet, draws his shortbow and sends an arrow at Conan. Shortbow Attack vs Conan AC 18: 1d20 + 6 ⇒ (1) + 6 = 7 ------------------
Conan
Green
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Conan
Green
Conan fires two shots at Blue Square. The first arrow skips off its skull and does no damage (resistance) but the other one breaks off a few of its ribs. As long as you're bolded, you can act. I'll process them in initiative order
conan10 wrote:
which is the first skeleton and pls roll your damage when you make the attack roll. so: free action to drop the shield
1 action left. Please label all your actions so I know what you're doing...
Initiative:
DELTA, Investigate: 1d20 + 5 ⇒ (19) + 5 = 24 ARYA, Defend: 1d20 + 6 ⇒ (1) + 6 = 7 CONAN, Defend: 1d20 + 7 ⇒ (20) + 7 = 27 Sorce, Defend: 1d20 + 4 ⇒ (12) + 4 = 16 Blue Circle Init: 1d20 + 2 ⇒ (7) + 2 = 9 Blue Square Init: 1d20 + 2 ⇒ (14) + 2 = 16 Red Circle Init: 1d20 + 2 ⇒ (6) + 2 = 8 Green Square Init: 1d20 + 2 ⇒ (10) + 2 = 12 Despite the elven communities and dangerous forest-dwelling predators that call the forest home, the route to Diggen’s Rest is strangely free of travelers and beasts. Gadicus, Sebastian and Dinardin feel increasingly uneasy the deeper they travel into the forest along the marked route, and the most sensitive among them begin to have nightmares of a blood-drenched battlefield and the screams of the dying. After several days’ travel with these premonitions and feelings of dread, you come across an open clearing in the forest. Though the ground is covered with thick moss and tall grass, here and there the ancient hilt of a sword or rusted crown of a decayed helm remains unconquered by the vegetation. The densely packed woodlands give way to a sprawling pasture. Rising out from the grass and moss covering the ground, the ancient, rusted hilts of old swords stand out in silent testament to some long-past conflict. The warriors who died on this battlefield were slain during a battle that occurred as part of a failed attempt by local landowners and their allies to secede from the Chelaxian empire. As part of a show of force to suppress any further thoughts of secession from other citizens in the region, the Chelaxian forces in the area forbade anyone from burying the slain insurgents or performing any religious rites on the corpses. Over the many years since, the battlefield has become haunted, the skeletons of the slain animated by the lingering hatred and disquiet of the spirits. As your group begins to cross the ancient battlefield a group of flaming skull skeletons rise up from the grass to attack those who disturbed their peace. You can click on the link in the combat tracker to see the tactical map. You may move up to your movement speeds per round. Diagonal movement is in alternating increments of 5 (i.e. 1st diagonal move is 5ft, then 10' then 5', etc.) ------------------
Conan (Shield Raised, AC 20)
+++++ Green
Thalia directs you to Ven Strickmund's winery. A winery rests on the hilltop ahead, surrounded by fields with neatly ordered rows upon rows of grape vines and trellises. The winery is built of dark, well‑polished wood, the steps leading to the front door grooved with the passage of many feet. Ven Strickmund sits in an old wooden rocking chair in the shade provided by the covered deck that serves as the front porch of his winery. The old human man bears a long, gray beard, and his teeth are stained a light magenta color from years of “tasting” the wine he and his family produce. When he sees the PCs, Ven raises one hand in a vigorous wave and calls out to them, "Well, ’ello there friends! Welcome t’ Sauerton! Thalia let me know ye were comin’. Grab a chair and sit a spell!" Ven loves to talk and hates to get to the point. He talks to you about the weather, the most recent harvest, and the political savvy of politicians from across the Inner Sea. After meandering through his stories, Ven finally gets to the matters of interest. "Well, round 'bout a hunnerd years or so ago, my pappy's pappy's pappy's pappy bought this here land from a feller from the Pathfinder Society. Got a great deal too, on account of how he was a Pathfinder hisself. My pappy's pappy's pappy's pappy that is, of course the fella sellin' the land was a Pathfinder as well. Anyways, this wasn't a great place for a lodge at the time; too much a goin' on, too many folks riled up about Pathfinders. Your group hasn't always had the best reputation in all parts, though yer allus welcome 'round here. Where was I? Right, right, the old lodge. It was a big t'do at the time, on account of the money from the sale of this here estate being used to buy the deed to Diggen's Rest, an ol' keep 'bout a hunnerd miles east o' here. Folks 'round these parts know the stories 'bout the battles and such fought 'round there back during the empire days, an' suppose'dly there was e'en a ghost or some such. Pathfinders at the time figgered it was a proper place to move their books an' such. Ghosts tend to keep the vis'ters away, y'know? Funny thing is, I don't know as that Pathfinder ever came back through here. Maybe they's still out at Diggen's Rest, maybe they went somewhere else? Yer best bet's probably to go look for yerself. I kin mark it on a map fer ya, or close 'nough, and I'm sure you can get supplies fer the hike here in town." Ven has little else of value to share with you, though he’s happy to talk as long as you let him.
With a smile, Thalia refills the pitcher and places it on the table. "Here, help yourselves. Turning to Arya, "Frankly, not terribly much. The Strickmund winery was built long before I was born, but from what I was able to find in old
DELTA24 wrote:
Any common item your character has access to is available for purchase.
The townsfolk cheerfully direct you to a large villa they refer to as “the old Sauer estate”. The estate itself has clearly been rebuilt recently, and the vineyards around it are sparse and covered with fresh loam and soil. "“Hey there, strangers!” The call comes from a human woman in her mid-thirties with long, dark hair and an open, friendly face. “You must be the Pathfinders Brackett told me to expect.
You are led to the veranda and Thalia pours you each a glass of wine. The wine is a sour red whose best quality seems to be that there’s a plentiful supply. Thalia takes a seat on a chaise longue and asks "So, what can I do to assist you?" Refer to the handout (or the text in the spoiler) for info on your mission. You may ask Thalia questions. If you have any last minute purchases, now is the time to get them. The town's store has most common items you have access to. You all start with ONE hero point for the entire adventure. Hero points can be used to reroll a failed roll or, if dying, you can spend all your hero points to not die.
You arrive in Sauerton during the late morning, after a long trek north from the Andoran coast. You have traveled here on orders from Venture‑Captain Brackett; The town of Sauerton is primarily comprised of row upon row of neatly kept vineyards, interspersed with old stone villas built in the Chelaxian style. Each plot of grapevines is accompanied by vats for crushing grapes
V-C Brackett's Request:
To my illustrious associates, I hope this missive finds you in good health. Recent news from out of the River Kingdoms has made the Society aware of important histories that may have been resting directly under our noses for the past several centuries. One of the founding Pathfinders, a woman named Kerinha Napsunar, whose exploits in the Chronicles have often had curious gaps and omissions, appears to have once had a temporary lodge in or near what is today the town of Sauerton. I implore you to travel there and speak to the locals. See if you can track down any documents or records of Napsunar’s time in the area or the purpose of her lodge. You should find an ally in Sauerton in the form of the town’s mayor, Thalia Andares. Several years ago, the Society assisted Thalia in navigating a difficult situation with her father, and she has remained a trusted and reliable ally ever since. Her knowledge of the town and its families should quicken your investigations immensely. If you discover that the lodge still stands or any of its contents have been preserved, please do your best to obtain any documents or possessions of the Society that remain. Once you have obtained whatever evidence there is to obtain, please report back to me hear in Almas. Yours most sincerely,
The Venture-Captain's request is on the 1st page of the slides. But I've also posted it here. You may click 'show' on the spoiler tag above. But let's start with some role play. Pls introduce your characters. |