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Milady is still trying to gift the creature with the tindertwigs.
Showing him how to scratch them to put them on fire.

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Zandrel has heard of the Fleshforges of Nex, and figures this creature is likely one of them. If so it has a large variety of immunities to status conditions as it is a construct. Although this one seems odd.
It catches the coin and adds it to the stack in its crate, taking no offensive action for the moment.
It tries the tingerwig, but can't seem to manage to get it to work.

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"Zan, and ideas what it is? It looks stitched up, is it someone's protector?"
Wonders Goblin. After that, he repeats a phrase in all languages that he knows
"Is this treasure yours?"
Known languages: Common, Goblin, Draconic, Orcish, Gnoll, Dwarven

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Milady will try again to show it how to scratch a tindertwig, and, if it does not work, will light couple for it just for fun.

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Wonders Goblin. After that, he repeats a phrase in all languages that he knows
"Is this treasure yours?"
Pell listens to the goblin, then decides to do the same.
"Is this treasure yours?" he asks in skald.
Then, he asks again in common--only slower and much louder.

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The creature nods to Hopper, but doesn't say anything. It looks on with interest as Milday lights a tinderwing, then, turning its head to one side, breathes out quite an impressive cone of fire.
It nods once more to Pell.

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"Can you understand us? If so, do you mind if we take a look around? We will not take your things."
I will continue to make Rcall Knowledge checks as the rules don't seem to impose any penalty or limit on making them. If Nature applies, add +5
Recall Knowledge: 1d20 ⇒ 17
Recall Knowledge: 1d20 ⇒ 17
Recall Knowledge: 1d20 ⇒ 14
Recall Knowledge: 1d20 ⇒ 11

Arrus Lionius |

Additional Knowledge
Sometimes a character might want to follow up on a check to Recall Knowledge, rolling another check to discover more information. After a success, further uses of Recall Knowledge can yield more information, but you should adjust the difficulty to be higher for each attempt.Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject.
It's hiding in the GM section on pg 505 that has more infor about the specific actions.
Arrus continues his silent vigil from above, scanning the rest of the room for further hidden threats.

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Zanderel shares what he knows with an academic, lecturing tone. "This guardian seems uninterested in battle, at least until we try to access what it is assigned to protect. Although there is something unusual about this one seems odd. I might be that a soul, or personality, is bound to it."
To the construct he says, "We are Pathfinders with no desire to stop you from your duty. We simply mean to learn more about this ship. But would you be willing to show us what you have collected in your crate? We are eager to learn more."
Diplomacy (Make an Impression): 1d20 + 5 ⇒ (11) + 5 = 16

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I think if you have failed a recall knowledge you wouldn't after a minute suddenly know something.
The creature stares at its nice new shiny, but doesn't block your access to the other doors in the area. The other new doors. Someone has replaced them.
When Zanderel gestures towards the crate, he steps defensively between the wizard and his treasure.

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Milady claps gently when it makes its cone of fire, smiling.
"Bravo! Beautiful!"
To her comrades she discreetly says: "Want me to distract our friend here, while you go check the other doors and see who has settled down here?"
Milady looks at the creature, smiles... and makes a back flip--
Acrobatics, trained: 1d20 + 1 + 2 + 4 ⇒ (15) + 1 + 2 + 4 = 22
--then points to the creature.
"Your turn..."

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The creature smiles, and tries the same.
acrobatics: 1d20 + 9 ⇒ (15) + 9 = 24
Easily imitating the goblin, even adding a little half twist into the show.

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Milady claps, and then will try to continue keeping it occupied so her comrades can explore the vessel.
She pretends to pull her thumb off by using her fingers as a trick illusion--
Thievery, trained: 1d20 + 1 + 2 + 4 ⇒ (6) + 1 + 2 + 4 = 13
--hoping he will not imitate her by biting her thumb off.

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The wizard nods, then gestures to the other doors. "Let them play. We have more to explore."
He walks deeper into the lower decks, murmuring a cantrip to detect magic.

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Pell watches the goblin and the creature, unable to shake the feeling that he has seen something like this before.

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The team goes forward first.
In stark contrast to the rest of the ship, this cabin has been somewhat cleared of algae and cleaned. Six simple beds, complete with fresh linens, are crammed into the space. A few small footlockers are shoved under some of the beds.
A quick check of the lockers shows personal clothing... a quick check of them shows a couple of trinkets that might be valuable. Zanderel, his eyes always open to magic checks, and indeed these are magical. But none of these findings are ancient, or shed any light on the history of the ship.
Next you carefully go past the creatures crate and check the room at the aft end.
This cabin’s floor has been cleared of the algae present everywhere else on the ship, and a simple table has been set up in the center of the room, with a few chairs pulled up around it. The aft wall bears a large carving of a coat of arms, visible even despite the wear of the elements. An antique lantern hangs above the carving, casting a faint light over papers strewn over the table.

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"So there are no algae here, which means that something lives here and prefers a floor without slippery parts."
Can Hopper assess if the ship could be from the Silent Tide invasion? Crafting is on +7 but he is not a shipbuilder ;) If there is anything obvious he might spot it.
"Do we have anything else to explore here, besides that being and it's chest?" Hopper wonders clearly not having a clue what to do now.

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Flint, taciturn as always looks about the room for something, anything that might help determine the ship's story. Perception: 1d20 + 5 ⇒ (4) + 5 = 9 sigh

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Zanderel retrieves the magical items. "I'll need some time to study them, but for now let's continue exploring."
When they move on to the next cabin, the elf is drawn to the coat of arms on the wall. He studies it for a moment. "I wonder..."
Society (Recall Knowledge): 1d20 + 7 ⇒ (19) + 7 = 26
He shares whatever he knows about the coat of arms.
Once he has a few minutes, Zanderel will attempt to identify the magical properties of the items found. Arcana/Occult is +7, Religion/Nature is +3

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Well, Zanderel checks out the coat of arms. It isindeed the insignia of the Taldan navy. The lantern too, Zanderel realises is magical.
Flint flicks through the papers, but can't make head or tail of them. They certainly don't date to the invasion though.

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Anjo does not have head for the papers, but he has an intuition"I suspect whoever has been living here is hiding for a reason and it may be nefarious. Perhaps we should take these documents back to the Society for further investigation. Now that we have been board this ship, it is likely the stowaway will take what it can and leave before we return."
Anjo gathers the magic items, "Anyone skilled should take a look at these to figure them out."
Anjo will use Nature skiil to Identify Magic on the trinkets and the Lantern as I believe any skill with Identify Magic can be used to identify items.
Identify Magic (latern): 1d20 + 5 ⇒ (16) + 5 = 21
Identify Magic (Trinket 1): 1d20 + 5 ⇒ (7) + 5 = 12
Identify Magic (Trinket 2): 1d20 + 5 ⇒ (6) + 5 = 11

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Milady tries to keep her new friend occupied.
She slips behind a pillar, and tries to hide--
Stealth, trained: 1d20 + 1 + 2 + 4 ⇒ (4) + 1 + 2 + 4 = 11
--before going: "Peek a boo!"
She then thumps her chest: "Mi-la-dy."
Then she points at the amalgamated thingie...

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Anjo recognises the lantern as containing an effect similar to that of an everburning torch. Interestingly the glass can be manipulated to change the colour of the light. Given its age that also strongly suggests the ship may have ancient origins.
The trinkets are both crying angel pendants
Meanwhile the thing tries to hide behind something that is vastly too small for it. Everntually it points to itself and says "Poke-me-ho"

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Milady bows, and points at the man: Poke-me-ho!"
Though she does wonder if he is somehow insulting her...

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Anjo cycles through the various light patterns while keeping an eye on the papers in case one spectrum reveals something unique.

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Milady is getting very excited.
Maybe a new recruit?
"Path. Path. Path-fin-der!"

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Hopper looks at the documents thoughtfully
Are they written in a language we don't understand? Can I decipher them - assuming that it uses some sort of a cipher?
He turns his head and looks at Milady saying:
"Have you thought about doing some side jobs as a monster sitter? You are natural!"

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"I'll sit on you!", mutters Milady.

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Anjo also tries the different colors from the lantern on the coat of arms. Finally, he attempts to understand the papers.
Society?: 1d20 ⇒ 10
With no better understanding, Anjo turns to the wizard, "Can you make heads or tails of this?"

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There are a lot of papers in the room, it will take quite a bit of time to work through them, although they are written in Taldnae (common). It could be that someone in the grand lodge would find a use for them.
No impact for you, but it would be a perception check for a quick look through for things of interest

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Eager to find anything that might help future efforts.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
If it has no impact on the outcome then Anjo is done.

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Once again called upon for his expertise, Zanderel skims the papers. Perception: 1d20 + 7 ⇒ (1) + 7 = 8
He tires quickly though, a sudden headache coming on. "Let us just collect these and bring them to the Lodge. There are more pressing matters, I think."

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Milady points to the stairs, and motions to Pokemho.
"Come? Pokemeho come with Milady? Come be Pathfinder?"

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The creature sits down in front of the chest and starts to play with his shiny things again.
If you really want it to come, I guess you could try a Diplomacy check. You might need a medicine check as well for the ships captain after he comes aboard though :-)

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Is it safe to say that the only area we've not explored is Pokemeho's treasure chest? Do we feel like we have enough evidence to prove that this is from the era of the Silent Tide? With the lantern's age and the Taldan coat of arms? This feels a bit tenuous still, but I don't know what they could have in the chest that'd tip this scale...

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Yes, that is a safe assumption. Between the crests and the lantern there is amble evidence of the ships age. This feels a little odd because of the replayable nature of the scenario, there are other ways all these encounters can go, and other leads you could have tugged at.

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"I think we have the proof we need. Let's collect what we can and depart." the elf says, adjusting his backpack. "If you want to bring the construct Milady, now seems to be the time to convince it. There's certainly more shiny items back at the Lodge, and of course it can take its treasure with it."

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»Well, we do not want someone to come in here and fight this guy.
I mean, he only wants to play with shiny baubles and breathes fire at you when upset.
Just like my uncle Fumbus! »
Milady will try to coax him, and explain that she can take him to a nice place with many shiny things and be safe.
Diplomacy: 1d20 + 7 ⇒ (17) + 7 = 24

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It takes quite a bit of effort to coax the thing from his lair. HE picks up the rather large crate with little effort and accompanies you onto your ship. The captain takes even more coaxing, but Milady has a way with her words, and soon your odd party is heading back to dry land and the Grand Lodge.
Where you have some Captains waiting to hear from you...

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Milady tries to explain to Pokemeho that he has to be very careful when walking on floorboards, because claws can pop out and shred your pants.

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Flint, still silent, and thinking over a lot of things, brightens up when he returns to the city. "Oi, we've got a LOT to report back on. I should probably start carrying a notebook like my cousins do. Solid work out there. Solid work."
He takes some time to shine his armor, checking the buckles for seaweed and slime.

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At a convention, so I can't give a longer post.
Ever meticulous, Zanderel provides a detailed recounting of their discoveries. His delivery is dry, academic, and likely more detailed than necessary.