
Relan* |

Poling as best he can Relan calls to Vuloo who is behind him in the boat Guide me. Asking for Guidance from Vuloo The fighter begins to move the boat towards the land in the south with a plan to land at the island if the boat seems to be getting away from him.
Prof Sailor: 1d20 + 2 ⇒ (19) + 2 = 21
Prof Sailor: 1d20 + 2 ⇒ (10) + 2 = 12
Prof Sailor: 1d20 + 2 ⇒ (17) + 2 = 19
Prof Sailor: 1d20 + 2 ⇒ (17) + 2 = 19
Prof Sailor: 1d20 + 2 ⇒ (5) + 2 = 7

Vuloo |

Vuloo, appearing a bit green, does as Relan requests and casts guidance for each of his checks, "May Sarenrae guide you, sir."

DM Fflash |

I'll go ahead and roll for Levelle
Prof Sailor: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17
Prof Sailor: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20
Prof Sailor: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Prof Sailor: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Prof Sailor: 1d20 + 2 ⇒ (2) + 2 = 4
Relan is able to get his boat and team just to the beach, but Levelle and Braelex struggle as they get close to the shore and the boat gets caught in the current taking them to the roaring waterfall that cascades off into the darkness below.
I've annotated the three spots on the map that are where the boat will move at the end of each failed attempt (each represents one round). I'll allow each PC to do something different at each point if they wish. Keep in mind standard/move actions vs where the boat moves each turn. If you wish to ride it out and keep trying, let me know and I'll roll some more ... or Levelle can pop in and roll for herself

Levelle Mahe |

Pro Sailor: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Levelle continues to try to steer the boat with little success. Swearing to herself the elf hears Vuloo's plan. Reaching into her haversack, Levelle pulls her silken rope with great speed and pushes one end at Talaay. Take it to Relan.
Assuming the bird complies... Levelle works to hitch the rope to the small boat so that they are relying on the passengers strength on both ends...

Relan* |

Seeing both the offered rope but also Talaay bringing a rope Relan readies to try to hold the boat and to pull it to land.
Strength Check: 1d20 + 4 ⇒ (17) + 4 = 21
Everyone on shore, assist me. he says indicating the rope on the ground.

Vuloo |

Vuloo jumps on shore and attempts to assist Relan.
Str Chk: 1d20 - 1 ⇒ (6) - 1 = 5
But he becomes hopeless entangled in the rope.
Andel will also attempt to assist, unsuccessfully.
Str Chk: 1d20 ⇒ 7

DM Fflash |

Pressing on without input
Levelle, I think this might be the kinda thing where I'd request a push Handle Animal check ... definitely outside of the animal's "comfort" zone
Levelle Handle Animal DC20: 1d20 + 11 ⇒ (12) + 11 = 23
The hunter secures the rope quickly as the bird hauls the rope to Relan. The valiant warrior grabs hold and secures himself and when the rope snaps taught, he skids forward a couple feet knocking Vuloo and Andel aside. However, with straining muscles he's able to stop the boat and hold it in place.
Map updated, boat no longer moving
Make a strength check DC10 to maintain, DC15 to move it 10 feet toward you. Fail the DC10 and you are drug 15 feet along with the boat toward the waterfall, unless you let go. Everyone else can take an action for each Strength check

Vuloo |

Andel gets up and again attempts to assist Relan.
Str Chk Assist Other: 1d20 ⇒ 6
Str Chk Assist Other: 1d20 ⇒ 13
Str Chk Assist Other: 1d20 ⇒ 15
Str Chk Assist Other: 1d20 ⇒ 2
Vuloo thinks twice about assisting Relan with pulling the rope and decides to instead cast guidance on Relan for each strength check.

Relan* |

Bracing in the sand as best he can Relan begins to pull the small craft in to shore. At first he has some trouble but begins to make headway.
Strength Check: 1d20 + 4 ⇒ (10) + 4 = 14
Strength Check: 1d20 + 4 ⇒ (17) + 4 = 21

Aidon Jade Davian |

Sorry all, had too much going on lately and I have been slacking
Aidon will summon several earth elementals on the shore to pull us to safety
Enhanced Summoning - 1d3 + 1 ⇒ (1) + 1 = 2
In Terran - "Pull us in my friends!"
Elemental Str Check - 1d20 + 5 ⇒ (2) + 5 = 7
Elemental Str Check - 1d20 + 5 ⇒ (13) + 5 = 18

Levelle Mahe |

That makes sense GM, thank you for rolling well for the check ;p
Levelle motions to the others in the boat to try to also pull on the rope....
Strength: 1d20 ⇒ 19
Strength: 1d20 ⇒ 4
Levelle gives a hearty pull from her side as well, all the progress of which is lost quickly in the next moment as she slips on the boat and loses what gains she had made....

Vuloo |

Vuloo will cautiously explore the beach area. He studies each mound and shoves a bit of the sand away to see if the mounds are covering anything. If it appears safe, he climbs up on top of the mounds and inspects each shield. Finally, he will carefully examine the stone door for anything of interest.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Andel will likewise study the area.
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Perception: 1d20 + 8 ⇒ (14) + 8 = 22
Perception: 1d20 + 8 ⇒ (6) + 8 = 14

DM Fflash |

Vuloo searches the beach and discovers the mounds are relatively freshly turned sand that's been patted back down. Levelle notes that the marks are from a shovel.
The shields are heavy steel shields emblazoned with a rune.
The stone door is not locked nor does Vuloo (or Braelex) note anything of interest.

Relan* |

Breathing heavily from pulling the boat to shore Relan spends some time making sure both boats are secure on shore before joining the others in the search of the beach.
Perception: 1d20 + 11 ⇒ (9) + 11 = 20
Is this where the graves are? If so, should we dig them up to see what killed them?

Vuloo |

Knowledge, History: 1d20 + 5 ⇒ (14) + 5 = 19
Vuloo muses, "The shield rune is the ancient Thassilonian symbol of lust, which is consistent with Sorshen. Yes, let's unearth the mounds and see what lies beneath."
Vuloo and Andel begin pushing sand away from one of the mounds.

Levelle Mahe |

Sorry folks. More illness. More family issues. This season has not been kind...
Levelle converts her traveler's tool into a shovel and begins to help...

DM Fflash |

Digging up the mounds, the party unearths two bodies of women who have just begun to decompose. Both bodies still wear suits of gray full plate with closed visors, larger red plumes and red capes. They clutch their
masterwork longswords across their chest.

Andel Gessaran |

Knowledge Local: 1d20 + 14 ⇒ (7) + 14 = 21
Andel holds his nose, "Only the Gray Maidens wear this type of plate armor. The Gray Maidens are the disgraced Korvosan Queen's elite warriors."

Vuloo |

Vuloo attempts to discern the method of death.
Heal: 1d20 + 4 ⇒ (4) + 4 = 8
He will also detect magic on the whole area.

Levelle Mahe |

HEal?: 1d20 + 6 ⇒ (10) + 6 = 16
Levelle kneels down next to he bodies and looks over them with a discerning eye...

Vuloo |

Vuloo looks with concern at the bodies, "They must have been killed with a glass weapon ... or something made of glass." He look's with concern at the glass statue on the island. "We better keep moving!"
He hurriedly opens the stone door and heads in.

Relan* |

I do not think we need to rush off from here per say, but we should avoid that island if possible. Relan begins to move to the front but thinks better of it. Someone should be up front that can find traps. he recommends.

Levelle Mahe |

Levelle nods after Relan and pulls her bow, just in case.
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DM Fflash |

Lascivious Mural
Vuloo opens the door and the party proceeds in. The walls of this room are covered by detailed murals depicting wanton acts involving otherworldly beings of every description. The murals cover every vertical surface, but stop abruptly after turning down the hallway to the south, as though abandoned by the artist.
Barred Gate
The stone walls, floor, and ceiling of this hall are polished to an almost mirrorlike sheen. The arching ceiling is supported by twin rows of columns, all of which have been carved to resemble the same beautiful woman dressed in revealing robes.
Nearly as surprising is when a unearthly gorgeous white haired, chalk-skinned man wearing a cape and pants, but bare chested steps from behind a column up to the gate. His waist-length hair is braided thickly and he carries a bow on his back and a rapier at his belt. He grins wide, elongated incisors obvious in his mouth. "“Greetings, friends or foes,” he says with an almost otherworldly calm. “Which be you? I’ll open the gate for you myself if you be the former, but fear I must prevent your passage if you be the latter. Would you speak the pass phrase for me?”
Image uploaded

Vuloo |

Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Vuloo studies the mural, "The signature is Amivadeus Yasrin. This work suggests deep spiritual rot and decadence. I would expect nothing less form the runelord of lust."
Knowledge, Local: 1d20 + 1 ⇒ (18) + 1 = 19
Vuloo whispers to the others as the man approaches, "The man is a dhampir - the progeny of a human and vampire!"
He then smiles at the man, "I would prefer that we be friends, but I fear that I do not know the pass phrase. Perhaps there is something that we may trade for our passage? Possibly we could help you escape this forsaken place?"

Relan* |

Have we run across any knowledge about possible pass phrases that OOC we may be forgetting about due to play speed?
And before we answer further I would ask you if a group of armed women have recently passed by you and if they knew your pass phrase?

DM Fflash |

Barred Gate
As you respond to the guardian dhampir, his eyes flash with an indecipherable look before he shakes his head sadly and simply states, "Then I have no choice but to stop you."
He steps back behind the column and you hear the telltale sign of spellcasting.
If you wish to do anything besides talk or move, roll initiative. Additionally, I added Aidon's earth elementals to the map. Forgot them in the set up

Vuloo |

Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Vuloo extends a life link to Braelex. "See if you can open the gate."
Spellcraft: 1d20 + 5 ⇒ (19) + 5 = 24
Does Vuloo recognize the spell?

Relan* |

Is there a door in the gate? Does the whole thing raise up? Relan advances pulling his crowbar and tries to force the gate unless he is warned not to. Someone give me a hand. he asks.
Force open the gate: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Might need an assist.

Andel Gesseran *NPC* |
- Thassilonian
- Aklo
- Boggard
- Goblin
- Giant
- Undercommon
- Engineering +11
- Geography +11
- History +13
- Local +14
- Nature +10
- Nobility +11
- Planes +11
- 2nd: heroism, allegro
- 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
- 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

Vuloo, you can't identify a spell if you cannot see it being cast or see some sort of visible effect.
Relan, the gate slides up but it is barred from the other side. Will see if there is an assist before I adjudicate
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