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Kimiya moves over to the crazy-eyed man, kneeling at his side. He shakes the man's shoulder, attempting to wake him but is unable to discern anything useful. "I'm unable to tell if he is alive or dead as well. A shame."
Heal Ck: 1d20 + 1 ⇒ (4) + 1 = 5

GM ShadowLord |

The man is alive and despite all of the healing efforts he does not awaken. The party looks him over but is unable to determine why he doesn't awake, perhaps something else is afflicting him?
Let me know when you are ready to move on. No rush, just want to make sure you aren't waiting on me.

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Watkins sighs. "Iomedae grant me strength. We might have to carry him with us to the Prancing Prince or leave him here."
Does the Aspis Consortium have a front office or public presence where we can just dump him off on the front steps?

GM ShadowLord |

This is the guy that was being tortured on the counter. He has been zapped by a CLW wand a few times, but he hasn't regained consciousness.
The crazy guy went negative and is in the process of dying. The rat is in the same predicament.
The consortium is a commercial trade organization in the public's eye, so yes, they would have a building you could take him too if you wished.

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"I have no idea what could be affecting this guy, but I know what we can do with the crazy one."
Jeffrey takes a rope from his backpack, and ties the crazy man up. "Now let's heal this one, and see if we're able to learn more from him?"
"And is someone able to stabilize that rat? We may be able to negotiate with its life, if the man's attached to it."
Heal: 1d20 + 1 ⇒ (2) + 1 = 3
Heal: 1d20 + 1 ⇒ (4) + 1 = 5
"Nah... I really don't get how this stuff works, someone else will have to take a look at it."

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"Healing the crazy maniac to question him could give limited results, being that he is a crazy maniac. Our options are limited however."
Watkins questions the other captives "Was this fellow drugged or bitten by one of the rats perhaps? Anything that would cause him to remain in this comatose state?"

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Kimiya walks over, "come now gentlemen, what more can you tell us before we all go about our day? It's the least you could do after we assisted you in your escape."
Diplomacy: 1d20 + 8 ⇒ (3) + 8 = 11

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"Listen good people, we don't like him anymore than you do, trust me. But he might be our only lead to helping save our friend."
Diplomacy: 1d20 + 6 ⇒ (14) + 6 = 20
Watkins looks to his group for support.
If anyone can roll an aid? I think Kimiya can even if he already used his own roll?

GM ShadowLord |

A middle-aged man sighs and nods his head, "Ok, alright. If it'll help that fella you're looking for."
He points to the crazy-eyed man and says, "He poisoned him with something to shut him up. He was buckin' and screamin' and puttin' up a fight somethin' fierce. I thought they done killed him but I guess it just put him asleep is all."

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Diplomacy: 1d20 - 2 ⇒ (2) - 2 = 0
Jeffrey also tries to aid in the conversation."And what was it th- AH MY TONGUE!! DANG!"
Never mind... I didn't feel like talking to them anyway...
He turns to his comrades. "We could try to figure out which poison it is, by searching the empty vial or similar poison vials. Though I think we already searched the place, didn't we?"
In case it may turn out to be useful, Jeffrey takes a good look around for anything that may contain poison. He double checks the crazy man's possessions while at it.
Perception: 1d20 + 2 ⇒ (19) + 2 = 21

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Seeing his new friend stumble over his words he will approach the big man as Jeffrey looks over the crazy man's things and will help him.
I'll help
Roll to aid him
1d20 + 6 ⇒ (7) + 6 = 13

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Watkins addresses the former captives "Many thanks, I am sure we also will be equally ready to quiet Kafar when he regains consciousness."
To the rest of the company Watkins says "If we do not have the means to treat his aliment ourselves we need to seek outside help or carry him with us and hope he recovers on his own, with the chance that his abductors have an antidote. Something as simple as smelling salts could do the trick, but I'm afraid I don't have any. Whatever our choice we should make it quickly, the Prancing Prince could be preparing to depart as we speak."
Is there anywhere local we could take him quickly, such as a healer? Or a market to buy salts?

GM ShadowLord |

You are in a metropolis, Cassomir. It is assumed you can probably find something relatively quickly.
Just then Nefti pokes his head in from the door you entered from. He spots Kafar on the table and quickly makes his way over to him. He sighs when he spots the condition the man is in but thanks you for saving his life.
"I'll find him the appropriate healer. I'll make sure to let him know that the Pathfinder's have saved his life this day, you have my word."
With the Aspis agent squared away and with the information gleaned from the hostages, you make your way towards the Prancing Prince. Walking down the dock you can see the ship in the distance. The sun has set and streaks of orange and red lace the clouds.
A tri-masted galleon, the Prancing Prince appears to be in good condition and floats lazily against its mooring along a wide, crate- and barrel-filled dock. No one appears to be aboard her, however, and the standard watch typically found at the gangplank of a docked ship is nowhere to be seen. Atop her bowsprit is a gaudily painted wooden man that appears to be the exact likeness of the Grand Prince of Taldor, Stavian III, hands on his hips, a huge smile across his face, and his legs bent as though he were dancing a jig.
Going to start to need light sources. Map updated.

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Perception Check
1d20 + 7 ⇒ (12) + 7 = 19
He notices the soap but makes no comment.
Going up to Watkins, he assumes a military pose and saluting the paladin, asks, Oh Captain my captain, do you want me to scout up ahead?

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perception: 1d20 + 3 ⇒ (6) + 3 = 9
Watkins smiles at Benny "I don't know if thats necessary and it might be extremely dangerous to scout around inside a ship all alone. My biggest concern at the moment is I can't see in the dark, nor can I fire arrows while holding a torch."

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Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Jeffrey retrieves a torch from his backpack and lights it with his flint and steel. He looks a bit lost holding both his shield and a torch. "If there's no one who's able to cast light spells, is there someone who's going to have a free hand during fights?"
He'll hand the torch over to anyone who's willing to hold it.

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"Much appreciated." Jeffrey hands the torch over to Moumoku. He'll help her aboard if she has any trouble getting on the ship.
Once on the ship Jeffrey draws his longsword again. "It seems pretty clear we need to go through that door at the front. If everyone's ready, let's go there."

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Maybe switch Benny and Moumoku? If they'd rather not switch, I'm fine with the order proposed by Watkins.
"I'll take the lead, just light my path."
Jeffrey heads over to the door, ready to move forward.

GM ShadowLord |

Quick not about the layout of the ship. The areas that look like rooms forward/aft are actually raised sections of the ships. The forward section has a ladder that goes up and the rear has steps. Moving on means heading down as both those areas are empty, I assume that is what you are doing.
With the light situation taken care of, Benny illuminates the way as the party descends down to the next lower level of the ship. The immiedate area down below is empty and quiet and the party is presented with three options. Slosed doors to the forward and aft of the ship and stairs that continue down another level.
Which way?

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"Sounds good to me," Jeffrey replies as he moves over to the southern door.
Jeffrey opens the door when everyone's ready.
Perception for what's inside: 1d20 + 2 ⇒ (3) + 2 = 5 I see a wooden floor!

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"Captains quarters..."
Watkins searches through the room leaving the chests alone, for those more skilled in such things.
Perception: 1d20 + 3 ⇒ (8) + 3 = 11
"The Grand Lodge asked me to keep an eye out for a log book if anyone finds one, I would be most grateful for any help in its recovery."

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"Shouldn't we check the other door out first?" Jeffrey asks Kimiya. "Better to clear this deck first, before we descend."
If everyone agrees:
Jeffrey moves over to the door northern door, and waits for the others to join him. When they have, he opens the door. He'll apply strength if the door's locked.
Strength: 1d20 + 4 ⇒ (19) + 4 = 23
Once the door is open Jeffrey takes a look around.
Perception: 1d20 + 2 ⇒ (9) + 2 = 11