DM Talomyr's Serpent's Skull (Inactive)

Game Master Talomyr

You are passengers on a cargo ship called the Jenivere, headed south to Sargava. The voyage promises not only to bring you and your fellow passengers together as you face adversity, but also to set you on a path into the very heart of one of Golarion’s most feared regions in search of wealth, fame, and ancient secrets.


Roll20 Link

Loot List

Notable NPCs:

Crew of the Jenivere:
- Captain Alizandru Kovack
- First Mate Alton Devers
- Rambar Terillo, Cook

Fellow Passengers:

Ienea

Fellow Castaways:

Aerys Mavato

Spoiler:
Friendly, Frightened

Aerys is a trim, athletic woman with short dark hair, tanned skin, and fierce blue eyes. She dressesin tightly fitted leather armor and favors dark clothing and tricorn hats.

Quest: Aerys confesses that she wants to kick her drinking habit and asks for help in doing so. A remove disease spell will cure her, but the PCs are unlikely to have access to this magic. She’s heard that viper nettle berries can help to hasten recovery, though, and asks the PCs to scour Smuggler’s Shiv to find a supply of this rare tropical plant. COMPLETED

Bonus: Aerys allows the PCs to read her unfinished epic—the Abendego Cantos are very well written and contain compelling themes of the strength of personality against incalculable odds. Anyone who reads it for 8 hours gains a permanent +1 bonus on all Will saving throws against compulsion effects.

Gelik Aberwhinge

Spoiler:
Friendly, Frightened

Gelik is a spry, energetic gnome with blond hair and a neat goatee.
He dresses like a noble at all times (“If you can’t take the time to dress properly, no one will take what you have to say seriously—and they’d be right not to!”). With liberal use of prestidigitation, his fine clothes always seem freshly cleaned. Only the ink stains on his fingers break the illusion of a proper gnome nobleman (“If you don’t have ink stains on your fingers, no one will take your writing seriously—and they’d be right not to!”).

Quest: Gelik knows of an old story about a Pathfinder Society ship called the Nightvoice that went missing in these waters, and the most popular theory as to what happened is that the ship ran aground on Smuggler’s Shiv or sank near the island. He admits that he’s currently “on probation” with the Pathfinders, and that finding out what happened to the Nightvoice could go a long way toward clearing his record with the organization. COMPLETED

Bonus: Gelik will now share with you his secrets of comedy and speech. Spending a day working with Gelik provides a permanent, untyped +1 bonus to the save DC of any charm or language dependent effect you use.

Ishirou

Spoiler:
Friendly, Shaken

Ishirou is a rugged Tian man who appears much older than he is, with graying hair worn in a ponytail and a perpetual scruffy beard. His clothing and armor are well kept and clean, but obviously of low quality. Only his sword, a beautiful katana, has any real value.
Ishirou is rightfully protective of it, as it is his only material
link to his cultural heritage.

Quest: Ishirou admits that he owns several promising treasure maps, and that one of them shows the location of an old pirate’s stash here on Smuggler’s Shiv. Alas, the notes on the map indicate
that recovering the treasure will take several people. Since they’re already here on the Shiv, what’s the harm in looking for a bit of loot? COMPLETED

Bonus: Ishirou teaches the PCs some of his sword fighting styles and tricks. After a day of practice, these simple but effective tricks grant a +1 bonus to CMB and CMD while wielding a sword or similar weapon.

Jask Derindi

Spoiler:
Friendly, Shaken

Jask is a middle-aged, plain-looking Garundi man with hair starting to gray and watery eyes. When the PCs first meet him on the beach, all he has are ragged clothes and manacles that bind his wrists behind his back.

Quest: One of the incriminating papers he found so long ago indicated that one of his superior’s contacts in the Shackles was a man named Avret Kinkarian. Kinkarian’s ship, the Brine Demon, reputedly wrecked here on Smuggler’s Shiv. He knows it’s a long shot, but Jask would love to track the ship down and explore the wreck on the off chance there could be more evidence somewhere aboard to prove his innocence. COMPLETED

Bonus: Jask shares a number of mantras and focusing chants—with a day of practice, these chants grant a +2 bonus on concentration checks.

Sasha Nevah

Spoiler:
Helpful, Normal

Sasha has tousled red hair and mischievous green eyes, and is missing the pinky finger of her left hand. She bears a tattoo between her shoulder blades—the symbol of the Red Mantis. Slender and athletic, Sasha never stands still or stays quiet for long.

Quest: Sasha finds much of the local wildlife adorable—particularly the flying dimorphodons, once she finds out they’re
poisonous. She would dearly love to have a baby dimorphodon as a pet, and promises to keep it under control if the PCs can find one for her. COMPLETED

Bonus: Sasha reveals that her mother is an infamous Red Mantis Assassin, and that she’s learned some combat secrets from her that she can share with the PCs. Anyone who spends a day practicing her techniques gains a permanent +1 (un-typed) bonus on Initiative checks.

Setting up a Camp/Morale Rules:

Establishing a Base Camp

Creating a safe camp to sleep, eat, and relax in can make the difference between survival and death. A base camp needs to be located in a safe and stable location, and must adequately provide for shelter from the environment and protection against wildlife. Locating a suitable site and building a
shelter requires a DC 12 Survival check and takes 8 hours.Lack of building tools imposes a –5 penalty on this check (REDACTED INFORMATION ON HOW TO AVOID SAID PENALTY). The time required is reduced by 1 hour for every 2 points by which the Survival check exceeds DC 12, down to a minimum of 1 hour.

Once a campsite is established, it provides a safe place to rest out of the relentless heat of the sun, while the shelter and smoke from a campfire helps to ward off insects (reducing the chance of being exposed to disease
to 10% per day). In addition, there are five roles that PCs or (more likely) NPCs can take up as part of their daily duties to further enhance the effects of a campsite, as detailed below. In order to fill one of these roles, the character must spend the entire day pursuing the role.

Defender: A defender works to set traps, shore up a shelter’s walls, and see to the safety of the campsite. The first time in a day that a wandering monster or hostile creature attacks the campsite, the defender’s traps inflict 2d6 points of damage—divide the damage done as equally as possible among all attackers. Each additional defender assigned to a campsite Increases this damage by 2d6.

Entertainer: An entertainer helps to raise hopes for rescue—each entertainer grants NPCs a +2 bonus on Will saves to increase morale (see below).

Guard: Each guard reduces the chance of a wandering monster attacking the camp during the day or night by 5% (minimum chance of 5%).

Hunter: Each hunter provides enough food and water for eight Medium Creatures per day.

Medic: Each medic reduces the chance of being exposed to disease by 5% and increases the number of hit points healed naturally during a night’s rest in the camp by 2.

Morale

The NPC castaways react to their near-death experience in different ways, and if the PCs don’t bolster their morale, they could easily fall prey to despair. Although the shock of the wreck is enough to mute their personalities somewhat on the first day, clashes among the NPC castaways can
manifest as soon as the first night on the island.

Morale has five categories: hopeful, normal, shaken, frightened, and panicked. All five castaways start with a morale of shaken. Events during play can adjust each castaway’s morale in one direction or another—either
positively (to normal and eventually hopeful) or negatively (to frightened and eventually panicked). Morale affects only NPC castaways.

Adjusting Morale: Every morning, an NPC castaway must make a DC 15 Will save. If successful, the NPC’s morale increases to the next category toward hopeful. If the Will save fails, the NPC’s morale doesn’t change unless
the roll failed by 5 or more, in which case her morale moves one step toward panicked. Note that once an NPC reaches hopeful morale, she no longer needs to make these Will saves, but special events can still adjust her morale
downward (in which case she’ll need to start making her morning Will saves again).

Effects of Morale: Each level of morale has different effects on the NPC castaways, as listed below.

Hopeful: The NPC functions normally, and does not need to make morning Will saves to adjust morale. Diplomacy checks to adjust the NPC’s attitude gain a +2 bonus.

Normal: The NPC functions normally.

Shaken: The NPC is shaken.

Frightened: The NPC is shaken. Diplomacy checks to adjust the NPC’s attitude take a –2 penalty.

Panicked: The NPC is shaken, and during any attack by hostile forces, she immediately becomes panicked and flees the area, heedless of the danger.
Diplomacy checks to adjust the NPC’s attitude take a –4 penalty.

Various DM Rolls:

[dice=Adara Perception]1d20 + 0[/dice]
[dice=Dereje Perception] 1d20 + 0[/dice]
[dice=Estietre Perception]1d20 + 2[/dice]
[dice=Lawdrak Perception]1d20 + 10[/dice]
[dice=Mizu Perception]1d20 + 5[/dice]
[dice=Sharpmaw Perception]1d20 + 6[/dice]

[Dereje Init]1d20 + 5[/dice]
[Estietre Init]1d20 + 6[/dice]
[Hana Init]1d20 + 3[/dice]
[Lawdrak Init]1d20 + 0[/dice]
[Savras Init]1d20 + 3[/dice]

Encounter Chance 15%: [dice]1d100 + 10[/dice] - None

Base Chance 25% - Modified for camp and medic below

[dice=Disease - Adara]1d100 + 10 + 5[/dice]
[dice=Disease - Dereje]1d100 + 10 + 5[/dice]
[dice=Disease - Estietre]1d100 + 10 + 5[/dice]
[dice=Disease - Lawdrak]1d100 + 10 + 5[/dice]
[dice=Disease - Mizu]1d100 + 10 + 5[/dice]
[dice=Disease - Aerys]1d100 + 10 + 5[/dice]
[dice=Disease - Gelik]1d100 + 10 + 5[/dice]
[dice=Disease - Ishirou]1d100 + 10 + 5[/dice]
[dice=Disease - Jask]1d100 + 10 + 5[/dice]
[dice=Disease - Sasha]1d100 + 10 + 5[/dice]

[dice=Morale - Aerys]1d20 + 1 + 2 - 2[/dice]
[dice=Morale - Gelik]1d20 + 2 + 2 - 2[/dice]
[dice=Morale - Ishirou]1d20 - 1 + 2 - 2[/dice]
[dice=Morale - Jask]1d20 + 8 + 2 - 2[/dice]
[dice=Morale - Sasha]1d20 - 1 + 2[/dice]