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Pathfinder Quest | Playthrough

Meet Me At The Table Jun 26, 2026
Transcript 45:15

Hello everyone and welcome to Meet Me at the Table. This is Colin and today we are going to do a play through of Pathfinder Quest. In this game, you'll be going through eight of the 12 adventures that come in the core box. You'll be playing as Pathfinder characters. You can either use a preset ones or you can make your own. I ended up making my own and the names of my characters, I had my patrons help with. So, thank you patrons. No thank you to Dan. I'm not using any of the names that he suggested. Uh we're going to have four characters. You do always have to play this game with four different characters. You'll play eight of the 12 adventures, so there are some branching paths. We are going to have Lindel, Snorks, Nick, and Stormy. Those are the four characters we're going to be playing as. I'm for sure going to do the introduction and then we'll see how long that takes. We might start 1A or 1B. We'll just see how long it goes. So, the first thing we need to do is set up our characters and then this is the game that you can just jump in and it teaches you as you play.

So, I have actually not played this yet. We're going to learn this together as we go. So, why don't we go ahead and meet our four characters. Our first character is going to be our elf, Lindel. She'll be a cleric. She has seven hit points. Whenever an enemy is attacking her, they need two or more successes to deal her a damage. There are a lot of cards here. I'm not going to explain all the cards for each character. That's going to take forever. Just know that each character will have their own class. There are six classes in the box and you have to play with four of them. So, I'm playing with the cleric, the fighter, the rogue, and the wizard. Each class is going to have a set of cards that look like this and it's going to tell you at the beginning of the game which cards you can choose from. So, I already had a bunch of choices of which of the different abilities and cards I wanted to use. As well as after choosing your race, you get to choose an ancestry. So, our ancestry is we are a forest guide. It gives us an ability here, an action that we can take, and it gives us a unique effect as well where we can add two dice to any of our nature rolls. Over here, we have our fighter goblin Snorks. I loved the name Snorks. It's amazing. He has eight health. However, because he is a scout, he actually has two extra hit points, so he has 10. He's a little bit harder to hit. His defense is three. He has significantly less items uh that he can use, but he's got his reactive strike, his shield block, his sun charge. He has his longsword as his weapon. I generally don't play rogues cuz I don't love them too much, but this

rogue actually seemed kind of cool. So, I decided to go for a gnome rogue with six hit points, defense is two. He gets to start with a cat companion because he's an academic dropout, so we have an a cat companion here that we can use. He has a rapier weapon over here. He's got nimble dodge, thief surprise attack, sneak attack, and he has his dagger. Our final character is our dwarf Stormy. I decided to make our dwarf our wizard. Uh he only has four health, two defense, so he's really really squishy. He is considered a local. That means that if a challenge says if you're local, he qualifies for that. So, he's around from around the area. He has a staff. He has a couple spells I got to choose from. So, we've got the force barrage, thunder strike, and telekinetic projectile, and he has his arcane bond. In Pathfinder Quest, you'll be going back and forth between exploration encounters and combat encounters. When you have combat encounters, you will use initiative cards. So, we have one for each of our different heroes, and then we have the two enemy ones. What's cool is the enemy ones have letters down here, and then the enemy standees have letters on them, and so it says, "All enemies with the B, D, and E or F will activate." You'll find those ones on the board and activate them accordingly. You'll also see we have a time tracker here, and during explorations, whenever we choose to spend one time, we can all take an action on the board. But, we only have

15 time. If we get to 15, then we can't spend any more time. I don't think it makes you lose, but then you can't explore everything. So, you've got to kind of decide how much you want to explore, and from what I understand, some of the combats might change if you've done too much exploring, and you've spent too much time doing that. So, this is how we'll track our time. We have a huge stack of enemy cards. I haven't looked at any of these. We've got our dice over here. These are going to be our dice that we use both for combat and for uh trying to complete the exploration encounters. And then, finally, we have our adventure book and challenge book. The adventure book is what we're going to walk through. We'll start with our introduction scenario. But then, whenever there is a challenge in here, it's going to tell us what we need to test, and how many successes we need, and then we'll look in here for the results. So, that way, you don't accidentally see what the results are before you roll your dice. I really, really like that, especially as a solo player. I will say, and I think I said this before, you have to play with four.

And you can see it takes up a lot of space for all of the character information. So, just be wary of that. Without further ado, then, let's jump into the story. Falcon's Hollow is easy to miss. Most maps don't even include this small lumber town located in the northern wilderness of Andoran. Those who have heard of it likely know it for its high-quality lumber and long history of problems with kobolds, of course. But, such dangers are in the past. Today, the town is a frequent stopping point for merchants and travelers making their way from the nation of Isgar to the north, and Andoran's capital of Almas, far away to the south. You've been in town for a few days now, getting some well-earned rest after recent adventures. But with the coin in your pocket starting to feel light, you will likely need to head out on another daring quest soon. It's early evening as the four of you sit in the taproom, a jackanapes, the town's only affordable in discussing your future adventures, when a sudden commotion outside draws your attention. Perhaps adventure has found you. Leaving your meal behind, you rush out of the tavern only to see several horses panicking while tied to their hitching post. One has broken free, trampled a villager, and it's now prancing nervously between stalls.

Clearly, something has these horses spooked. Perhaps you can calm the horses, help the people, and get to the bottom of the mystery. We'll now grab the tile that looks like this and set it up with the exploration markers like so, and this is where our characters are going to start. We have our tile set up and ready to go. I am using standees for our heroes. There are some miniatures in the box, but they are specific heroes, and they didn't really match the characters that I was playing, so I decided just to use these. And all enemies right now are standees. I believe in the second wave I'm going to get them as miniatures, but for now we're just going to be using standees laying flat so you can see them. What we can do now is read a little bit about these four different exploration markers, and then we can decide if we'd like to use time to try and investigate them. The A location over here, there are several horses tied to horizontal post, and they're bucking wildly. So we can use athletics or nature to try and resolve that one looking for two or more successes. For the B one, we have running scared. A single frightened horse bolts between shops. A character that can roll acrobatics to deftly mount the horse or try and calm it down. We have an injured villager over here. If we have medicine, we can help somebody there. And then we have something happening over here. It can be perception being used to encounter that one. So we've got to decide if we're going to use time. Of course, we're going to use time. This is the intro.

We've got it. So we're going to take our time to one. What that means is we all get one single action that we can take. Now there are some items and abilities that actually have a time symbol. And so instead of going to one of these exploration tokens and encountering them, we could do those actions instead. But I don't want to do any of those right now cuz we're just starting. What I think I'm going to start with is Lindir. Lindir has three for athletics. Her nature is actually not even on here. So if you have a skill that you're trying to resolve and it's not on here, you use the other skills. We'd only roll one die. So if we did nature, we'd only roll one. However, because of our elf, we get to add two dice to our nature roll. So it would be three. So I'll do a nature or an athletics test for the A exploration token. The other thing we could do with our time, we could spend our time here and just say if the next character to act rolls a skill to attempt a challenge, they can add one die to the roll. So if we really feel like we need to succeed in one of them, we can have one of our characters forego doing something else to boost another.

We'll have Lindir move to exploration token A and let's roll three dice. The best entry looks to be two or more successes. We've got four, so we're good. We'll read entry seven. Speaking softly, you approach the horses and grab their reins. Your soothing presence seems to calm their agitated spirits. Moments later, some townsfolk approach and take the reins in hand, leading skinnish horses off to a nearby stable. We can remove the challenge token. Snorks over here also has an athletics value of three. With that three, I think we're going to try and deftly mount the horse here to try and calm this horse down. So that is an acrobatics test. We're looking for three or more successes if we can. We'll roll up our dice and I have three successes there, so we have more than enough. In one deft moment, you leap behind the horse's powerfully muscled back and grasp its reins firmly, but calmly taking control.

A stranger garbed in the hooded cloak of a forest ranger approaches, their face awash with admiration. "Here would have bucked most folks off by now." the stranger says with a warm smile. "I am Nishal Yadrel and I thank you for your kind treatment of my beloved mount." So, now we actually get to record helped Nishal Yadrel. We'll do that here, so I've placed that into the introduction spot on our tracker and we'll remove the challenge token. Stormy over here is quite perceptive. He gets to roll three dice. Let's have him check out exploration token D. We'll have Stormy move here and roll three dice. Once again, we're looking for three successes. We have exactly three. It's obvious to you that the horses are attempting to flee to the east. The wind blowing in from the west is likely carrying a scent that makes the animals afraid. As you peer into the darkness of the west, you can just barely make out several shambling shapes slowly approaching the town square. We can now record saw the undead and we'll remove that challenge token. So, that means we'll be fighting the undead. This means our gnome Nick can check out exploration token C. We maybe should have had the cleric do this one. It's a medicine test and our cleric has a medicine as three.

You know what our gnome has for medicine? Nothing. So, that means we're just going to use the other skill. Can we just thief or steal from this person that's injured? No, I don't think we can. Uh so, I think all we're going to do is just roll one die. Let's see, Nick, how good are you with medicine? Well, that's two. Two is uh entry 11. You tie a spare rag around the villagers wound and have them apply pressure to stop the bleeding. They thank you profusely as you supply them with a poultice and give them advice for keeping the wound clean as it heals. We'll record mended wounds and remove the challenge token. Nice. Oh, way to go. Who would have thought, Nick? We've now all completed our action. We can choose to spend another time if we would like, but I'm not going to do that. Instead, we're going to move to encounter two.

And encounter two is a combat encounter and they always cost one time. So, we'll take our time to two. What at first might have been mistaken for rustling leaves blown by the faint wind quickly grows into approaching din of clattering bones. Townspeople flee in panic as the source of the sound, a group of shambling skeletons, emerges from the darkness and marches into the square. Drawn by light, noise, and living flesh, these undead abominations march towards you, dragging rusty blades and crooked bows in their bony hands. So, now we have our setup. Remove any remaining challenge tokens from the previous encounter. Leave the characters in the spaces that they occupy. Then we have in this encounter place two skeleton guards, enemy card five, pawns five A and B in the space marked with E1 and two skeleton archers, enemy card four, pawns four A and four B in the spaces marked E2. Also place the two combat challenge tokens as shown below. If you recorded saw the undead, which we did, during the previous encounter, you managed to crowd a word of warning, giving everyone a chance to prepare. You can place each character in any space, including in a space with the undead.

And then it states reading how combat works. I already have done that, so let's go ahead and start. We have our map set up. I've decided to place all of my characters over here, my range characters and melee characters in the same space as the skeleton guard. These two want away. The archers are over here. We've got two encounters we can check out here. We have our two enemy boards here that explain the amount of health. So, they each have six health, and then their defense depending upon the type of attacks they're being attacked by. Also, on the cards it lists the actions they're going to try and take. They get three actions just like we do. So, we'll get three actions whenever it's one of our turns, and then the enemies will get three actions. You start at the top, then you can see this is last action only, so it will only do that as its third action. It'll try and attack a character in range one. If it can't, then it's going to move forward.

Then it's going to rinse and repeat that for the three actions that it can take. Whenever it needs to attack, you can decide who it's going to attack, but once you choose someone, any subsequent attacks are going to be for that same person. And if they attack multiple times, the first time they roll three dice, then it'll be two dice, and then it'll be one die. And if they succeed, they deal one damage. You can see that's the same for the skeleton cards. These are pretty straightforward beginning enemies. Let's shuffle our initiative cards and see who's going to go first. Our order for this combat will be cleric, rogue, enemies A, C, E, and then wizard, fighter, enemies B, D, and F. Now, the rogue, I believe, is the one that has a special ability for this. We have our surprise attack for Nick. After initiative cards have been dealt at the beginning of combat, you can swap your initiative card with either of the cards next to it. I'm going to do that. I'm going to have the rogue go first and the cleric go second. Not sure it really matters, but it's just kind of fun to use it. That means Nick is going to activate first, and he is going to use his rapier. He's going to spend one of his three actions to roll a weapon attack against an enemy in his space, and it will deal one damage if it's successful. What we have here, also, this sneak attack, and it's always active. When you hit an enemy in your space with a weapon attack, if there's another character in that space, deal one extra damage. So, we actually can deal two damage. So, if I can deal two damage with my attack and hit them all three times. It's not likely because if I use this same attack three times, I

will reduce the amount of dice I roll for that attack. Uh but if I can do that, I can actually take out one of these skeleton guards right away. You can see it right here, just like the enemies, if we use the same weapon multiple times, our first attack is with three dice, then two dice, then one die. And the skeletons for a weapon attack, this is a weapon, not a spell attack, not that it matters, they're both twos, but I need two successes or more to be able to deal that two damage. First attack is with three dice and I have four successes. That means I will deal two damage to skeleton. Let's see, I want to do the A skeleton. Is there an A1 there cuz they go first? Yes, there is an A1. So, I will place two damage there. Then I'm going to do that a second time. Uh but now if I do that, I have to roll one less die. So, I'm only going to roll two dice for this attack.

I'll roll both of these up. Oh, only one success. I needed two. Bummer, so that was a miss. For my third action then, I do think I'm going to use my dagger. It says once per combat, so I'm going to flip this over cuz I can't use it anymore for this combat. I can deal one damage to an enemy in range one. Range one is in your space or one space away so long as you have line of sight. And line of sight is, hey, if there's, you know, walls in the way, you can't see through them. You've got to have a straight line from your location to whatever location you're going for. But that means I dealt three damage to that skeleton guard. That's half its health. My cleric is going to have some fun. We're going to spend two of our three actions. This is unlimited, so we can use it as many times as we want. That is our divine lance. Roll a spell attack against an enemy in range one. We're going to attack that A. Deal damage as shown on here. It's only one, but if we get any stars, we can spend any number of stars to deal an extra damage each.

We're looking for two successes here, at least two, four, five. Well, no stars, that will deal one damage. That means he's at four damage. We only need to deal him two more to take him out. I would absolutely love to use my Hurling Stone. I love that name. It is a once per combat, but it costs us two actions. I only have one action left. One thing I didn't call out, if you want to move between spaces, it costs you one action to move one space. Our elf, though, she can move two spaces for one action once per combat because of her ancestry. However, moving one is kind of useless. So, I think I'm just going to forego that. That means we did not take that skeleton out. I was really hoping for some stars, but we didn't get it. He's got two health remaining. Now, all A and actually that's just it. The two A enemies are going to activate. We'll start with the skeleton guard that's in our space. It's going to attack a character in our space. It's going to do that three times. First time with three dice, then two, then one. Snorks, our fighter here, actually has 10 health because he is has two extra health. So, he's going to take all three attacks. We also have our shield block. We can reduce damage you would take from an attack by one. So, we can use that once per round if we get hit. And you can just see it, that skeleton guard's trying to get three successes on us.

Now, this skeleton guard does have an ability if he rolls a skull. So, let's see if he does. He does not. He definitely gets enough successes to deal us one damage, but we'll use our shield block here. I'm just going to turn it sideways to block for one damage. Just so you can see it. The skull on this effect says cleave. This is If this attack hits, deal one damage to a different character in this space. So, our poor gnome could get hit here. The second attack is with two dice. Oh, there's a skull, but only one hit. So, that's okay. The skull would cleave if it hit us, but it doesn't. It needed three successes. The third attack is only one hit. So, we're okay. We didn't take any damage. Now, though, we're going to have the skeleton archer activate. For the first action, it's going to try and attack a character in range one. No one's there, so it's going to move one closer and then attack twice because it's not going to move into a space with a character. We'll have it move right here and it's going to attack two times our goblin again, snorks.

Three dice for the first attack and certainly enough that will be his first damage. He's down to nine health. And then the second attack will only be with two dice needing a three attack. Hopefully no skulls. That's three. So, that will be another point of damage. Our dwarf will be the next to activate. We have our force barrage here. We can spend three actions to deal damage as shown for your level three times split among three enemies in range three. Whoa! That seems kind of amazing. Now, levels one to four it's only one damage, but we can do that three times. Oh, yeah. So, actually that's all we're going to do. We're not going to move. We're going to spend all three actions deal damage as shown for your level three times split among three enemies in range three. This is a once per combat, so let's flip it over. We didn't even have to roll for this attack. We're going to deal one damage to this guy. He's almost done.

We'll deal a single damage to this skeleton guard and range three, one, two. We can certainly do that to this skeleton archer. Nice. Next up is our fighter. We have our long sword here and we have our sun charge, but I don't think I need to run right now. We do have this. When an enemy in your space would either roll an attack with range one or higher or move out of your space. Uh, that's not going to help us. So, I think all we're going to do is attack with our long sword. Probably just doing it three times right now. We got to take out that one skeleton. He's got five damage. Only one more will take him out. We need two successes on three dice. We've got that, so that will mean skeleton A is off the board. That is one attack. Our second attack, we only rolled two dice. I need two successes.

Just trying to hit this wall. Look at that, four. So, that's going to be two damage to that skeleton in our space, the B skeleton. And then the third one, it's only a single die. It's just a star, so no damage. And unfortunately, the B enemies are going to activate. We'll start with that skeleton guard attacking our goblin again, needing three successes. Certainly enough. That's a damage. That's the third damage to him. Then we'll remove one die. He's just going to attack three times. Our second one is enough, and it's going to cleave for one damage on our poor gnome. So, our gnome has one damage as well. And then the third attack, we'll roll this up. Only two. Needed a three, so no damage there. That was the first round of combat. Woo, that was fun. We'll go back to the rogue. Oh wait, I totally forgot about the B archer. What am I saying? This B archer is going to move one space. We'll have him move right here, and then he can attack any of them. I think I'm going to have him attack the gnome this time. I think he only needs two successes then. Our gnome does have the nimble dodge ability. When an enemy attacks you, you can spend any number of the success symbols or the star symbols on its roll to subtract one success from their attack each. That's why I'm trying to do this. Three dice for the first attack. No stars, and definitely a hit. So, that will deal him a damage, and he has piercing shot. If this attack hits, deal one damage to a

character in an adjacent space. We'll have it hit our elf as well. Ow. Okay, so that's uh two damage hanging around. Now we'll roll two dice for the second attack. Six, that just hits our gnome. Ow. Poor Nick right now is at half health. That isn't great. He's going to go next. He is going to attack this skeleton. If we hit, because we have a friend in our space, we'll deal two damage instead of one. We've got our three dice and that is certainly enough. That will deal two damage, that's four to that skeleton. After completing that first attack, I do think we're going to move into this space for action two. And then action three, we're going to try and to do an athletics check here. A character can roll athletics to attempt to bring the awning down on the undead in this space. I actually don't have athletics, I have acrobatics, but I do have perception and that's three. Let's roll these up. That is five successes, we'll read 35. With a deft push at just the right place and time, you bring the awning crashing down in a heap of broken rafters and wooden shingles. Deal two damage to all enemies in this space. Oh man, too bad there aren't more in that space. So that's three damage to that archer in total.

Our cleric will be the next to activate and I didn't even look at this heal card. So this is where you have too many different things with four characters that you're controlling. You can see this top section, that's a time so I can't use that, but I can use these. That's two or three actions. Uh this one says remove damage from a character in range one or deal damage to an undead enemy in range one. Either way, use three times the damage shown for your level. This card I can only use four times per adventure, so I'm going to place a token on here to say that I'm using it. I think I'm going to use this middle one and I am going to deal three damage to, I think that's how I'm reading this, right? Deal damage to an undead enemy in range one and it's either way use three times the damage shown for your level. My damage level is one, so I get to to three damage to an enemy. I'm realizing that's within range one. So, what I'm going to do is action one, I'm going to move here, and then the other two actions, I'm going to do that to this guy and take him out.

That's our only A left, so that means there's no more ACE enemies to activate, and that means we'll have our wizard and fighter go before that skeleton activates. That's why I wanted to do that, but I didn't heal anybody, but I still feel like that was worth it. Hopefully, I'm doing that card right. Seems a little weird, but I think I've got it. I basically heal the undead, and since undead are already dead, then it just deals them damage. All right, next, it is our dwarf. I think we'll use our thunder strike spell. It says once per combat, roll a spell attack against an enemy in range three. Deal electricity damage. Now, why that matters is some enemies are resistant or maybe more weak to those types of attacks. So, it's electricity damage, but these guys don't have anything for any type, so it doesn't matter. So, just dealing damage is shown for your level, so it's just one, but then you can spend any number of stars to deal one electricity damage to each enemy in the target space. At level five, uh well, that's not great because I only have one enemy in each space. So, you know what? I think I'm going to hold on this. Instead, I'm going to move into the space with that skeleton and just try and use our weapon attack. But, our weapon attack is only one die.

It's only one die three times. Mhm. Is that This one Yeah, let's just try it. We're going to run in and try and attack him with one die three times. And I said three times, I mean two because one it takes an action to move in there. We need it two successes on these dice. That's a three, and the other one is a three. Our dwarf comes in with a staff and just goes bonk bonk, and that's the two damage we need to take out this skeleton. Now, all that's left is the archer. Snorks, our fighter, will do the sudden charge for his first two actions. Move up to three spaces. If you move at least one space and stop in a space with an enemy, you can do a weapon attack, which we'll do. We'll roll three dice for a weapon attack. Uh and it says you can roll and you'll add one success to the roll. We can easily move three one two moving here and we'll get one extra success for this roll. We'll roll three dice and that's more than enough for a hit. So that's one damage on that archer. And then I think we're just going to do one more attack while we're sitting there with two dice and that's enough. So that's two damage to the archer. But then the archer is going to attack us. It's going to attack someone within range one. We're within range one. It's going to do that twice and then it's actually in a space with a character so it's going to move to an adjacent space with no characters. So it'll only attack our goblin twice.

First roll, we only have one hit. Uh our defense is three so that misses. Second one, we'll roll these up. Two, we've got three, we're okay. Third one, it's going to move to a space with no enemies or I should say heroes. So we're going to move him there. That will end the second round. We'll go back to the rogue and I think what I'm going to do with the rogue, we want to check this one out before it goes away. We need acrobatics and you need a two or more, which we have. So we're going to go one two and then for action three, we're going to test acrobatics, which we have a three. I just need two or more successes here. Certainly got that. Your tactics pay off beautifully freeing the shawl from the grasp of the skeleton. The ranger nods at you gratefully as they toss the undead against the nearby column shattering it to pieces. You're on top of things tonight, aren't you? Thank you for your help. Freed from danger, the ranger knocks their last arrow and shoots it at another nearby enemy. Deal one damage to an enemy in range one. No, there aren't any in range one. Oh well, we'll just got to talk to him. Our cleric will be the next to activate.

We'll use our healing spell dealing three damage. I think if I'm doing that right, it takes two actions, but dealing three damage to that undead archer within range one. So, it has five damage on it. That means our wizard, our dwarf, I'm just just cuz it's fun. We're going to run up and try and bash him with the staff again. We'll have that dwarf run right into here and I get two tries for this. That's two successes, only need one. We just knocked out the final archer. Once all the enemies are removed, that immediately ends combat. As the last skeleton falls, a loud dull moan announces the arrival of a new foe, a hulking humanoid mound of rotting flesh that smells even more disgusting than it looks. Add a dread zombie, enemy 11 pound 11A to the center space of the tile. Advance the time tracker by one.

So, we're going to be at three instead of two, which is totally fine. And then we need to shuffle and draw initiative cards again. Interesting, let's do it. It looks like a dread zombie is a level two enemy. It has nine health. It's also undead though. It attacks three two one. Defenses are pretty terrible, but it deals two damage. Attack a character in its space. Move a character in an adjacent space to its space. Move towards the nearest character and it has a rotting aura. Deal one damage to each damaged character in this space. Interesting. So, I'm going to shuffle up the initiative cards. I'm going to reveal them one at a time. We've got the cleric going first, followed by the rogue. That's hilarious. I mean, I I'm going to shuffle these up again a little bit more.

Uh then it would be the fighter, then it will be a that dread zombie, and then it'll be the wizard. Given that the dread zombie is is undead, why don't we just have Lindirill come here and use her heal again dealing three damage? That'll be the third use of that ability though. After that, we will have our rogue sneak in for action one and action two and three will attack and since we have a friend there, we get to deal two damage instead of one. We only need one success, so this should be pretty easy. Wow, we almost didn't get that. One success that will deal two damage and I just need one success on these two dice. There it is. So, that will mean three, four, five, six, seven total damage on this guy. Our fighter will get three chances using our longsword to try and deal the final two damage. We'll roll up three dice, that's one damage and we'll roll up two dice. Oh, that one flies off. That is going to be one damage.

Five, six, seven, that's nine total damage. Well, it seems when you have a cleric in your party and you're fighting undead, you are set up to kill them. Uh cuz we took them out before he even activated. We can now spend another time. So, we're going to go to time four to be able to explore these two tokens. We can also spend a moment to ask about the town of Falcon's Hollow and its history, which I think I'm going to do so I can read you a little bit about that. We'll read entry 42. Let's do that first. The townsfolk look quite shaken by the sudden appearance of the dead and when you ask them about this, they explain that this is far from a regular occurrence in Falcon's Hollow. Thank goodness, otherwise how would you visit? A local lumber consortium runs the small community and while the boss, Thulden Creed, has never gotten along too well with the local sheriff, Adelrun Belson, that has not prevented them from working together to ensure the safety of this town and its inhabitants. The only real trouble the town has faced over the years is from wild animals and the monsters that sometimes inhibit the old dungeon on the other side of Darkmoon Vale, a place called Drokstar's Crucible. Because we spent that time, we can have our rogue Nick here check out exploration token A. With the last of the undead dispatched, there's time to survey the square and assess the damage.

A character can roll perception to look around after you roll, choose one entry with a number equal to or less than your result that hasn't already been chosen and read the corresponding entry. A character skilled in thievery can choose two entries the first time they attempt this challenge. That's why I want to do this cuz he is a bit of a thief, Nick. Our perception for Nick is a three. We'll grab our three dice. We have five total successes. That means we can check out any of these. So, what I can do is I can choose two of them. Why don't we go ahead and do the a zombie charm and skeleton loot since they are the highest numbered successes that we need, four and three. So, it'll be 21 and 33. Amid of the festering folds of the enormous zombie's rotting flesh, you discover a sodden leather satchel packed with broken old relics and ruined gear.

Something in there might be magical, but it will take some time to find it. We can advance the time tracker by one. Why not? We'll go to five. We still have 10 more time left. And then we can take item card 55. If any character skilled in Arcana, you do not have to advance the time tracker. I think someone is. Our dwarf Stormy is skilled in Arcana. You can see it's on here. These are the skills that you are skilled in.

Uh other skills are not. So, we are skilled in Arcana, so I can actually take my marker back down to four. We'll grab item 55. We found the third Bible of Revelation. Once per encounter, add one die to a religion roll that you attempt. Cool. For 33, amid the pile of broken bones and rusty weapons, you find something of value. Item 83. We found some spiked armor. When an enemy in your space hits you with an attack, it takes one damage if it rolled one or more stars. That is really cool. I definitely want to give that to my Goblin Snorks so he can deal damage when he takes damage. Next up, we're going to have a Stormy go and Stormy's going to move over to exploration B. Now, this is cool. This is gathered townsfolk. A small group of concerned townsfolk are engaged in a heated but hushed discussion. You can try to talk your way into the conversation or you can just try and listen in. A character can roll diplomacy or stealth to join or listen in. If a character's ancestry card says that they are local and they attempt this challenge, you just read entry 31.

If you had tried to roll, you read entry 30 or 8. So, we're going to get a unique one because I chose to have my dwarf be local. Stormy, you're awesome. Let's read entry 31. You recognize many of the townsfolk in the circle as they welcome you to join their conversation. While most are worried about what might happen next, some are already forming wild theories about what prompted this undead attack. It reminds you of the dark days over a decade ago when Kobolds and undead monsters poured out of the old dwarven ruin called Droskar's Crucible threatening the entire Darkmoon Vale. Mentioning this, the assembled crowd nods in agreement as they recall several legends and stories about the fallen monastery. Record a Crucible legends and remove this token.

Lindrel and Snorks will both do the perception test to see if they can find something. They each have a perception value of two. So, this will be Lindrel. She gets two successes and Snorks will get wow, four successes. I think we're each going to check out one of the two successes, the dropped satchel and the remains. So, 36 and 20. Under a nearby trough amid the scattered bones of a fallen skeleton, you discover a moldy old belt pouch. Inside is a bottled healing potion and the poor soul never managed to drink. And a poor soul managed never to drink. That's car 75. This is a consumable. So, you can spend an action during an actual encounter or spend time to remove up to four damage from yourself or another character. If in combat, you must be in the same space as that character. Return this item after use. Looking more closely at the skeletons, you can see they are or once were a predominantly dwarves. Oh, poor Stormy. And two of them seem to be wearing the tattered remnants of religious vestments. A nearby townsperson chimes in, "I bet their old cleric Strovora Sprakspal would know where these foul creatures came from.

That is, if she hasn't already been eaten by more of them out in the woods." Each character can roll religion once to see if they recognize the vestments. A dwarf character can add one to their results. Uh we only need two. I think we'll just try Stormy. I bet you'll be able to do that. He does not have religion. So, he'll just roll one die. But, if I get one success, we got it. Come on, Stormy. I know you know. There's two successes. That's entry 15. The tattered vestments worn by the stout skeletons bear the religious symbol of Torag, a dwarven deity of community and protection. Perhaps these unholy creatures were once pilgrims from the nearby Five Kings Mountains. But, there's no telling what led them to Falcon's Hollow or what corrupted them into undead monstrosities. That ended our use of time four. I think I'm going to take our time to time five here.

Because we've got a few more things we can check out. I think I can do this again. A character can roll perception and look around. After you roll, choose one entry with the number equal or less uh and read the corresponding A character skilled in Thievery can choose two entries. Yeah, so the only ones I have left are zeros and ones. I'm not going to roll. I'm going to be just fine. 1 2 3 4. I can do all of these. So, let's do 6 5 37 and 28. Now that the danger seems to have passed, several townspeople emerge from nearby buildings and makeshift shelters to gather the remaining horses. The skittish creatures have calmed considerably, but they remain agitated. Holding a particularly stubborn horse reins with white-knuckled fists, a wary citizen frets aloud, "What if there are more of these things out there in the darkness? I can't thank you enough for coming to our aid, but if you're going to protect us, the least I can do is keep you safe." The man swiftly gets the horse under control and draws a berlapped sack our package from the large sack slung over his shoulder, presenting it to you as a a reward. 110.

We've got a mirror chain. Once per combat, when an enemy in your space hits you with an attack, you can move it to an adjacent space. Oh, that's actually kind of nice. You spot an injured townsperson lying almost motionless on the ground. You quickly realize this is the same person previously injured by a panicked horse, and they now seem to have suffered an attack by the living dead. That guy's just having a bad day. If you recorded mended wounds, we did, right? I think we mended wounds somehow. We did. We'll read 29. As you approach, the townsperson sits up and looks at you with a wry, pained expression. "Huh, some days you're riding in the cart, and some days the cart rides over you, eh?" Fortunately, their new wound is minor compared to the previous, and you help them stand without much effort. "My name is Jack Crimy, and I ran a Jackanapes.

Consider your tab for the night of the house, and take my lucky deck of cards. You might need it more than me." We can record helped Jack Crimy and get card 74. We have playing cards. Once per adventure, you and every other character who uses a recover during the same time spent removes one extra damage. That could be ideal if we have a particularly challenging combat. For our ranger, you approach the ranger who seems deep in thought. We'll go to 14. Standing over the remains of a The Nishal Yidra looks up at you as you approach with a grim smile on their face. "Friend, I fear this is just the first of the town's troubles. I've offered my help to the town's sheriff, Aldrin Belson, but he seems torn on the best next step. Seeing as the town is built alongside the river Foam, securing and fortifying the ferry dock might be wise if they evacuate folks across the river to safety. It's also likely they'll want to consult an old dwarf cleric who lives in a cabin nearby. She might know something about how these skel etons came to be if they didn't get to her first. You and your friends seem like you can handle yourselves. I'm doing what I can to help, but these people need your assistance as well as mine. Here, take this. Should be of use if you run into any trouble. Item 104.

We got ourselves a fire bomb. Deal one fire damage to every character and enemy in a space and range two and then return this. So, it's a one-time use. Our final entry is the broken hourglass. A short distance from the severed hand of a defeated skeleton lies a small cracked hourglass. It's sand half poured onto the ground. If you have the hourglass promotional promotional item card, I don't, then we get to take item card 87. This is a magic item. Once per adventure, reroll any one quest die. Oh, that's pretty nice. We've now completed all the actions we can take in town, so we'll go to concluding the adventure. Once the group agrees that they've spent enough time on this encounter, read the adventure conclusion on page 13. After the assault of the undead horde, the citizens of Falcon's Hollow are anxious about what to do next. Before you can formulate a plan, a tall human man in expensive clothes pushes his way through the crowd. If you spent six or less time, we spent five, so we'll read entry one. Tholdrun's Creed, head of the local lumber consortium that rules Falcon's Hollow, approaches your group with a concerned look on his face. "Thank you for your help, adventurers. It seems we're at a crossroads of some import.

The sheriff has informed me that we must fortify the town's ferry dock to ensure that we have a way to escape if this problem gets worse. And if we are to put a stop to this threat for good, we'll need the help of Storva Sparkbow, the cleric of Torag that lives deeper in the woods. Can we count on you for aid, at least in the undertaking of one of these critical tasks? We can record at time to spare. While the immediate danger to Falcon's Hollow appears to be over, the town's citizens fear that an even greater undead horde might soon fall upon them, threatening the lives and safety of everyone who lives in the otherwise peaceful veil. Two paths lie before you. You can remain in town and work to fortify the ferry dock, ensuring that the town can escape across the river foam if more undead arrive, or you can venture out into the undead-infested woods to try and find Storva, a cleric of Torag who knows a great deal about undead. You cannot do both, but fortunately you have help. Nishal, the ranger, offers to take up whatever task your party doesn't choose.

Interesting. First, at the end of each adventure, except this one, your characters will gain a level after it, but not after the introduction. So, we won't level up here. We'll level up after each other adventure. For our next adventure, we can uh choose either to do A, the ferry dock's showdown, or B, the cabin in the woods. And then we'll turn the page either uh what is it? 14 or 28. And I'd love to hear what you would like to see. If you'd like to see more of this, would you like to see cabin in the woods or the dock showdown? Well, there you have it, my friends. That was Pathfinder Quest, the introduction scenario with Lindryl, Snorks, Nick, and Stormy. Super fun, definitely on the lighter side, but oh my gosh, lots of cards, lots of things to to keep track of. So, if you do play this and pick this up, make sure you have a lot of space for your characters cuz you're going to have tons of cards to look at, which is fun. You've got lots of abilities, but it also means you're probably going to miss a few. But still, I am certainly enjoying Actually, I'm really enjoying the story. I'm interested to see what what you all want to do. I'm thinking we should do at least another adventure. So, it'd be 1A or 1B. Do we want to go to the ferry or go to the cabin? Curious what you think.

I have an but I'm not going to say anything cuz I'd like to know what you think. Do let me know if you think I made any errors and I missed them in editing so I can put them up as Klingon subtitles. I want to give a huge shout-out to our patrons. Thank you for the help in the names and for all of your support. It's because of you that we do we do on this channel. And if you're excited to see what Baroness and I have coming next, then I need you to meet me at the table. Goodbye, everyone.

It's a master plan to set me up against your enemies. It's a master plan to set me up against your enemies.

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