
Sandara |

Fort save DC 23: 1d20 + 6 ⇒ (10) + 6 = 16
Fort save DC 23: 1d20 + 6 ⇒ (1) + 6 = 7
Fort save DC 23: 1d20 + 6 ⇒ (15) + 6 = 21
Fort save DC 23: 1d20 + 6 ⇒ (17) + 6 = 23
Fort save DC 23: 1d20 + 6 ⇒ (2) + 6 = 8
Fort save DC 23: 1d20 + 6 ⇒ (18) + 6 = 24
Fort save DC 23: 1d20 + 6 ⇒ (17) + 6 = 23
It will take 7 rounds for Sandara to fight off the poison on her own unassisted. Maybe once Sandara's on deck Riori can help?

Cannonball Sal |

If Sandara needs help, Sal pulls Sandara clear of the dying octopus's beak and helps bring her to the surface, where she lets out a mighty yawp of victory. "YEAH! That's what I'm talkin' about! Grilled octopus on the beach tonight! Samms, git some trawlin' lines hooked up so we can drag this thing to shore with the jolly boats. The rest of yas, get ropes down here already and help get everyone back on deck!"
Sal makes sure all those overboard are safely brought topside before she climbs back up to rejoin the crew.
To Thren, "Yeah, the venom sac's in the belly, but the tentacles should be good to eat. I reckon Beryl will enjoy the challenge and can pickle or salt what we can't eat."

Riori Stargazer |

"I'd be careful about drawing too much attention with fires... but it would be a waste to leave it..." Riori says.
As soon as Sandara's safely aboard, Riori lays hands on the obviously wounded pirate. "Protector of all travelers, see to this servant of the seafaring goddess." Remembering Sal warn about poison, she casts neutralize poison first.
DC 23 Caster Level check: 1d20 + 9 ⇒ (3) + 9 = 12
For expedience and entertaining narrative purposes I'm going to hijack an NPC. Hope that's okay. Riori actually has the higher Heal check but I figure this makes it more interesting.
Doc Imogene, who has dashed over to help, checks Sandara's vitals. "I don't think that took."
Riori clears her throat, looks to the heavens, and says, "I said, see to this servant..." and casts the spell again.
DC 23 Caster Level check: 1d20 + 9 ⇒ (15) + 9 = 24
Doc Imogene nods, hand on Sandara's wrist. "That's it, pulse is settling."
Riori follows up with a cure moderate wounds. 2d8 + 9 ⇒ (8, 8) + 9 = 25
"How are you feeling, Doctor Quinn?"

Sandara |

"A bit wobbly. Lingering poison effects I reckon. But it feels like it's gone. Thanks for the quick aid." Sandara replies as she feels the poison fade from her veins.
How many rounds did that take so I can determine Strength damage? 3?

GM SuperTumbler |

Both of you please hijack NPCs. Running them is the hardest part of taking over this campaign for me, not because I don't like NPCs, but just because I have different versions of them in my head.
I'd say two rounds to get aboard and two rounds of Neutralize poison attempts.
Strength damage: 4d3 ⇒ (1, 3, 3, 3) = 10 Leaving Sandara kitten weak, unless I missed something.

GM SuperTumbler |

Posted this before but now that there is not an octopus flailing at you, you have a chance to take another look around.
White, sandy beaches encircle this deep, sheltered bay, stretching nearly two miles in every direction. To the north, a massive waterfall plummets from a high escarpment rising just above the treeline. The white stone walls of a seaside fort gleam on the western shore. A single tower reaches skyward from the fort, crowned with a torchlike fixture of dazzling crystal.
Updated the slides with an image of the island. You are sailing into A. The fort is located at B. That is pretty much what you can see from here as far as the letters go. The yellow bar is 1 mile.
You have about four hours until the sun sets.

Riori Stargazer |

If Sandara is unable to attend to herself Riori will also cast lesser restoration a a couple times.
Str damage healed: 1d4 ⇒ 4
Str damage healed: 1d4 ⇒ 2
Let's do one more
Str damage healed: 1d4 ⇒ 3

Cannonball Sal |

Sal meanwhile assesses the position of the sun.
"We've got a few more hours daylight. I think we should see to butchering this thing and disposing of the remains carefully to draw away any predators toward it and not us. Then get some rest on the ship, so we can get to explorin' bright and early. While I'm eager to get goin', we need to make sure everyone's alright and secure the ship and all and give Quinn time to finish healin' up, so may as well do it right."

Threnody 'Thren' Nocturne |

"I agree with you Sal." The tiefling woman nods. "While the sun is up, I'm going to get the best view I can with a spyglass, see what there is to see. Make sure to set a strong watch tonight, just in case. Who knows what's living on this island...or moving but not living. In the meantime...I think I'd like my octopus fried." Thren grins. "Or perhaps sauteed. I'll take some to Sandara myself."

Sandara |

Sandara accepts Riori's help without complaint. "Thanks for the assistance. I can heal myself up easily enough.But that poison's a potent brew."
cure serious wounds: 3d8 + 7 ⇒ (2, 8, 3) + 7 = 20
cure light wounds: 1d8 + 5 ⇒ (4) + 5 = 9

Ekote Avzim |

Ekote turns to Sal and Thren. "If you like, I can help remove the remains of our attacker. I can fly or swim as needed; the depths are as much home to me as land, and I am prepared to take to the sky to haul away the remains and leave no trail back to us."

Cannonball Sal |

Sal grins at Ekote. "Great! I think if Samms and Giffer hook up some lines to the ship's boat to the body of the thing, and you and I take one of the tentacles on either side, I think we can drag it ta shore. I'm already soakin' wet I may as well keep swimmin'!" She puts her hands on her hips. "An' maybe if we're bored later, you an' me can have a race!"

GM SuperTumbler |

To the southwest you see a low beach that fades into a long low palm forest. The treeline ends at an upthrusting plateau, and from that plateau are bare rocky hills and ridges rising hundreds of feet above the bay.
North of that is a fort of mixed construction. The tall central tower is built with huge ancient stones, but the 15 foot white walls of the fort are obviously newer construction and the roofs of wooden buildings peek up from within. Next to the fort is a stream that flows out of the interior and you can see the shimmer of a distant lake. You could take a boat into the stream, but not sail into it.
North of that is another ridgeline covered in trees that rises into a higher ridge from which the waterfall drops.
At E. You can just barely glimpse a tall tower far inland that sits on a much higher plateau. From there you could probably see most of the island and the surrounding seas.

Ekote Avzim |

"A fine plan. How long can you hold your breath?" Ekote beams a friendly grin at Sal as they get ready to finish dealing with the carcass.

Cannonball Sal |

Sal flaps the gills on her neck with a grin and says, "Long enough to beat you."
They were at one point vestigial but Sal has slowly worked them into some level of functionality.
I know Sal can only breathe water for 90 minutes and I think Ekote can indefinitely, but that's not the point she's making. ;)

Riori Stargazer |

After Sandara is taken care of, Riori walks over to the clearly battered Sal and says, "Once you're done trash-talking, do you mind if I heal those abrasions?"
Cure Light Wounds: 1d8 + 5 ⇒ (5) + 5 = 10
Cure Light Wounds: 1d8 + 5 ⇒ (5) + 5 = 10
That should heal Sal back to full. If any of the others need healing, I figure Riori will regain her spells soon so she can burn her slots on healing as needed, and Sandara can also positive energy channel

Ekote Avzim |

Not to mention the benefits of a night's sleep.
"Good! Perhaps we can swim a lap around the island once it is claimed." Ekote grins at Sal.

Threnody 'Thren' Nocturne |

Thren smiles to herself as she listens to Sal and Ekote banter.
"All right. Let's call it a night. Get ourselves set up, and we'll start exploring in the morning at full strength. I want a watch tonight in case of trouble. Last time I explored an island, it didn't end too well. So I want no surprises. We can resupply while we're here, the water's probably quite fresh. Probably animals to eat, maybe fruit. We can't live on octupus alone, even one that big." The captain laughs.

GM SuperTumbler |

Looking at the fort, Ekote can identify three distinct periods of construction. The tallest tower is clearly ancient and Cyclopean in nature (as is the tower you can see far inland). The wall is a more recent stone construction, likely Chelaxian, and the wooden structures you can see peeking up from inside look more like the wooden structures of coastal Sargava.
Nothing will menace you overnight, so you can move on to morning plans.

Riori Stargazer |

"Just a reminder, Captain, my divination suggests supplies or abundance ashore may be at risk and that the crew is safest staying close to the ship. I'm not going to argue with dragging the octopus to shore to handle it, because it'd be silly to bring it aboard. Likewise I've no argument with seeking out fresh water either, although I'll note I can create about 18 gallons of water with a single orison if we're desperate. Just noting a need for caution for whomever you send for supply. If of course those of us going inland find anything we'll do what we need to."
Riori will join in whatever feast is had but remain on alert as needed (though of course tries to rest to be sure her spell capacity is refreshed).
In the morning she uses her own personal stash of coffee to make some in the morning, sharing any with any officers who would like some.

Cannonball Sal |

Sal helps drag the octopus to an appropriate place on the beach along with Ekote and choice crew members, and butchering its tentacles and letting the cook Beryl go to town with however she would like to prepare and preserve them.
She makes sure the remains, particularly the body that contains the poison sac, is carefully disposed of and dragged well away from where they are on the beach or near where the ship is anchored, hoping to draw scavengers toward the easy leftover meat and thus leave them alone.
Survival: 1d20 + 14 ⇒ (12) + 14 = 26
She'll grab some canvas from the stores to fashion a shelter if they need one while exploring.
In the morning she prepares a few prayers to Gozreh she's managed to pick up along her adventures. She follows the Captain's lead on where to go, but takes point if she's allowed to try to spot potential dangers--and draw attacks away from more delicate party members.
Perception: 1d20 + 16 ⇒ (1) + 16 = 17Add appropriate terrain or Enemy bonuses as appropriate

Ekote Avzim |

Ekote begins the new day sitting on deck, spellbook in his lap, near the prow. His pose is relaxed, a cross-legged stance, one hand idly rubbing the amulet around his neck as he prepares his magics. He awaits the Captain's orders.

Threnody 'Thren' Nocturne |

Thren's morning begins like so many before: tousled, drowsy, roused by Sandara on threat of judicious application of water-creation magic. Still, she has a mug of tea in hand as she looks about the bay for any signs of activity before getting her mind together.
To the crew: "Stay close to the ship. Gather food and water as you can, I want us to maintain supplies in case a quick departure is in the cards. Watches will keep alert for monsters or other ships. Don't stray far from the ship; I'd rather you fished than hunted but I don't grudge you bringing down game on the beach."
To her officers: "I can't think of a reason to avoid the fort as a starting point. If it's inhabited and friendly, great. If it's not friendly, we need to deal with it now. If it's uninhabited, it might tell us a bit about the island and give us a good starting point for exploration. Objections?"

GM SuperTumbler |

Sal helps drag the octopus to an appropriate place on the beach along with Ekote and choice crew members, and butchering its tentacles and letting the cook Beryl go to town with however she would like to prepare and preserve them.
She makes sure the remains, particularly the body that contains the poison sac, is carefully disposed of and dragged well away from where they are on the beach or near where the ship is anchored, hoping to draw scavengers toward the easy leftover meat and thus leave them alone.
[dice=Survival]1d20+14
She'll grab some canvas from the stores to fashion a shelter if they need one while exploring.
In the morning she prepares a few prayers to Gozreh she's managed to pick up along her adventures. She follows the Captain's lead on where to go, but takes point if she's allowed to try to spot potential dangers--and draw attacks away from more delicate party members.
[dice=Perception]1d20+16Add appropriate terrain or Enemy bonuses as appropriate
It makes the most sense to me to drag the octopus to one of the beaches jutting out either to the southwest or the south east. These are barely inside the protective reefs and far from where you plan to land in the morning. I put arrows on the map in the slides to show where I mean.
Sal, Beryl, Crimson, and Badger take a boat and haul the octopus to the beach, trailing blood and ink. By the time you reach the beach, you have attracted a frenzy of dog sized sharks with jaws like round buzz saws. The rip some bits off of the octopus, but there is plenty to go around...
Something like a Helicoprion, about 3 feet long.
This doesn't have to derail anything, just some local flavor. On to the fort.

GM SuperTumbler |

I'm assuming you take a longboat to the shore near the fort. Let me know if that is a poor assumption. Obviously, a couple of you could swim. I put a map of the fort in slides along with PCs and Sandara. We can add anyone else you want along.
The gates of the fort face stream the flows from inland. The gates have clearly been shattered by some great force some time ago. The entryway and the square courtyard beyond are overgrown with weeds. The buildings you can see within have broken windows looming dark and silent.
Several beams have pulled free from the foundations of the stone towers flanking the entrance where the main gates shattered, causing the towers to now lean precariously. There is no access from the ground, but probably from the battlements above.

Cannonball Sal |

Yes, I was thinking longboat. I think just us and Sandara, what do you think, Thren? Meanwhile leave Yamtisy in charge on the ship.
I don't think there's an architecture knowledge. Engineering perhaps? If so, that's Ekote.
"Ya think it's safe ta climb?" Sal asks. "I could get my magic rope to tie itself something up about 50 or 60 feet and try to get up... if there's anything safe to attach it to..."

Ekote Avzim |

Kn (engineering): 1d20 + 18 ⇒ (10) + 18 = 28
"I might use a spell to fly up there easily enough. though I did bring a wand with me to let us climb like spiders if you prefer." The mage suggests.

Threnody 'Thren' Nocturne |

The plan for the away team and longboat suit me fine.
"Yamtisy, you're in charge while we're ashore. Expect us to check in regularly. Keep vigilant, come ashore for minimal supplies. I doubt the Chells will find us here, but more seafood might."

Cannonball Sal |

Ekote, are you gonna share the result of the check?

Ekote Avzim |

Sorry. Wiped out this morning.
"I must note that climbing on the towers is not a wise course," Ekote continues. "They may well collapse."

Cannonball Sal |

"Well, while I also got a potion for flying, I'd rather not use it just yet. Maybe we explore the courtyard first, and stay outta the towers that might fall on our heads."
Sal crosses through the shattered gates and into the courtyard, seeing if any buildings look safe enough to enter.
Perception: 1d20 + 14 ⇒ (10) + 14 = 24

GM SuperTumbler |

B1Beyond the fort’s shattered gates stretches a square courtyard, overgrown with weeds and surrounded by multiple buildings, their broken windows looming dark and silent.
Many of the buidlings B5, B7, B8 are essentially ruined, with collapsed walls and roofs. The only building that has an obvious purpose is a chapel with a symbol of Aroden over the entryway. B 9

Riori Stargazer |

Following behind Sal carefully, Riori takes in the sights.
I figure a +14 to Knowledge religion is probably enough to recognize the symbol.
"Cor, that's the symbol of Aroden, the dead god. This place has been wrecked a loooong time."
She peers through the door, while Sal stays close by to watch out for unexpected visitors.

GM SuperTumbler |

Once you move within the walls and get a good look at the various structures, a clearer story for the construction becomes clear. The large circular tower is obviously ancient, formed of huge stones and probably built by cyclops. The stone walls of the fort, the chapel, and the stone foundations of some of the other buildings are Chelaxian in nature from five or six hundred years ago. The wooden buildings, second stories, rafters, etc., are a recent addition and largely Mwangi in style. All in all it makes for a strange picture.
Peering into the chapel, you see that only a handful of pews still stand, others have fallen long ago and lie scattered and broken on the floor. A large circle encompassing a winged eye forged of gold hangs from the twenty-foot-high ceiling.
DC 15 religion check tells you this is a holy symbol of Aroden.

Threnody 'Thren' Nocturne |

Appraise: 1d20 + 3 ⇒ (16) + 3 = 19
"I bet that old holy symbol will be worth some good money in the right hands. If we can take it, later if not now, we should."

Riori Stargazer |

While still outside, Riori's eyes wander up at the Mawangi wooden structures built upon the fortress. "Odd. Reminds me of the Shingles."
Inside the chapel, her eyes too fall on the holy symbol. "Well, I'm not normally keen on purloining sacred items, but it's not like Aroden's around to fill it with any blessing. But how do you propose getting it down without it either falling on our heads or denting it?"

Cannonball Sal |

Sal leans on her spear with a thoughtful look. "Well, if this place is ours, or becomes it, we'll time for looting once we're through. Meantime, let's try the place next door."
As she leaves the room, she scratches her head. "I ain't so curious as to what chased the fort builders away--could be anything from that long ago. But I'm more worried as to what chased off those who built up onto it later."
Sal moves from the chapel and checks the door closest to it, careful to be sure she doesn't trigger a collapse from opening it, if it is not open already. Moving to B10

GM SuperTumbler |

As Sal turns her attention to a new building, she gets a possible answer to her question...and magic flashes in Ekote's vision.
Suddenly, the air around you shimmers, and four enormous spider shaped creatures with strange twisted humanoid faces fade into being around you. Like spiders, they snap jaws at you. Then, like nightmares, they fade away into mist.
attack Ekote: 1d20 + 10 ⇒ (20) + 10 = 30
bite damage: 4d6 + 14 ⇒ (5, 6, 3, 1) + 14 = 29
attack Thren: 1d20 + 10 ⇒ (5) + 10 = 15 Miss
attack Sandara: 1d20 + 10 ⇒ (13) + 10 = 23
bite damage: 2d6 + 7 ⇒ (5, 6) + 7 = 18
attack Sal: 1d20 + 10 ⇒ (5) + 10 = 15 Miss
crit check Ekote: 1d20 + 10 ⇒ (9) + 10 = 19 Crits because Ekote is flat footed.
Ekote and Sandara need to save against Bite—injury; save Fort DC 18; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves.
I don't think anyone currently has the ability to see into the ethereal. These creatures can take a full action in a surprise round when they phase into the material plane.

Ekote Avzim |

Fort save: 1d20 + 6 ⇒ (19) + 6 = 25
Knowledge (arcane): 1d20 + 21 ⇒ (15) + 21 = 36
Ekote screams in pain as the large spider-creature bites him but he manages to handle the pain. Then he casts a spell after it disappears.
Ekote casts see invisibility which permits him to see invisible or ethereal creatures.

Sandara |

Fort save: 1d20 + 5 ⇒ (7) + 5 = 12
Goodie. Poisoned again!
Sandara feels the toxin seeping into her blood and produces an identical copy of herself as protection from whatever is attacking.
Sandara uses her copycat power to produce a single mirror image of herself.

Threnody 'Thren' Nocturne |

Thren begins by casting a spell to let her see the invisible.
Thren also casts see invisibility.
The bard then begins singing, blade coming to hand as she prepares for another attack.
Inspire courage goes up. +2 morale bonus on saves vs charm and fear, +2 competence bonus on attack rolls and weapon damage rolls.