GM Aerondor
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As the ship starts to phase in and out, captives and pathfinder alike jump to the boards of the brave harbour guard. Risking life, limb and livelihood they steer close and manage to pick everyone up, either directly or quickly out of the water.
Within minutes you are heading back to dry land.
There were some unexplored doors in the room with the puzzle cube that you didn't check out, but apart from that you explored the whole ship. What are your plans for yourselves and the captives you released?
Aeris Calistrel
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Once safely aboard the barges, Aeris takes a look at the rescued captives captives, trying to understand the effects of the strange plant on them.
Take 10 on a Heal check for 18, any aid checks are welcomed! Maybe a little Detect Alignment/Evil from our noble inquisitors or paladins, just so we don't discover we've unleashed some sort of monstrous pod people on Golarion?
Thanks for helping to scratch my completionist itch, DM, by telling me we saw most everything!
Caduceus Via
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The paladin scans their new charges for any hidden dangers.
Casting both Detect Evil and Detect Magic and looking at the refugees.
Silas Proth
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"How long had you been on board that ship?" Silas asks the former captives.
-Posted with Wayfinder
GM Aerondor
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Heal checks, but really, noticing means you can do something about it. Sorry, been a bit slow in the close down here. I'll try to get chronicles cut tonight, but life has been pretty busy the last few days.
None of the captives are too sure how long they were in the ship for. Each tells tales of being captured by the Xill and then - knowing nothing more. Some of them had strange dreams, but nothing concrete.
Caduceus notices that a few of the captives have evil auras, none especially strong.
Aeris Calistrel
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Working with care, Aeris attempts to remove whatever seed or spore may have been implanted in one of the unfortunate captives, starting with one of them that seems strongest. Once he's figured out how to do it with a minimum of pain and suffering for his patient, he moves on to the others.
Anything else for us to do, DM?
GM Aerondor
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Nope, noticing the captives plight and doing something about it was the last obstacle. I thought you were about to walk away from a PP there for a moment.
GM Aerondor
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You make it back to the Grand Lodge without further incident. Adril greets you there, with a representative of the harbor guard at his side.
"Good work pathfinders. I'm glad you were able to help out the harbor guard. Now, perhaps you could tell me what you learned about the ship..."