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"Well if this truly is the Smuggler's Shiv, and I believe it is, there should be over a dozen shipwrecks to be found...and that's only the ones that have been reported over the years." Gelik says, obviusly more in his realm.
Gelik proceeds to talk on and on about the differing ships that have been reported to have run aground on the Shiv, mentioning the likes of the Tatooed Lady, the Crimson Angel, the Golden Bow, and Alma's Ruin among others.
"I really don't know what use it will be, but I suppose I would be willing to tell a few stories." Gelik says with a bit more lilt in the tone of his voice.
Diplomacy Mizu: 1d20 + 5 ⇒ (12) + 5 = 17
Between Adara's efforts (which got Gelik to Indifferent) and Mizu (w/ Dereje's aid) efforts, you've managed to get Gelik to Friendly. Gelik can serve as either an entertainer or a medic. No further improvement can be made without completing his quest. Only Ishirou and Aerys remain unfriendly. Sasha is indifferent.
"Of course," Gelik begins, "my time as a member of the Pathfinder Society could be of more use to us at this time...or I guess I should say my time before being put on probation, but that's a story for another time."
"I almost hate to say this as it sounds perhaps a bit too much like Jask's story, but there was an old Pathfinder vessel called the Nightvoice, that went missing in these waters quite some time ago. If were to be able to find her, or what happened to her it might go a long way toward re-establishing my standing within the organization."
"Nothing comes to mind." Gelik dryly says in response to Adara's question.
Adara got close, perhaps if others chimed in (aid other) on the conversation with Gelik, his attitude would improve.
@Adara - Is there a reason why that I am missing that you applied a -4 penalty to your diplomacy roll?
Anyone else like to do anything before you call it a night and I make some checks for encounters and disease and such?
The different camp roles comprise that individual's effort for the entire day, so realistically those roles are more than likely to be filled by the NPCs.
Here's the catch, only those with attitudes of indifferent or better will serve in any capcity. Each NPC has two roles they are capable of fulfilling.
Aerys - Entertainer or Guard
Currently you have Jask as friendly, Sasha as indifferent, and the remaining NPCs as unfriendly.
You can attempt to influence NPC's attitudes as per the Diplomacy rules in the CRB.
The only ways to get a NPC to "Helpful" is to complete their particular side quest. (For example recovering the evidence of Jask's innocence from the Brine Demon.)
Once helpful, each NPC has a special bonus trick that they will be willing to teach as well.
The party makes slow progress as they drag the dimorphodon carcasses back to the camp, arriving just as the sun sets. Seeing the spoils of the party's excursion into the Shiv's interior, Sasha's eyes widen. "Dimorphodons! There are dimorphodons on this island!"
Sidling up next Lawdrak she purrs, "I know that you are good with these saurian types...I would be very appreciative if you could bring me a young one, should you run across one."
Much more pragmatic than the red-haired woman, Ishirou begins off loading the carcasses. "Anyone have any idea of how to butcher and preserve this? If not, we should eat what we can and get the rest of it far away. We don't want to draw preditors."
As you look around the "finished" campsite, you see that the canvas material recovered from the shipwreck has been fashioned into a series of crude tents, not overly stylish but the tents should be sufficient to keep you out of the worst of the weather and perhaps curtail a bit of the insect activity that has picked up significantly as the sun has begun to set.
Please see the Campsite Rules at the bottom of the campaign tab and tell me what roles you would like to try to establish. Jask is already more than willing to be a medic.
Adara, Oracle of Fire wrote:
As far as Mizu being the complete opposit of Sugua, outside of the die rolls that's a good thing. ;)
Yes, your understanding is correct. Despite the roll being a critical number on the "die", the roll was not sufficient to hit. On the other hand, you have a flank with Lawdrak which you did not take into account on you attack. The additional +2 from the flank does make it a hit. Feel free to roll the confirmation if you would like, but...
Estietre nicks the dimorphodon with a ray of frost, yet the creature still lives.
Mizu is unable to land a solid strike, as she dodges flapping wings and a twitching tail.
Adara, her damaged hands unsteady as she swings, somehow manages to find an opening and slices deep into the winged creature's side, ending its life.
Lawdrak, I still need potentially 2 more Fort Saves DC 12 from you as the poison still is in your blood stream for "Rounds 4 and 5". One successful save will clear the poison.
Dereje wheels around and blasts a sizable whole into the side of the winged lizard, but not such a whole that it drops the creature.
Obviously angered by its attacker, the dimorphodon forgets about Mizu and moves to bite at Dereje. Dereje does his best to avoid the venomous bite, but is unsuccessful as the lizard takes a significant chunk out of the gunman's shoulder.
Bite: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18 (higher ground)
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Dereje takes 8 damage and needs to make a DC 12 Fort save or take 1d2 ⇒ 1 STR damage. Dereje as a side note your (and everyone else's for that matter) non-lethal damage healed while you took shelter during the hottest part of the day.
Estietre is up to end Round 3. Adara, Mizu, Lawdrak and Sharpmaw may post their Round 4 actions
The dimorphdon highest in the sky dive attacks Mizu, but fails to make contact with the samurai.
Red Bite: 1d20 + 3 + 2 + 1 ⇒ (6) + 3 + 2 + 1 = 12 (charge, higher ground)
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Estietre is up in Round 2. Adara, Mizu, Lawdrak & Sharpmaw may post their Round 3 actions. The red dimorphodon is in the square directly north of Mizu and is 5 ft off the ground. I will update his position on Roll20 when I am not posting from mobile.
Two of the winged lizards swoop in and take bites at Dereje and Lawdrak.
Green Bite: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17 (high ground)
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Blue Bite: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5 (high ground)
Sharpmaw's readied action goes off. If he hits AC 14 and does at least 7 damage, the green dimorphodon will not be able to attack. If he misses or does less than 7 damage, Lawdrak takes 5 damage and needs to make a DC 12 Fort save or take 1d2 ⇒ 1 STR damage
The lizard that swoops in to attack Dereje misses badly crashing into the ground.
Sharpmaw's readied action and Dereje are up.
The blast of Dereje's pistol roars and echos throughout the area as the projectile tears through the dimorphodon's body. While still alive and angry, the creature is grievously wounded.
The third of the dimorphodons remains high in the air as it moves into an attacking position.
Estietre is up to conclude Round 1. Adara, Mizu, Lawdrak & Sharpmaw may post their Round 2 actions.
Map is up on Roll20.
Perception - Red: 1d20 + 5 ⇒ (14) + 5 = 19
Perception - Blue: 1d20 + 5 ⇒ (10) + 5 = 15
Perception - Green: 1d20 + 5 ⇒ (9) + 5 = 14
Initiatives (if needed):
Adara: 1d20 + 3 ⇒ (19) + 3 = 22
Dereje: 1d20 + 3 ⇒ (7) + 3 = 10
Estietre: 1d20 + 2 ⇒ (3) + 2 = 5
Lawdrak & Sharpmaw: 1d20 + 0 ⇒ (16) + 0 = 16
Mizu: 1d20 + 3 ⇒ (14) + 3 = 17
Red: 1d20 + 3 ⇒ (6) + 3 = 9
Blue: 1d20 + 3 ⇒ (11) + 3 = 14
Green: 1d20 + 3 ⇒ (9) + 3 = 12
Mizu, Mum, Adara, Dereje, Lawdrak, and Sharpmaw head off to the east, exploring the near by surroundings.
The group get about two miles away from the camp before turning south and traveling another mile. You see the sun beginning to set at this point and feel it is good time to turn back toward camp.
Traveling the two miles back to the west you reach the southern shore of this part of the island. Rocky cliffs set just off the coast as you notice a bit of movement on one the cliffs roughly forty feet above you. As you get closer to the cliff you hear what sounds to be the combination of a screech and a roar.
Perception DC 10:
You see three man-sized, winged lizard like creatures.
Knowledge (Nature) DC 11 if the Perception check is made:
The creatures are flying dinosaurs known as dimorphodons.
Knowledge (Nature) DC 16 if the Perception check is made:
A dimorphodon's bite is poisonous.
Map will be up on Roll20 shortly.
Adara - You can attempt to influence a NPC's attitude as per the diplomacy rules in the CRB. You can declare a lead for the role and aid the role as normal. The catch is there are certain things that will effect the DC of the roll, so depending on what each individual does the DC will go up or down.
Jask smiles, "Although I do not relish our current situation, it is still good to be among those I can consider friends."
Lawdrak and Sharpmaw return from their very short foray into the area surrounding the camp, convinced that Adara and the others have chosen as good of a spot as can be found close by.
Even while resting in the shade of the canopy, the heat nearly unbearable as the sun crests at midday. Having recovered his holy symbol, Jask prays to his god for aid and provides the gathered castaways with summoned fresh water to slake their thirsts.
Later in the afternoon the heat subsides, while it is still uncomfortablly hot it is no longer explicitly dangerous.
What would you like to do now? If you choose to explore, pick a direction and tell me who all is going.
"Thank you all again." Jask says, re-equiping himself.
"Before all of this, I worked for the Sargavan government. During the course of my duties I had uncovered evidence of a few elicit deals with the Free Captains of the Shackles. With this evidence in hand, I confronted my superior with this information only to be betreyed and framed for the crimes that I had uncovered. Facing inprisonment, I fled Sargava and lived in Corentyn for nearly a decade before a Sargavan agent caught up with me."
Jask's head drops in shame, "To be honest, I was little more than cargo to be returned to Sargava on the ship."
Jask is quiet for a few moments before seeming realize something. "Wait a minute. You say we are on the Shiv? One of my former superiors contacts with the Shackles was a man by the name of Avret Kinkarian, captain of the Brine Demon. If memory serves me correctly, the Brine Demon wrecked on the Shiv. I know it is a long shot, but perhaps if we were to find the wreck of the Brine Demon I could find more evidence of my innocence. Do you think this is something we could do?"
Between the maps found on the ship and some Knowledge (Geography) rolls that I am hand waving, you are able to determine that you are on an island known as the Smuggler's Shiv.
Trying multiple keys, Adara is eventually able to find the key to Jask's manacles.
"Thank you for freeing me. Thank you even more so for trusting me." Jask says, truly grateful for the show of trust.
After being released, Jask quickly moves over the pile of gear brought back from the shipwreck and retrieves the holy symbol of Nethys.
"There are other items that once belonged to me here, but I leave that to you to decide if I may have those." he says pointing to a dagger, a suit of leather armor, a potion, and a spell component pouch.
"Hmm...I thought there were two of those potions, no bother, I am sure it went to good use."
Jask's attitude has been shifted to Friendly.
The camp is most of the way done, just needs to be finished off with a few of the items from the ship. The campsite is marked by the white dot on the map on Roll20. Finding fresh water will be a priorty (of course you could just cast create water too.
As the group gathers around and prepares to take shelter for the hottest part of the day, you determine that the source of the footprints around and trails to the spot on the beach you awoke was likely Alton Devers and that he simply met his end at the stinger of a sea scorpion while he was trying to retrieve supplies from the ship.
With no obvious way off the island you have really only have a few options. 1) Get to know each other a bit better (NPC's included), 2) Sit and wait for another ship to come by, 3) Explore the island a bit more once the heat passes.
With both Estietre and Adara more than willing to go back to the shipwreck, Ishirou and Sasha decide to stay behind on the beach, feeling that their time would be better served continuing to work on the camp.
The party arrives back on the wreckage of the Jenivere and makes their way to the ship's larder. Supplies are scattered throughout the room, but spending a bit of time the group is able to recoup enough food to last one person twenty-four days.
During the gathering of the edible supplies in the room, Estietre uncovers a grizzly discovery, the dead body of the ship's cook, Rambar Terillo.
Heal DC 16:
Further investigation of the body reveals what appear to be bite marks from a very large snake.
Otherwise, the group is able to gather the remaining supplies and return to the beach before the heat becomes too unbearable and the ship is washed out to sea.
Supplies & Gear Recap:
Larder - Food for 24 days (1 person)
Captain's Quarters - a dagger, a suit of leather armor, two potions (one used), a holy symbol of Nethys, and a spell component pouch (Jask's gear?), bottle of fine brandy worth, a darkwood model of the Jenivere in a glass bottle, and a small coffer containing 350 gp. Also in this lower drawer is a long leather satchel that holds a dozen potions, of six different varieties
Throuought the Ship/Supply Room - Studded Leather Armor and Shortsword (Alton's body), block and tackle, three large canvas sheets, two fishing nets, a grappling hook, two bullseye lanterns, 12 flasks of lantern oil, 150 feet of hemp rope, and five shovels.
The tools and such can be left in a general pool for the camp or claim individually. Weapons, armor, and potions need to be claimed and added to someone's character sheet.
Post slightly edited due to Adara multi-classing into ninja.
Mizu, Dereje, and Lawdrak gather what they can and make their way back to the beach, carrying as much as they and Sharpmaw can manage along with the body of First Mate Alton.
Just as Adara, Sasha, and Ishirou are about to head out to the ship, they see the others returning.
The temperature continues to rise, but the group figures they likely have another hour or two before the heat become too dangerous.
Work under the assumption that you have brought around a third of the tools and supplies back. If five travel back to the ship, you will be able to gather what is left and return before high tide, and more importantly before it gets too hot.
A smile crosses Sasha's face as the group returns, saying, "I see your trip was fruitful." before the smile fades seeing the departed first mate.
More solemly she asks, "Were there any provisions left over in the larder?"
Mizu strides over and takes the pry-bar from the Kellid youth. Wanting to help, Lawdrak and Dereje each try to get a grip on the pry-bar as well.
Assist Dereje: 1d20 + 3 ⇒ (11) + 3 = 14
Adding the tool bonus plus two assists to Mizu's roll = 26 total
As all three castaways work together, they eventually hear a loud crack as the face of the drawer breaks away revealing the drawer's contents: a bottle of fine brandy worth, a darkwood model of the Jenivere in a glass bottle, and a small coffer containing 350 gp. Also in this lower drawer is a long leather satchel that holds a dozen potions, of six different varieties, for emergency use.
Appraise DC 20 Brandy:
The bottle is worth 50 gp.
Appraise DC 20 Model:
The bottle/model is worth 100 gp.
Dereje gets a +2 circumstance bonus to indentify the potion in this first spoiler.
Perception DC 16 (four potions):
Cure Light Wounds
Perception DC 17 (one potion):
Cure Moderate Wounds
Perception DC 17 (four potions):
Perception DC 18 (one potion):
Perception DC 18 (one potion):
Perception DC 18 (one potion):
Mizu, Dereje, Lawdrak, and Sharpmaw make their way out of the hold. All but Sharpmaw go into the captain's quarters to see if there is anything of value in the locked desk drawer.
Grabbing a nearby piece of splintered wood to use as a make-shift pry-bar, Lawdrak tries to force the drawer open without success.
You are able to take 5 tries at breaking the drawer. You can get three people on the pry-bar to attempt per attempt (one lead, two potential assists). The pry-bar provides a +2 equipment bonus to roll.)
You still have a locked drawer on the desk (lock can be picked or broken)
Mizu and Dereje arrive back down in the hold to find the dinosaur standing over the prone form of his master. As the pair carefully and slowly advances toward Lawdrak, Sharpmaw takes a step back long enough for Dereje to administer the potion to the fallen Kellid youth.
Potion CLW: 1d8 + 1 ⇒ (7) + 1 = 8
As the liquid's magic takes effect, Lawdrak's eyes open once again.
Lawdrak should be at 6/9 as far as health goes.
Mizu tries each of the keys in the lock for the captain's desk drawer but is unable to find the matching key.
Looking up from the desk in frustration she notices a large footlocker half buried in the debris of the wrecked room. Clearing the debris away and opening the footlocker you find a dagger, a suit of leather armor, two potions, a holy symbol of Nethys, and a spell component pouch.
Perception DC 16:
Through a bit of investigation and taste-testing, you can determine that the potions are potions of cure light wounds.
Craft (Weaponsmith) DC 15 or Appraise DC 20:
The dagger is of masterwork quality.
From down in the hold
Craft (Weaponsmith) DC 15 or Appraise DC 20:
Alton's shortsword is of masterwork quality.
Craft (Armorer) DC 15 or Appraise DC 20:
Alton's studded leather armor is of masterwork quality.
You are fairly sure that if you went back to the beach you could get more people to carry the supplies in question and still make it to the ship and back again before the tide rises enough to make things too difficult.
Looking through the hold Dereje finds the cargo he was responsible for delivering. Unfortunately the barrels had crashed together during the wreck, splitting the barrels and spilling the contents.
Mizu and Dereje head back topside to investigate the captain's quarters. Opening the door you see that the captain’s cabin is a wreck—a jagged hole in the side has allowed most of the room’s contents to spill out into the surf and wash away. Yet even a cursory search reveals some useful supplies, most of which are found in an overturned desk (fortunately, the desk was too large to fit through the hole in the wall). One upper drawer contains several keys. Another drawer contains several sea charts and maps, along with the captain’s log. The maps include one of the west coast of Garund that plots the Jenivere’s route to and from Sargava—the island of Smuggler’s Shiv is not marked on this map, but it is marked on a second map of Desperation Bay, though the map provides no details on the island apart from its general outline and a note warning of danger. A lower desk drawer is locked.
Summary of the Captain's Log:
An examination of this log reveals that the Jenivere’s captain seemed to be suffering from some sort of madness that grew over the course of the ship’s final voyage. Earlier entries from previous voyages are
precise in recording progress and events along the way, as are entries from the first two-thirds of this last trip. Yet as one reads further, the more recent the entries get, the less common they become—in some cases, several days are missing entries. What entries do appear are strangely short, focusing more and more on one of the passengers—the Varisian scholar Ieana, with whom the captain seems to have become obsessed. Several entries are nothing more than poorly written love poems to Ieana, while others bemoan Captain Kovack’s inability to please her or catch her attention. Near the end, the entries begin to
take on a more ominous tone with the captain starting to complain that other members of the crew are eyeing “his Ieana.” In particular, he suspects his first mate is in love with her, and writes several times about how he wishes Alton would just “have an accident.” The final entry is perhaps the most disturbing, for in it the captain writes of how he’s changed course for Smuggler’s Shiv at Ieana’s request. He hopes that the two of them can make a home on the remote island, but also notes that the crew are growing increasingly agitated at the ship’s new course. The captain muses that “something may need to be done about the crew” if their suspicions get any worse.
On the Beach
As the work on the camp continues, the castaways notice foot prints along side the obvious drag marks through sand indicating someone obviously drug each of you to the relative safety of the beach. But who and where did they go?
Gelik responds, "I must admit it is rather impressive what we've managed to accomplish thus far."
He politely listens to the Mum's bordering on mad commentary before saying, "Now just wait a moment, there's no need to be hasty." as Estietre takes off in search of her spear.
On the Shipwreck
Mizu opens the door to the room the eurypterid was so eager to get into, As the door swings in Mizu and Dereje can see it contains not only a number of supplies, but also the unfortunate first mate, Alton Devers, the unfortunate source of he trickles of blood running under the door to the supply room, if something Alton’s body lies slumped against the wall, quite dead.
Heal DC 16:
A further examination of his body reveals two sets of wounds—the first seem to be a bit older and consist of rapier wounds while the others are inflamed stings (from the eurypterid). It seems very likely
that it was poison that finished him off.
Alton still wears his studded leather armor and clutches his short sword in one hand. A search of the rest of the supply room turns up several tools and lumber that could come in handy in building a secure campsite: a block and tackle, three large canvas sheets, two fishing nets, a grappling hook, two bullseye lanterns, 12 flasks of lantern oil, 150 feet of hemp rope, and
On the beach
Aerys nods at Adara. "I assume you are speaking of Ishirou. He's harmless, actually seems more interest in my seafaring prowess than any prowess in bed...and that's just fine with me."
On the shipwreck
You hear nothing behind the door, but the sea scorpion was obviously trying to get at something.
Mizu is able to staunch the flow of blood from Lawdrak's wounds. Looking around the hold you see the still caged Sharpmaw, who seems more eager than ever to escape his cage as he sees Lawdrak's prone form.
Looking around the corner toward the area the scorpion was clawing at prior to your arrival you see a badly damaged door with a fairly significant amount of blood seeping from underneath.