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How bad would a critical failure be in case of a gather information check? Barin has a -3 to cha but he probably would try to help ask around...

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Forgot to do the fort saves from earlier.
fort DC18: 1d20 + 6 ⇒ (7) + 6 = 13
fort DC18: 1d20 + 6 ⇒ (5) + 6 = 11
Gah! That’s 17 points of damage, which would have knocked him unconscious and dying 1... He has an elixir of life that we found earlier.

Our Mysterious Benefactor |

1d6 ⇒ 1
Anji and Barin ask around and discover the location of the wrecked ship, as well as a sober sailor who claims he saw a blobby fleshy thing that breathed a cone of fire on its deck in the early morning light yesterday. He claims it looked right at him and seemed to be trying to talk, but the fire scared his shipmates away. He has no idea what it was, but has no desire to see it again.
Go ahead and heal if you need, but note any resources used.
With some asking around at the docks, you can hire a boat to take you to the wreck and linger nearby to return you home after. In its current position, the ship is only partially above the waves. The bottom deck is completely flooded, making it impassable. The top of the masts are broken off, leaving only jagged, waterlogged stumps reaching up about 15 feet above the deck; all the rigging has long since rotted away. The ship feels empty and haunted, much like the other wrecks in the Flotsam Graveyard.
With a moment's hesitation, you climb aboard.
The weathered boards of the ship’s main deck are cracked, warped, and thoroughly covered in a thick, stinking carpet of algae, seaweed, and barnacles. The sodden mess squashes and scrapes underfoot, while squawking gulls circle overhead. The ship once boasted three masts, but they are now broken off only a few feet above the jagged railings. Whatever other distinguishing features might have once existed on this vessel are either long lost or utterly obscured. Empty doorways lead into cabins to the fore and aft, and a dark opening descends into the lower level.

Our Mysterious Benefactor |

So, no, no hit points back from a brief rest. Though someone trained in Medicine can roll to Treat Wounds.

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Don't forget; Molly has the Protective Mentor Boon.
Protective Mentor
mentor, social
Prerequisites Radiant Oath Tier 1
Cost 2 Fame
While working with less experienced Pathfinder allies, you shield your more fragile wards from the threat of death. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase their current and maximum Hit Points by an additional amount equal to 3 times your Radiant Oath reputation tier.
Normal: A Level Bump increases a PC’s Hit Points by 10% or 10, whichever is higher.
Current Rep Tier: 1

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"A watery grave... how fitting. Look alive people! We need to find out if this creature was a slave and could be helped to achieve freedom or if it's a dangerous monster that needs to be put down for good, so no killing unless it's warranted!"
Perception check: 1d20 + 7 ⇒ (13) + 7 = 20

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And Anji can channel energy should we need the healing. Also, I'm happy to attempt treat wounds (+7) if I have the highest modifier.
"Or perhaps it is some sort of magical creature."
Anji will as usual, explore with constant detect magic. And will be the last to descend.

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"You should be glad then that my magic is not for killing recklessly, unlike some humans who need to set fire to goblin villages for sport." Molly replies.

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Zac will be on the deck looking around perception: 1d20 + 6 ⇒ (4) + 6 = 10 with creepy molly's boon in place, 10 hit points for us all, so I'm really at 35/40

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Sorry it was a potion of healing. Assuming someone feeds that to Kang.
Healing Potion (Minor): 1d8 ⇒ 3
Kang awakens, still moaning softly in pain.
At 3hp. Wondering if any of the clerics are going to heal? If not, Kang will use his quick alchemy to make elixirs of life. Didn't negative energy burst at the end of the last combat affected everyone? Thought a channel energy would be good then.
Sorry, what is level bump?
---
Still smarting from the previous combat, Kang decides to play the cautious this time and keeps to the shadows of the corners.
stealth: 1d20 + 6 ⇒ (11) + 6 = 17

Our Mysterious Benefactor |

So this is new, and I'm still learning. What it means in a nutshell is that higher level pcs can play with lower, but when they do, the lower level pcs get a bump. I should have applied this to you before, but each of you who are 1st level get to add the following to your character FOR THIS ADVENTURE ONLY:
1. Increase every DC by 1.
2. Increase the attack modifiers, attack damage, spell damage, saving throw modifiers, skill modifiers, Perception modifiers, and ACs by 1.
3. Increase the Hit Point totals of all first level PCs by 10 or by 10%, whichever is higher. (and because of Molly, you add an additional 3 HP.)
I'm sorry I didn't go over this before; honestly I'm still digesting the new Society rules!

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In that case, Kang will hold off on the healing for a while.
Exploration: Avoid Notice, as per this post although the stealth result is 18 with the level bump.

Our Mysterious Benefactor |

Exploration Mode Activities
Kang - Avoid Notice
Indigo - Scout
Zac - Search
Anji - Detect Magic
Barin - Search
Molly - ?

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I am looking out at sea on the deck for incoming dangers. Is that search or scout in this case. I mean, we on a moving ship, we are always moving even if standing still, especially if it is a fast ship.

Our Mysterious Benefactor |

Barin finds strange claw marks on the slippery deck of the wreck, as well as fiery scorch marks. They seem to mostly center around the stairs belowdecks. The cabins, on the other hand, have been tossed and nothing of importance or value can be found there.
Where to, now?

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"The trail leads belowdeck. Be ready for anything. This may be a dangerous critter we are dealing with" the dwarf comments grufly heading for the stairs...

Our Mysterious Benefactor |

Indigo heads down belowdecks first. Sharp beams of sunlight light filter down through cracks in the main deck to cast this cargo hold in a dim light. Though the ship’s original armaments are now little more than rotted ballista mounts, this area shows signs of recent activity, including intact shipping crates, a recently broken crate, a few boxes, and faint trails worn through the slippery vegetation growing over the deck. Wooden doors in finer condition that the rest of the boat stand to the north and south, but the stairs leading further down now lead only into dark, scummy water.
Barin follows, with the others lining the steep stairs to come down. However, before any more PCs can come down, Indigo stops dead. Huddled under the stairs is a human-shaped thing. It looks like it's been stitched together from dead bodies and one hand is a mass of tentacles. Smoky wisps rise from its mouth and Indigo can feel the heat coming off its body. He thinks it sees him, but it hasn't reacted yet!
What is Indigo doing?

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Indigo slowly moves forward, glaive point down but in a position use if needed. In a soft voice he says "Hello?"

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Barin searches through the darkness with his keen dwarven vision...
Perception (darksight): 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13

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With the response Indigo lowers his glaive and cautiously steps forward. "Are you hurt? Can I offer any help?"

Our Mysterious Benefactor |

The creature looks at Indigo with eyes that seem deeper than they should. "'Ello?" It suddenly starts forward! What do you do?

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Is there a map for this? Anyway, if Barin can see this person he will try to intercept her and block her if possible

Our Mysterious Benefactor |

The slides have a map.
The creature stops and stares at the new dwarf. 'Ello?" It makes a gesture toward the middle of the ship's cargo hold, insistently.

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"You want us to check that palce? We'll do it but first... what manner of creature are you?"
Sense motive check: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11

Our Mysterious Benefactor |

It gestures toward a pile of crates. A large crate is broken open, seemingly from the inside. There is a strange insignia on the outside. Society check to ID the sign, Perception check if you'd like to search the crate.
Besides the crate is a crude humanoid statue made from detritus gathered from the hold and on deck. It's about human-sized, and the 'arm' holds a tattered moldy blanket. The thing gestures at it and mutters "Fren."

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At the word "Fren" Indigo offers his hand to help the creatures.
Society: 1d20 + 4 ⇒ (3) + 4 = 7
"The rest of you poke at their crates. I will see what I can do to help our new Fren!"
Indigo proceeds with the basics of communication. He points to himself, "Indigo" Then points questioningly to the creature.
Diplomacy: 1d20 + 5 ⇒ (8) + 5 = 13

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society: 1d20 + 7 ⇒ (2) + 7 = 9
perception: 1d20 + 3 ⇒ (8) + 3 = 11
Kang looks back and forth between the strange creature lying on the floor and his own creation, the little walking clay doll he had someone infused with animation, wondering if there are common roots.

Our Mysterious Benefactor |

Indigo cannot identify the symbol, nor can Kang. However the creature does take Indigo's hand and its stitched face breaks into a wide smile. It begins to make low happy noises and follows you around, still making them.
Kang finds a crumpled bill of shipping in the wreckage stating that this creature is a 'Fleshforged Prototype' from Nex.
In the forward bunk you find a pair of bloodseeker beaks. The rest of the ship is either underwater or bereft of treasure. When you head back on deck, your new Fren follows you, and looks hopeful.

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Barin looks at the stitched up creature, unsure about what to do, then he decides it seems friendly enough and studies the crates...
Perception check: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Barin would like to determine the creature nature and intentions. If it proves amicable he'll suggest the party brings him into Absalom proper and to Durvin Gest, so that he might decide what to do with it

Our Mysterious Benefactor |

You need a good Sense Motive check to full ascertain the creature's motives.
Molly recognizes that the symbol is of the Fleshforges of Nex. A Fleshforge is a building-sized artifact created by the archmage Nex as part of the war against his enemy, the necromancer Geb. There are a number of these located in the city of Ecanus in the country of Nex. They can create monsters ranging from a humble house-golem to gigantic creatures which rival the largest dragons in power. However, they are becoming increasingly unreliable. They were used to create many of the monsters which now roam the interior of that country.
Barin finds nothing more of significance and is well-satisfied that if something were there, he'd have seen it.

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Once satisfied nothing escaped his prying eyes Barin studies the creature once more...
Sense Motive check: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20

Our Mysterious Benefactor |

Barin believes this creature is desperately lonely. He doesn't seem to display any aggression or violence, but just wants to be around people.

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When Barin shares that information, Molly begins speaking to it.
"Hello, friend golem! have you heard of the good word of books?!"
Diplomacy to make friends: 1d20 + 6 ⇒ (17) + 6 = 23