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Danicka looks around at the crowds of people.
Oh, my... I can do this.
She takes a deep breath, clutches her broom tight, and tries to chat with the crowd.
"Uh, excuse me but --"
"Pardon me..?"
"H-hello?"
Diplomacy: 1d20 + 1 ⇒ (11) + 1 = 12
But she doesn't learn anything she doesn't already know.

Prickles |

Prickles stays right beside his meek pet, growling and barking viciously at all the rivals that near her.
MINE!
BACK!
MINE!
When she's done he and looks up at his pet. She was still whole. He allows his tail to wag a little. He did good.

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Danicka smiles down at Prickles and gives him a pat on the head. "Come on. Let's go see if the others had better luck."

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Dolora wanders through the town, checking out the shops and chatting with anyone who will talk to her.
knowledge(local): 1d20 + 6 ⇒ (8) + 6 = 14
diplomacy(gather information): 1d20 + 4 ⇒ (5) + 4 = 9
She doesn't learn anything that they didn't already know, and heads back to meet up with the group.

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Wow, for some decent Int and Cha scores, we all really screw up on this one! Seasickness, man.

GM TOP |

There were several days of travel to get to Senghor, prepared spells could have been reset then.
As everyone attempts to gain some information and make inroads with the locals, no one has ANY LUCK at ALL! (seriously, that was actually impressive) Eventually, the sun is soon directly overhead and the docks beckon. Waiting for you in front of a ratty little fishing boat is Mirian with the crewman who showed you around earlier.
Day 3 : Time 1200
She smiles, ”so I’ve managed to procure a decent little ship for your trip across to... Anyway, you shouldn’t have any major issues, these boats are made to handle even some of the storms that roll in. If you’d like, I can send Jack here along with you to assist with the boat.”
Looking up at the sky, ”I’d suggest leaving now as the weather is good and the trip is about a full day’s sail, though you can shorten that a bit with some good seamanship.” The Captain looks at each of you and mouths, ‘good luck’ as she walks back towards her ship.
White-tooth Jack Wallace is willing and able to helm the ship or aid the crew with his profession: sailor skill. If someone wishes to do it instead, they are also welcome to do so with profession: sailor (easier) or survival (harder). Up to three of you could also attempt to aid with profession: sailor (easier) or survival (harder).

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Dark chuckles, "I suspect none of us are good at sailing. So Jack would be a great help for us."

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Avasir cocks a suspicious eyebrow at the captain as she mouths "good luck" and then walks away. He then looks at Jack.
Yes, we assuredly need help sailing this vessel to our destination. Say, what is your track record for following course to destination directly, and your vessels arriving safely with no damage? I ask only out of curiosity...

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Wait, we're leaving for Boali already? Weren't we supposed to influence the factions in Senghor?
Gack nods, looking at the water nervously. "Not one for water, myself." Nonetheless, he does his best to help Jack out.
Survival, aid: 1d20 ⇒ 10

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Wait, we're leaving for Boali already? Weren't we supposed to influence the factions in Senghor?
Yeah I misunderstood that at first too. We're going there first to obtain evidence and then using whatever we discover to influence the factions.

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I understood it as finding evidence in Boali first to then return and influence them. Without evidence in hand they wouldn't give us the time of day.

GM TOP |

Botting the 3rd survival Aid for Danicka -> Survival Aid DC 10: 1d20 + 8 ⇒ (17) + 8 = 25
White-Tooth Wallace takes the helm and throws commands in pretty rapid succession as they pull away from the dock and make their way out of the harbor. He manages to easily avoid bumping against anything in the tight areas and with the keen eyes of Avasir at the prow you are able to slip ahead of several slower moving ships as the assisting crew works quickly to get the sails in place on the nimbler fishing vessel. Bolting into the open sea Wallace breathes a sigh of relief, ”the hard part’s done, now we just hope the weather stays clear.”
With that everyone settles into routine. Gack trades off periodically with Wallace at the helm to give him breaks, but no time is lost as he keeps them expertly on pace. Danicka does an excellent job keeping Prickles entertained and preventing him from murdering any of the group. He even manages to take out a couple rats trying to get into their food stores.
Morning breaks and the group can see their destination. As they near coastline they can see a few stone ruins poking up from the jungle to indicate they are in the right area. It is approximately 1100 with clear skies, you definitely shaved some time off the trip, but the small boat did not provide a restful night and no one was able to get a full night’s sleep.
Day 4 : Time 1100
Wallace Fort DC 12: 1d20 ⇒ 1
While White-Tooth Wallace is completely unable to stop his rampant yawning. He is obviously tired and advises everyone, ”all right, that’s my job done. I’m gonna take a nap, I’ll leave it up to you for the rest. Wake me when you need to head back.” He retires into the small bunk room and shortly you hear deep snoring.
What do you do next? There is no sign of the Aspis ship, though the coastline easily holds a number of locations it could be hidden from your current location. There are three options spelled out and I’ll also consider other skills if you can make a good enough argument for them. Option 1 - Search the jungle/city for Aspis tracks (Perception for some reason?). Option 2 - Sail along the coast looking for the Aspis boats (Profession: Sailor or K: Nature). Option 3 - Find a recent Aspis Campsite (here’s the Survival check!).

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Fort DC10: 1d20 + 5 ⇒ (7) + 5 = 12
Feeling a little stiff from the rough voyage, he still finds himself in fair condition.
"We are necessarily here to fight the Aspis but to get clues and proof of their doings here. So I suggest we look for their most recent campsite and go from there."

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Fort, DC 12: 1d20 + 2 ⇒ (6) + 2 = 8
Gack also has a hard time sleeping. His infectious yawns are quite loud. "I thought the rocking of the boat was supposed to help you sleep! But it was cold and wet!" He wipes the salt from his eyes and tries to look out for Aspis.
Perception: 1d20 ⇒ 6

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Fort DC10: 1d20 + 5 ⇒ (20) + 5 = 25
Dolora bounces off the ship, as upbeat and ready to go as ever. (wow 20!!) "I agree, looking for traces of Aspis activity makes the most sense. If we figure out where they've been we can figure out what they're up to."
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
dice loving me tonight. Guess I'll be dying in the first combat

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Fortitude, DC12: 1d20 ⇒ 5
Avasir walks off the ship holding his neck. I... did not rest well on our voyage. I hope I can function well today...

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Since the group has decided to look for Aspis tracks, he helps them.
Perception (Aid Dolora): 1d20 + 0 ⇒ (18) + 0 = 18

GM TOP |

Danicka and Prickles, still waiting on Fort Saves.
The group slips the fishing vessel up close to the shore and ties it off against a few gnarled branches. The snoring is still constant from the cabin, but now the sounds of the jungle start drowning it out. Making their way into the old city, everyone keeps a close eye out for enemies and signs of the Aspis. Many foot and paw prints are found in the soft muddy ground, but none appear to be from booted humanoids. After about 45 minutes Dolora locates a few booted prints. Dark confirms that they appear to be humanoids, most likely who you are seeking.
Pointing it out the group quickly finds more matching prints. You all can easily follow the trail of the Aspis from here out. It appears they have headed deeper into the city ruins. What do you do next?
I'll probably be bumping along to the next scene later today, but wanted to give Danicka a chance to roll her checks and anyone else to do any RP as you all enter the Jungle City.

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Fortitude: 1d20 + 3 ⇒ (1) + 3 = 4
Danicka looks positively exhausted! There's huge bags under here eyes, and she's even paler than normal. "Oh, my... I..." *YAWN!*
She shakes her head, then helps look for signs of recent Aspis activity.
Perception to AID: 1d20 + 9 ⇒ (7) + 9 = 16
"Look, it's that... *YAWN!* ...way."
Oh, how embarrassing!
Follow the trail to the city ruins.

Prickles |

Fortitude: 1d20 + 5 ⇒ (7) + 5 = 12
Prickles disembarks with a wag of his tail and what almost looks like happiness. (Or, at least not anger...)
He gives himself a stretch, lets out a groan, and gets back down to business...
..Growling viciously at everyone! He places himself between Danicka and all those meddlesome two-legs, and gives another ferocious growl...

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As they enter the city, Dolora starts to become much less cheerful. Although concentrating on following the trail, she begins to stick to the shadows whenever possible and occasionally seems to be zoning out, lost in thought.
Ruins of unknown provenance, especially in the wild, are kind of a bad memory trigger for her

GM TOP |

The map roughly shows the different terrains, I have tagged each different section with what it is, I’ll try to put narrative clues in as well.
Bogs: If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Acrobatics checks in such a square increases by 2.
A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog.
The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a –10 penalty on attacks against creatures that aren't underwater.
Both shallow and deep bogs increase the DC of Stealth checks by 2.
The Climbable Rubble is actually quite stable and provides no movement penalties, but does require a DC 10 climb check to get on top.
The group follows the tracks through the ruined city streets, which turn damp and sodden as the aged stone pathways dip under shallow, green water. The surrounding buildings are little more than collapsing heaps of stone with few exterior walls standing upright, save for a large elevated structure to the southeast that remains mostly intact. The remains of a marble statue lies shattered at the knees in the center of the crossroads, its torso and head hidden beneath the increasing depth.
Just as the water gets too deep to easily see the tracks they hear a voice from ahead. ”Оооо, я збіраюся знайсці сапраўды вялікую змяю на гэты раз!”
Then another voice, ”Я знайшоў гэтую чарапаху, я збіраюся стукнуць яго па галаве ... пачакай, ты чуеш што-небудзь?”
Second Voice, ”I found this turtle, I'm going to hit him in the head with... wait, do you hear something?”
The voices go silent, you think they came from where the statue is submerged in deep water.
Also, wohoo! Our first real map! Page 1 fyi.

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As Danicka steps into the swampy water she lets out a shriek of disgust. "Eeek!" She hoists up her skirt, only to realize now she's sowing off her calves!
I'm indecent!
She blushes brightly, and clearly debates between letting her shapeless robes get wet, and showing off more leg than she's comfortable with. In the end, she drops her robes, letting them get soaked.
Clutching her broom in her hands, bristles up, she trudges through the swamp.
When she hears the strange voices, Danicka quickly pulls out a scroll and mutters a few arcane words. Using a scroll of comprehend languages.
Danicka pales as she listens to the second voice. "They hear us!" she whispers. "Oh, dear..."
She quickly pulls out a wand and uses it on herself and Prickles. Casting mage armour.

Prickles |

Prickles places himself in front of Danicka and looks around warily. A deep rumbling growl builds in his chest.
He's prepared to protect his meek and feeble pet.

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Hearing the voices, Dolora goes completely still, her eyes get somehow glassier and it's hard to even tell if she's breathing. A mist starts to form next to her, directly between her and the submerged statue.
1 minute action to manifest phantom (incorporeal form)

Dolora's Despair |

As about a minute goes by, the mist slowly solidifies into a larger version of Dolora that shows none of her cheerfulness. Its face is in a permanent grimace of pain or sadness, and tears fall from its eyes. It does not speak or acknowledge the party at all and merely starts floating in front of the group.
If no other action is taken by the party during the 1 minute manifestation, phantom will slowly move forward to place itself as indicated by the arrow on the map, all sneaky and scouty and stuff
Despair Stealth: 1d20 + 7 ⇒ (10) + 7 = 17
Despair Perception: 1d20 + 5 ⇒ (6) + 5 = 11

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As the strange transparent and silent version of Dolora appears, her physical body continues to not move or react at all. Anyone concerned enough to check closely will notice that she is breathing (although it's quite hard to tell) and so she is at least alive, but she does not respond to any stimulus during the phantom's materialization and movement.

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If we actually have a minute here I would use more buffs. I'll hold off on saying so until I'm sure we have the time.
At the sight of Dolora's despair manifesting...
Danicka screams.
"EEEEEEEEEEEEEK!"

GM TOP |

Nothing jumps out to attack in the minute that Dolora uses to summon her... thing. Does the phantom 'walk'?

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Yeah I didn't want to just assume that everyone would wait patiently for the minute the thing takes to appear, so I phrased it that way in case someone wants to react, or something else happens...but I also didn't want to make the other players wait til later today to get a post finding out what it was doing if there were no actions taken.
Does the phantom 'walk'?
Sure...ask the one thing that's still confusing in the RAW. By the book in both forms it floats above the ground, takes no movement speed penalties in incorporeal form (even can go through obstacles), takes half speed to travel through objects in ectoplasmic form (but no rough terrain penalties) ...can climb but can't move completely vertically or fly. There's no direct answer on things like whether it would move above the water her or through the water and above the actual ground...or how to handle a surprise pit...so that has to be GM decision. I vote for above the water in a situation like this but it's up to you.
Side note on the through objects thing. It has to stay within 50' and in line of effect to remain manifested. If it's out of either of those for longer that 1 round per level in this form it goes away. It's 100' and line of effect if it's in ectoplasmic form, so it can "peek" through walls and stuff and come right back but can't be an untouchable incorporeal scout for full buildings and dungeons

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Perfect! Before Danicka gets terrified she uses a scroll of false life on herself, and a scroll of shield.
False life: 1d10 + 3 ⇒ (3) + 3 = 6

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Gack hears the strange voices and looks to Danicka meaningfully. "Can you translate? If you don't feel comfortable, I have a scroll of my own." While she responds, he performs an arcane motion and a small layer of force Mage Armor covers his body.
Knowing that if they cannot understand Common, all is lost, Gack calls out to the swamp. "Hello, friends! We like eating reptiles too! I even shot a giant lizard last week!" He looks at Prickles and mouths. Be good, pup! He turns his attention back to the foreign creatures. "Can we help you with your hunt?"
Diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28

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Danicka's eyes widen, then she nods.
"I missed what the first one said, but the second one says, 'I found this turtle, I'm going to hit him in the head with... wait, do you hear something?' " she nods. "That something is us."
*GULP!*
She stands ready to translate the creature's reply...

Dolora's Despair |

Ruins in the jungle. Brother I can't help. I can't help. I can't help. Why are they always by the pillars? Brother...

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Dark looks back at the spirit that just formed but doesn't think twice about it for he has seen this before with other spiritualist.
"Lets proceed with caution, since they know we are here."
He draws his sword out at cautiously steps forward toward the broken statue.
Moved on the map.

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Had a pretty long day. It won't usually be that I cannot post until late in the evening. Apologies...
---------------
Earlier...
Avasir drags himself wearily behind the rest of the team, constantly thinking there should be a coffee shop around the next bend (regardless of how little that makes sense).
Does everything feel like a dream to everybody right now or is it just me?
He reflexively yawns.
---------------
Presently...
Does anybody understand...
He pauses and struggles for the next word.
what that voice was saying?
He doesn't realize how slow he sounds to the rest of the group, in his foggy, fatigued state.
Avasir slowly, clumsily, fishes a wand out of his pack and holds the tip to his chest.
Wand of mage armor, +4AC, 1 hour
He puts it away he draws his longsword.
After the ghostly figure appears near Dolora he stares intently at it for several seconds, blinking and rubbing his eyes. He keeps turning to look at the rest of the team, wondering if they see it too, but keeps quiet to avoid having them think he's losing it.
Keep it under control. Fake it 'till you make it... or get ahold of coffee.
He wanders over by Dark to ignore the apparition.
Placed on the map. Yes, he's going to spend a while thinking he's the only one that see's Dolora's Despair.

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Dolora continues to stand completely inert, not responding to anything happening around her.

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He hears the voice and becomes curious.
Well, if this is a dream, what is the harm.
He wanders over near it and whispers back.
What do you need? Would you like a mage armor too? Would it even help?
He fidgets with the end of one of his long elf-ears as he ponders how to best interact with this vision.

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Gack, after calling out to the strangers, turns around to see what all the commotion is about. In a panic, he freezes. Ghost! Not again?! I don't have my Magic Missile scrolls out! But, when it doesn't come to steal their souls, he slowly begins to calm. "Huh. Almost looks like Dolora."

GM TOP |

As you may be able to tell, I'm not usually able to post in the evenings so here we go!
Red: 1d20 + 13 ⇒ (5) + 13 = 18
The map roughly shows the different terrains, I have tagged each different section with what it is, I’ll try to put narrative clues in as well.
Bogs: If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Acrobatics checks in such a square increases by 2.
A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog.
The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a –10 penalty on attacks against creatures that aren't underwater.
Both shallow and deep bogs increase the DC of Stealth checks by 2.
The Climbable Rubble is actually quite stable and provides no movement penalties, but does require a DC 10 climb check to get on top.
The group activates a few protective spells and then Dolora begins oozing her soul or something worse out of her pores. What remains of her body appears to be statuesque. The mist-like ooze coalesces into a ghostly being that floats forward terrifying her allies. It wanders over to where Dark is carefully approaching the deeper water. Avasir seems to be the only one unconcerned with the aparition and wanders up to it, asking what it needs.
Suddenly, the head and shoulders of a creature (Maps Pages 1 & 2) pop out of the deep bog, southwest of the statue. The creature appears to be most similar to a very large toad with two bulbous eyes and warty green skin. Spikes protrude from shoulder guards and it holds some sort of spiked mace. It remains mostly in the water and would thus be harder to hit with ranged attacks.
The creature eyes the group warily and yells while pointing back the way you came, "Вы цяпер сысці. Мы знайшлі яго. Ён наш. Nакінуць!"

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Dark stops, eyeing the creature cautiously. "What is it saying, Danicka?"

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Although Dolora isn't moving, she still can observe what it going on. Obviously she won't share anything she knows at the moment but hopefully soon.
Knowledge(Nature): 1d20 + 6 ⇒ (16) + 6 = 22

Dolora's Despair |

When the creature appears, the phantom stops trying to talk to Avasir and spins around to watch the newcomer. The mist around it begins to draw in and it almost seems to thicken a bit. It is still slightly transparent but more solid.
Transition from incorporeal to ectoplasmic form, full round action.

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Dolora starts to blink rapidly and staggers forward.
"Sorry...I snapped out of it again didn't I? I sometimes do that to keep safe, usually on purpose but sometimes it just happens when I'm surprised or confused."
She shakes her head as she moves forward, clearing out some cobwebs and
"Oh and please don't mind my...well...that over there. She can seem imposing but she's on our side. We're of the same mind hehe literally lol as to what is friend and what is foe."
GM - in terms of the movement, what are your thoughts on the phantom? I know Dolora is at half movement but don't know if the phantom is moving over the water (normal movement) or through it (half movement)...your call

GM TOP |

From what I can find, it seems that the ectoplasmic form would have to deal with things like difficult terrain and bogs just like a summoned creature. Incorporeal obviously would not. It shouldn't matter to much in this situation either, but if you can find me a faq, errata or a really good rules forum posting/argument for the other way I'll reconsider.

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Was going to wait for Danicka to translate before sharing knowledge, but just found out I might be out of pocket all afternoon
Dolora finishes slogging through the water and once again looks fully alert and aware, but her unbridled cheerful optimism seems to be gone for now.
"I've seen that thing before. It's a Boggard. They are very at home in swamps and will probably be much more agile than we are in the muck. If we get it angry it can grab and hold people with it's tongue like a frog can, and its croak has a tendency to impart some kind of fear effect, even on the normally brave."
"I'm a fan of not angering it if possible. Why upset the natives?"
I asked about the movement because it's not specified in RAW, has been requested for a FAQ but not answered yet, and I find good arguments on both sides in rules forums, so deferring to you seems the best idea til Paizo actually chimes in.

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Eh, it's just 25 GP.
Gack, growing impatient that it had taken Danicka .7 seconds to translate, grabs a scroll from his pack and reads it. He smiles and speaks to the Boggard. "Hello, friend, can you understand me? I can understand you - but cannot speak your eloquent tongue, unfortunately." He bows deeply, beard nearly touching the swamp floor. He comes up with a large smile, trying to convey friendliness across the divide.
Diplomacy: 1d20 + 10 ⇒ (17) + 10 = 27