
The World's Most Interesting GM |

Well, the straight forward brute force solution would be to circumnavigate the area around the perimeter of the Gloomspires as they are in their (relatively fixed positions), draw a current map of the area. Overlay a grid upon it and then investigate each square in the grid accounting for local distortions in space/time as best you can. The spires still move a little bit but not enough to transpose with other spires as may have been the case before. Kahwen's idea to mark the spires you have discovered also has some merit assuming you can overcome the obvious difficulties he pointed out. Going by the area map Remmy figures this would take a day or two depending upon how lucky you are in picking boxes to explore.

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Thank you. :)
Remmy sits back and slowly explains one possible solution to finding the spire. He also suggests...
We c-could also try a t-two pronged approach, both b-brute forcing the spires in our search and doing a map. W-we also know that, relatively s-speaking, we are in the c-center of the spires right now. I don't s-suppose any of you bunch can summon birds or fish to do your b-bidding? That'd be really handy to increase our search pattern and speed....
He taps on hand on his nose in thought.
If not, perhaps there is s-something else we can do to increase our s-search s-speed...

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Lumo proudly holds up his map. "A map? Well, I've been working on one! It shows how we got to the center! I even drew in the spires we passed!"
Am I assumed to have made a perfect map? Or, do I need a survival/craft/profession check for the quality of my map? I'm not sure of the route we travelled, but that should help our search.

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"We can do a spiral out from here and make a map. We should keep searching for a while but, unless any of you feel confident in sailing we should think about sleep, soon. We can change the boat to the bigger size and set up watches," Kahwen says, nodding at Remmy's suggestion even as he continues to scan the spires for the one they want.
What kind of checks do we need to make?"

The World's Most Interesting GM |

I am going to assume that you set out on the 24' version of the boat. Using the method above I would need you to make a Survival, or Profession (sailor) DC 15 (25 at night).

The World's Most Interesting GM |

Lumo proudly holds up his map. "A map? Well, I've been working on one! It shows how we got to the center! I even drew in the spires we passed!"
Am I assumed to have made a perfect map? Or, do I need a survival/craft/profession check for the quality of my map? I'm not sure of the route we traveled, but that should help our search.
Given the fog, spacial distortions, the Survival or Profession (sailor) check to make a map would be DC 25.
The method that has the least math and most accuracy is sailing around the outside of the whole foggy region (less spacial distortion, easier to see stuff like stars, etc...). You just have to take marginally good notes about time speed and distance. This method does take longer though. Survival or Profession (sailor) DC 15.
Given some complex math with lot's of variables (knowledge (arcana) DC 25), you might be able to construct an area outline from the center. Which you can use to lay a grid over to begin your search. Remember, in the fog you can only see so far. The spires themselves are far enough apart it is rare to notice the shadows of two of them at the same time. Some are miles apart.

Yogadragon's Kyra |

Lacking any relevant skills for either of those, I vote we go the slower, easier route.
I favor the brute force method. If anyone cleverer than I can surmise a more expeditious method, I am up for trying that, but working our way though in a methodical manner seems like the best idea for me.
Assist on whichever skill we decide to use (they are both +3): 1d20 + 3 ⇒ (19) + 3 = 22

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Sailor to switch the boat: 1d20 + 2 ⇒ (7) + 2 = 9
" How does this boat work? I can't figure out how to make it bigger!"
Survival or profession, aid: 1d20 + 2 ⇒ (6) + 2 = 8
"Even Gorrums armor rusts under the waves. I'm not sure my map will be much help. Let's go around the outside. "
Unless someone has a good arcana roll, I don't think it's worth trying for the high sailor roll.

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Survival: 1d20 + 9 ⇒ (10) + 9 = 19
Remmy scowls at the water as he racks his brain, trying to make things figure out. He doodles on the map, holding it forward trying to make the stones they know of line up.
Knowledge Arcana: 1d20 + 8 ⇒ (18) + 8 = 26 WOOT! I Didn't expect that to work!
He stops and stares at the map for a moment and then begins muttering faster as he starts drawing like mad on some other sheets.
If I take into account the spatial positioning of the stones and cross reference it by the kadabra principal and factor in a multiplical of the Starway coefficient...
He keeps babbling like this for a while, not stuttering once as he lists off complicated, random fomulas. Once finished he stops, wiping his brow.
I t-t-think... I t-t-t-think I got... well, I t-t-think I got a s-start.

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Lumo runs over and hugs the little rat. " My little friend, you are brilliant! How do we use this map? When looking for traps on a battlefield the nagas send slaves into each quadrant. Perhaps we can do something similiar. But with less death." Lumo returns to his oar and mutters. " Now perhaps we will not die before reaching the spire! "
So, what now, we play Battleship on this gridded map?

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I wish we had a huge bucket of stones...we could toss them about randomly and listen to see if we hit land.. .might not be the best plan, but a salty sea dog I am not. Good job, Remmy. You are a light in the darkness for us.

The World's Most Interesting GM |

Sailor to switch the boat
" How does this boat work? I can't figure out how to make it bigger!"
Despite time, sweat, and attempts to get someone to help him pull on opposite ends of the boat, Lumo sees no change in the ship's size. He can not for the life of him figure out how to turn the 24' boat into a 24' boat.
Evil GM suggestion, on watch tonight, Lumo might try turning it back into the little box first and then work his way up to the ship. ;)

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Remmy nods and passes the map to his sailing companions.
As r-r-reward for s-s-solving that, I call morning watch. Wake me up before morning. G-g-goodnight.
With that, he slips down into the bottom of the boat, curling up on his pack to snooze away.

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"Well, I guess I'll take the first watch, since I'm still trying to turn this magic boat into a magic ship." Lumo continues to mutter 'spells' under his breath as he waves his hands over the ends of the boat. "Hippity hoppity, boatity biggity"
Well, I now see how I totally misunderstood your comment. Oh well, I have int 5. I'm running with it.

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"Huzzah, Friend Remmy!" Kahwen exclaims as his little companion seems to have produced a workable map.
He sets about studying it then trying to make use of it. He'll take the first watch with Lumo and try to make a little headway in the process.
I'm not sure if the DC25 Profession (Sailor) check is still needed or if it's just the DC15 one, now. In either case, I'm going for the DC15 one since I don't have much chance of the DC25.
Profession(Sailor): 1d20 + 5 ⇒ (15) + 5 = 20

The World's Most Interesting GM |

"Well, I guess I'll take the first watch, since I'm still trying to turn this magic boat into a magic ship." Lumo continues to mutter 'spells' under his breath as he waves his hands over the ends of the boat. "Hippity hoppity, boatity biggity"
Well, I now see how I totally misunderstood your comment. Oh well, I have int 5. I'm running with it.
Chalk it up to spacial distortions.
It is a long creepy night in the strangely calm ocean. When the light of morning arrives it makes the mist look almost metallic--a sound muffling gray-white.
Using Remmy's figures, Kahwen is able to steer a search pattern through the fog and very quickly (within 3 hours) the group comes to one four-sided black stone column surrounded in the remains of a large merchant galley. It is as if the spire had speared the entire starboard-side of the vessel, which wraps part way around the stone.
As the party approaches they see evidence of pirate carpentry. The ship while listing into the column still floats, meaning someone has done some hull work. In addition, the wreck is chained tightly to the stone via large bolts driven into the monolith and then fastened to the ship's superstructure.
I should probably note that Captain Benarry has provisioned you for 3 days (18 total packages of trail rations and 18 gallons of drinkable water).
Everyone Knock off one day's worth of trail rations/water.
What do you want to do?

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Remmy looks up at the ship.
W-we should s-see if there is s-somewhere easy to get on.... otherwise, it will be grap-p-pling hooks and r-r-rope.

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From the bottom of the boat underneath a thick cloak "Please for the love of every single last god out there find us a place we can land..."

Yogadragon's Kyra |

Fantastic idea Remmb. Let us do a lap around the spire and attempt to find the best way to disembark to the spire first.
perception: 1d20 + 3 ⇒ (3) + 3 = 6 Looking for a hole in the ship we could climb into, or any sort of dock of landing that would make it easy to get into the spire.

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Wow, that one knowledge roll saved us so much time. Nice job.
Perception: 1d20 + 4 ⇒ (6) + 4 = 10
"Kyra, I can't see much either! Can anyone else see a place to land? "

The World's Most Interesting GM |

Fantastic idea Remmb. Let us do a lap around the spire and attempt to find the best way to disembark to the spire first.
Moving round the spire at close range doesn't seem to reveal anything more about the spire or the wreck other than to suggest that you will have to go closer still and board the derelict hulk.
Sweat trickles down the crews' backs. Most of it from the sweltering heat.
You might want to consider what supplies you want to take with you at this point encumbrance-wise. The weight of shovels, picks, food, and water can add up quickly.

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Lumo drops his pack on the floor. " Looks like we're going to have to board her. This could be a long climb. Give me anything you can't carry, I can take it. "
I don't have my sheet on me, but I know I can take 150-200 more pounds of items. Load me up. If we get close to 150, I'll math it all out to double check that I stay in medium encumbrance.
After taking the supplies, Lumo prepares to board.

Yogadragon's Kyra |

Kyra pretty much just has a chain shirt and a scimitar, so she is only using like 30 lbs of her 176 lb medium load, so I can take a fair bit of gear too.

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Kahwen navigates the boat closer to the wreck after they decide there is no other way to get onto the ship and from there up the spire.
Profession(Sailor): 1d20 + 5 ⇒ (10) + 5 = 15
He then drops a days worth of rations and water in the bag that he got from Bennarry's ship along with the hammer, pitons and his rope. He keeps the rope with the grappling hook attached, wearing it wrapped around his torso like a bandoleer.
"Can you carry this for me, Friend Lumo? It will slow me down if I carry it and I like to be fast," he says as he offers the bag to the nagaji.
He'll then begin to climb aboard the other ship, once everyone seems ready.
Climb: 1d20 + 4 ⇒ (6) + 4 = 10

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Lumo accepts the bag with a smile. " Some say the Nagaji were created as a servant people. I prefer to think we're just nice. "
Take ten on the climb check for a 12.
He keeps an eye out for trouble, traps or loose boards.
Perception: 1d20 + 4 ⇒ (3) + 4 = 7

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Remmy does similar to Kahwen, passing his meager gear to Lumo, then wrapping the rope and tying it tight around his waste.
I-i will w-wait until someone can s-set a rope higher up if you don't mind... I am n-not much of a climber, but i c-c-can make it up a k-knotted rope.

The World's Most Interesting GM |

Remmy does similar to Kahwen, passing his meager gear to Lumo, then wrapping the rope and tying it tight around his waste.
I-i will w-wait until someone can s-set a rope higher up if you don't mind... I am n-not much of a climber, but i c-c-can make it up a k-knotted rope.
Remember everyone, you have a wall/ship's hull to brace against like 60's Batman and Robin (DC 5) and there is no immediate distracting danger so you can Take 10.
Also, a medium load limits a character to a max Dex bonus of +3, and they take a -3 penalty to Str and Dex-based skill checks. If your character is wearing armor, use the worse figure (from armor or from load). Do not stack the penalties.

The World's Most Interesting GM |

So in short, everyone can make it to the deck of the wrecked galley
The deck of the galley is strewn with debris. A mix of shipboard clutter, things from the sea, and dead palm leaves. The deck ship is eerily silent with just the sound of the ocean, and the creaking of wood against stone.
Once he's had a chance to look about Lumo notices a set of narrow stone stairs hewn into the stone column, winding around it's outer faces up into the mists. The stair is cunningly camouflaged and difficult to see from nearly any angle except when one is right on top of it.

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Lumo smiles and releases his large laugh. "It's time, skinny-lings. Up the stairs we go! " He leads the group up the stairs, keeping an eye out for traps and slippery spots.
Perception : 1d20 + 4 ⇒ (2) + 4 = 6

The World's Most Interesting GM |

Lumo notes that much of the narrow stairway is slippery with mist and seawater. Also, it is considered difficult terrain.
After a two hour hike up along the outer facing of the block column the party finds itself above the thickest fog. They round another corner and the come out into hot, blinding sunlight. Above them they can see overhanging vegetation. Climbing a little higher it is possible for them to look out over the sea and see the tops of the other Gloomspires their ominous outlines stretching down into the mist, their tops surmounted by square jungles that steam with humidity, or geothermal heat, or perhaps more arcane mist.
Finally, the stairs end at a balcony of stone atop of Sevenfingers’s Tomb, amid a small clearing surrounded by a thick and utterly silent veil
of tropical trees, hanging vines, and wild undergrowth, all shrouded in wisps of fog. The heat and exertion show on the party. Their clothes are drenched in sweat and plastered to their bodies.
Most of the trees here stand 30 to 40 feet tall and consist of various types of banyan trees, corkwoods, mangroves, palms, and strangler figs. The areas on the map marked as trees represent this thick foliage—these areas of undergrowth are difficult terrain, and provide concealment. Due to the ever-present mists, visibility atop Sevenfingers’s tomb is limited to 20 feet. Conal notes that there are insects here, but little else in the way of animal life is readily apparent.
Map updated.

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Remmy sniffs the air and looks around, his big eyes blinking as he licks his lips.
MMM.... f-f-figs... B-b-black B-b-beetles... we certainly won't s-starve here. W-w-we should try and f-find an entrance though. S-sooner w-we can find that orb the b-better.

The World's Most Interesting GM |

A lush canopy of tropical trees, flowering vines, and thick undergrowth forms a dark green wall around this small clearing. A broad trail cuts through the foliage and vanishes into the mists to the northwest. To the south and east is the edge of the column, and a sheer five hundred-foot drop. The ground here is a soggy carpet of thick green moss and black soil.
Remmy looks again and notices something peculiar about the place... the plants growing here seem to be stripped of all edible fruit and seeds.

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Kahwen is careful on the narrow stairs, even though he has no fear of falling. Despite the heat and glare, he is pleased when they break through the mist and into the sunlight. He even pauses at the head of the stairs to look around. The party has even moved on before he realizes they are gone and catches up to them.
"Isn't it wondrous, Companions?" he asks as he falls in with them.
But he quickly turns business-like as the potential for danger becomes obvious. A jungle, even a small one like this is a haven for predators. He does not want to become just another forgotten name and body that went looking for Sevenfingers' treasure and never came back, and certainly not at the claws and fangs of a tiger he never even saw.
"I'll scout ahead," he offered quietly, moving up to where another trail cuts away from the main path.
Stealth Check: 1d20 + 12 ⇒ (8) + 12 = 20
Perception Check: 1d20 + 9 ⇒ (1) + 9 = 10

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Even Lumo begins to tire as the group nears the top of the spire. As they reach the crest he sighs with relief. "Ah, looks like home! "
perception : 1d20 + 4 ⇒ (14) + 4 = 18
I'm going to assume that gives me the same result as Remmy.
As he steps forward he draws his great sword and calls back to the party. "Not everything here is dead. We best be cautious. "

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Remmy suddenly goes stiff and sniffs again, his keen nose sniffing.
Something isn't right... these p-plants should be b-brimming with food this time of year, but they've been s-stripped. Either s-someone else is here... or s-something with a appetite has b-been eating everything. Either way, b-be c-careful.
Remmy nods at his companion.
I'll c-come with, nobody s-should b-be alone up here.
Stealth: 1d20 + 14 ⇒ (14) + 14 = 28
perception: 1d20 + 6 ⇒ (3) + 6 = 9

The World's Most Interesting GM |

Even Lumo begins to tire as the group nears the top of the spire. As they reach the crest he sighs with relief. "Ah, looks like home! "
I'm going to assume that gives me the same result as Remmy.
Err, well different skill check actually but Lumo discovers something else....
Lumo finds the remains of a fire pit rung with small white stones... one of the stones. Nudging them with his foot reveals that one of the stones is actually a humanoid skull with teeth filed to points.
As he steps forward he draws his great sword and calls back to the party. "Not everything here is dead. We best be cautious. "

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Whoops, my bad.
Lumo stops and contemplates the skull. "Hey, there is a skull up here. It looks funny. Does anyone recognize the species?

Yogadragon's Kyra |

It seems that this spire is far from abandoned. Let us be wary. While I hope we can talk with whatever inhabits this island, I somehow doubt they will be that welcoming to visitors.

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Lumo stops walking and speaks to the group. "Perhaps these natives know of our star artifact. Speaking of our mission, did the captain say why she wanted it? Does she wish to return to this tomb? " His face is full of confusion as he attempts to connect the dots.

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Kahwen shrugs when he sees the skull. "It would not be a Pathfinder mission if there weren't danger,"[b] he points out with dubious logic that makes absolute sense to him. [b]"At least we know there are humanoids here, so we know of a potential threat or ally."
Why having something that could be a potential threat or ally is a good thing is just as logical as there needing to be danger for there to be a Pathfinder mission.
"She wants it to stop the spires so she can investigate them more," he tells Lumo, remembering the briefing as best he can.
He resumes his scouting, joining Remmy or vice versa...
Stealth Check: 1d20 + 12 ⇒ (5) + 12 = 17
Perception Check: 1d20 + 9 ⇒ (15) + 9 = 24
He'll keep scouting until he runs into something interesting (door or other entrance, bad guy, etc.), gets ambushed or runs out of spire top. He'll stay on the main trail unless something interesting catches his attention down a side path.

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Lumo nods with understanding. "Got it... Pirate stuff... she'll want to know where we already looted. I mean, explored." He grabs another piece of paper and begins to draw a crude map on it of the top of the spire, including the fire with a note. 'Dead scary skull'. He holds the map at arms length and nods thoughtfully. Then he turns to Remmy, shows him the map and whispers, "Hey... can you use your magic math again? My map isn't as pretty as yours was. "

The World's Most Interesting GM |

Remy hasn't moved forward, just Lumo and Kahwen have.
Kahwen hears something like movement to the northeast.
Conditions
Dim lighting The thick jungle canopy and the mists conspire to darken the area. In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself.
The vapor obscures all sight beyond 20 feet.
Round 1! (Theme ♬)
The Bold May Act!
_________________[b]
__ Conal
__ Remmy
__ Ree
__ Kyra
__ Lumo
__ Kahwen
__ ???
Map updated.
Remmy: 1d20 + 9 ⇒ (15) + 9 = 24
Kahwen: 1d20 + 5 ⇒ (1) + 5 = 6
Lumo: 1d20 + 1 ⇒ (10) + 1 = 11
Ree: 1d20 + 3 ⇒ (20) + 3 = 23
Conal: 1d20 + 6 ⇒ (19) + 6 = 25
Kyra: 1d20 ⇒ 17
1d20 ⇒ 2

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Conal digs in his pouch and gets out a small orb that glows dimly. He holds it by his ear as it gets brighter. He lets the orb go and it starts to float by his head, casting light on the area. He moves forward carefully, ready to fend off any attack.
activating ioin torch and setting up a parry/riposte if attacked
not with those rolls....yikes!

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Delay until someone walks past Kahwen. Lumo wouldn't walk that far ahead.
Lumo walks forward with a companion, great sword at the ready.
If nobody moves past Kahwen this turn, I stay put.