
GM Numbat |

After the group has sufficiently rested and recovered from their unexpected encounter with the hostile goblins, they check-in at the Grand Lodge to notify Gorm Greathammer that they are embarking on the mission to discover what means the smugglers have been using to transport their goods out of Nex.
The Faction Leader provides them instructions and a letter of introduction to Captain Semiri Balogog. This cheerful rainkin half-orc with sun-dark skin and thick braids of black hair adorned with gold rings has been providing ferrying services for Pathfinder agents for over a decade. It quickly becomes clear that she loves hearing about agents' missions past and present.
The wrecked ship they have been sent to explore only recently washed up and snagged on a reef of other wrecked ships, leaving it partially out of the water. Despite its unstable situation and the fact that it's been above water for only a few weeks, it has apparently become a favoured waypoint for smugglers.
The ship itself, Captain Balogog informs the team, possibly dates back to the Silent Tide invasion of the late 40th century.
On the way to the dock, the group of Pathfinders spent some time asking around about the newly exposed wreck. Rolling for the usual suspects.
ability: 1d6 ⇒ 6
Table 3: 1d6 ⇒ 3
Gather Information
Kloink Diplomacy: 1d20 + 4 ⇒ (16) + 4 = 20
Krizz Diplomacy: 1d20 + 6 ⇒ (4) + 6 = 10
Loohi Diplomacy: 1d20 + 5 ⇒ (15) + 5 = 20
Pooka Diplomacy: 1d20 + 6 ⇒ (1) + 6 = 7
Sage
Sneak
When they arrive the goblin team see that 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 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.
The deck is difficult terrain due to the mats of vegetation and layers of barnacle growth. You can instead move along the railings with a successful Acrobatics check to Balance.
Please confirm your exploration activity.

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"I gots to says, Pooka, I loves your songs! Always gets me going and in a fightin' mood."
"Hey, thanks Loohi! You guys are way betters of an audience than the peoples at my day jobs!"
______________Pooka looks around at the partially-flooded, creaky, overgrown ship and for the first time since this whole thing started, finds herself second-guessing her life choices just a bit.
"Eh...looks dangerous..." she mutters. "What if it sinks? I can'ts swims too goods!"
Too nervous to try and move quietly, she settles on simply keeping her eyes peeled for trouble - or for signs that the ship is about to go down for good.
Perception +5 for Exploration~

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As the group is boarding the ship, Loohi mentions, "I heards there mights be big, ugly creature on this ship. Just be carefuls." He pulls out his nasty dogslicer and moves ahead of the group, Scouting about an keeping an ever present eye out for possible danger.
Scout for Exploration - Perception(E) +4
Scout will grant +1 to all initiatives for party

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Krizz will try to move towards the steps to look downstairs as he is searching.
Acrobatics: 1d20 + 2 ⇒ (8) + 2 = 10
Perception (T) is +6

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"Me'z hear that too, Loohi. Is supposed to be very fast!"
Kloink mostly follows the group, taking note to how any cargo is stored, as well as anything that seems out of place.
If accounting lore could be used based on how the cargo is organized, etc. Kloink will Investigate with Accounting Lore (T) +7. If not, Search with Perception (T) +4 or 5, see below
Also, for daily preparations, knowing we were going out to a wooden ship, Kloink would (begrudgingly) make less alchemist's fire and make... eagle eye elixirs. She also would drink one upon searching, +1 perception (+4 total) or +2 (+5 total) for secret doors or traps

Sage Thyme1 |

ok bitey lets hope no fire here. we should keep eye on Krizz make sure he not fall and drown or something
sage acrobatics U: 1d20 + 3 ⇒ (8) + 3 = 11
bitey acrobatics T: 1d20 + 6 ⇒ (11) + 6 = 17

GM Numbat |

The gremlins ate my post. Let's try again.
Exploration
Kloink Perception: 1d20 + 4 ⇒ (13) + 4 = 17 +1 traps and secret doors
Krizz perception: 1d20 + 6 ⇒ (14) + 6 = 20
Loohi Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Pooka perception: 1d20 + 5 ⇒ (19) + 5 = 24
Sage 1d20 ⇒ 5
Sneak 1d20 ⇒ 15
Krizz finds it more challenging than expected to traverse the rail and promptly finds himself back on the deck. He does, however, make steady slow progress to the top of the stairs and looks down.
Sharp beams of sunlight light filter down through cracks in the main deck to cast this cargo hold in 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. At the far end (bow) is a wooden door in better condition than the rest of the boat.
This also looks like difficult terrain due to the slippery algae.
Bitey seems to have little difficulty balancing on the rail, though Sage finds it necessary to remain on deck and pick his way carefully through the vegetation and barnacles.

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"Hm. Maybe people fight here? And... barefoot? That's weird.." Krizz, you see anything down there?" Kloink nervously fidgets with her bandolier, not liking the broken bits of the railing. She takes her time in moving, trying not to slip.

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Bunch of stuff over here, some broke some not, lots of algae that looks slick.

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"Yeah there was a fights here," Pooka nods in agreement with Kloink. "Someone evens broke the railing there - with their FISTS," she points out. "Mosts folks don't punch wood for funs; whoevers did that gotta be stronk!"
When Krizz mentions the broken stuff down below and the slick algae, Pooka's frown deepens. Clearly she doesn't like the idea of venturing even further below but there sure doesn't seem to be anywhere else to go or look up top.
"Ums, thinks we can gets down theres?" Pooka finally asks, reluctantly. "Seems like its the onlys place to go."

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Pooka suddenly realizes that they actually do have other options, namely the cabins to the fore and aft of the ship.
"Er neverminds...lets check out the cabins up here firsts," she suggests, carefully picking her way back to the railing and attempting to hop up and balance atop it.
Acrobatics: 1d20 + 5 ⇒ (3) + 5 = 8
But without much success.
"Ow...um, well anyways, come ons, lets go this ways..."
Assuming no one objects, she makes her way to the cabin door (if it's still in place) and listens for any noise or other movement before trying the handle...
______________
Perception +5

Sage Thyme1 |

probably better to start up here sage and bitey slowly make their way through the difficult terrain to join up with pooka

GM Numbat |

Pooka and Sage make their way carefully to the rear of the deck. Mostly empty, the aft cabin contains a few fragments of metal and wood that suggest it might once have been decorated comfortably. Now it just reflects the ruin of the ship as a whole.
In the interests of time...
When some of the goblins peak into the forward deck they discover that it too is currently unused. A few heaps of soggy wood that might, long ago, have been crates are present but no signs of recent activity.

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"Nothing heres!" Pooka calls out once she and Sage finish nosing about in the aft cabin. "If there's nothings in the other cabin then we shoulds go down the stairs, I guess..."
She waits for a moment to see if Loohi wants to take the lead down the stairs first but if not, she attempts to stealthily creep forward herself, eyes open for trouble...
______________
Happy to let Loohi lead but if not (in the interests of saving time) then Pooka will lead; Stealth +5 & Perception +5~

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Loohi tries to move along the deck towards the aft cabin. When he arrives, he follows Pooka's advice to go belowdecks.
Acrobatics(T): 1d20 + 5 ⇒ (13) + 5 = 18
Scouting; Perception(E) +4; Stealth(T) +5

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"I'z ready as I'll ever be. Let's go down."
Kloink falls in line to head down stairs behind Krizz

Sage Thyme1 |

sage and bitey make their way back to the stairs and follow the others down lets get this over with and back to dry land...bitey starting to smell

GM Numbat |

Sharp beams of sunlight light filter down through cracks in the main deck to cast this cargo hold in 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 far better condition than the rest of the boat stand to the north and south, but the stairs leading further down now lead only into dark, scummy water.
The floor of the cargo hold is also difficult terrain due to the slippery algae underfoot.
Under the stairs the goblins see a creature (slide 14) sitting. It seems to have opened a crate and found a puzzle box which it is patiently playing with, a curious expression on its face.
In this aft section of the cargo hold, the walls have been inartistically scratched to resemble views of the Absalom skyline.

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Kloink sees in this creature a fellow curious soul. "Hello, me'z Kloink. Me see you have a puzzle toy! Is it fun?" Kloink gives her best toothy Goblin smile.

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"Whoa....tentacles hands! That's awesomes!" Pooka whispers as they find the creature playing with the puzzle box. She gives Kloink an encouraging smile when she proves to be the first to address the creature directly and offers a wave.
"And me's Pooka! It's nice to meet yous. Um, aren't you colds out heres? It's awful damps!"
______________
Diplomacy: 1d20 + 6 ⇒ (18) + 6 = 24 or Diplomacy +6 if the GM wishes to roll this~

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Seeing the creature, Loohi joins his boisterous companions in trying to interact with it, "Aaah. What....I mean, who are you? This seems likes a weird place for something...I mean someone like you to be? Ares you alone?" He tries to move around the creature but ends up slipping on the algae and ending up right in front of it instead. "Uh...I'm Loohi, I guess." He sticks out his gauntlet covered hand unsteadily.
Balance: 1d20 + 5 ⇒ (5) + 5 = 10
Make an Impression: 1d20 + 5 ⇒ (1) + 5 = 6

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Hello, how are you? Your puzzle box looks really neat.
Diplomacy: 1d20 + 6 ⇒ (16) + 6 = 22

GM Numbat |

The creature initially starts to take a defensive posture as the goblins descend upon it but as they approach in a friendly manner it watches them curiously. It starts to settle as Pooka talks to it but then is startled by Loohi reaching out and bats the goblin's hand away.
The movement looks effortless and reactive rather than aggressive but still connects with a solid thump. (6 bludgeoning damage - Loohi)
It drops the box even as Krizz is asking about it and points to the scratchings while making some inarticulate guttural but questioning sounds.
Society or Absalom Lore to relate enough information about the city to satiate the creature's interests. Pooka and Krizz will have a +2 bonus due to the favourable impression they have already made.
While the creature is engaged, others can be searching the main cargo hold.
You find the crates hold various pieces of furniture. While looking closely...
Deception or Thievery DC 15
Let me know if you are moving to either fore or aft cabins or doing anything else.

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Loohi realizes when he is not wanted - most goblins figure that out pretty early. He moves away from the creature and instead looks about the room and at the etchings.
Society(T): 1d20 + 3 ⇒ (6) + 3 = 9
Perception(E): 1d20 + 4 ⇒ (6) + 4 = 10

Sage Thyme1 |
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society(u): 1d20 ⇒ 18
perception(t): 1d20 + 6 ⇒ (10) + 6 = 16
After sifting through the boxes Sage speaks up I dont know what thet thing is but that crate from fleshforges and these papers say its a nexian origin...

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Society: 1d20 + 7 ⇒ (15) + 7 = 22
Kloink begins to point out different buildings in the scratched Absolom skyline, naming them and relating the function of each building to the creature, smiling all the while.
Player me doesn't know enough about absolom to make specific references. x.x

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Loohi looks through the crates as well. In the furniture, he finds a few hidden compartments. "Hmmm. This is interestings. Looks likes this creature...thing isn't the only thing that was smuggled aboard. Look at these hidey holes."
Thievery(T): 1d20 + 5 ⇒ (14) + 5 = 19

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Society: 1d20 + 2 ⇒ (17) + 2 = 19
Krizz will try to be nice to the creature and even pick up the box and try to hand it back to him.

GM Numbat |

Krizz and Kloink keep the creature occupied while the others search. They even seem to be making friends. He now follows them, occasionally stooping to sniff one of them or reaches out to gently touch them.
The remaining goblins thoroughly search the main cargo hold and gather evidence regarding the smugglers. They then move on to the newly installed doors. Neither door is locked and each opens easily on well-oiled hinges.
The forward cabin, in stark contrast to the rest of the ship, has been somewhat cleared of algae and cleaned. Six simple beds, complete with fresh linens, are crammed into this space. A few small footlockers are shoved under some of the beds.
The smugglers set up is a simple sleeping area for nights they spend on the boat. They haven't been here in a while. The footlockers hold simple clothing and personal effects.
Rolled up in a smelly, salt-crusted rag you find a pair of magical talismans.
The aft cabin’s floor has also been cleared of the algae present everywhere else on the ship, and a simple table has been set up in the centre 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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"Wow, we's findings all sorts of stuff," Pooka remarks cheerfully as the group not only begins to make friends with the strange creature but also starts to turn up relevant information about the smugglers.
When the group turns up the magical talismans, her eyes widen. "Ooh...I wonder whats they do? Maybe we can figures it out..."
If the group is amiable, Pooka will take 10 minutes to try and Identify Magic; Arcana/Occultism +4, Nature +3, all Trained. No Religion.

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As the others are dealing with the creature and looking at the forward cabin, Loohi ducks into the aft cabin to take a look. After rummaging through the contents, he chuckles and calls out, "Looksey what I founds. Boss Greathammer will loves knowing about this bribe. Someones in trouble!"
Perception: 1d20 + 4 ⇒ (17) + 4 = 21

GM Numbat |

1d20 + 4 ⇒ (16) + 4 = 20
Pooka examins the talismans carefully and remembers she has seen ones like them before. She identifies them as Crying Angel Pendants.
As the team complete their search of the wreck, they must decide what to do about the creature they have found. At the moment he seems quite content to follow them around and curious about them and their activities.

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I think we should bring back to the Pathfinders. They will know what to do with him.

GM Numbat |

The intrepid group of Pathfinders make their way back to the Grand Lodge with a docile fleshforge dreg trotting along among them. Many of the local citizens and all of the recently arrived visitors give them a wide berth as they make their way along.
Gorm Greathammer is pleased with the team's work and makes sure they know it. He happily accepts responsibility for working with their new friend and assure them he will be treated well.
The goblins find themselves with one task left, find the scholar with the new ritual and determine if she would be a good fit for the Pathfinder Society, and if so, recruit her.
They ask around a little to determine what they can ...
1d4 ⇒ 4
1d4 ⇒ 4
Gather Information
Kloink Diplomacy: 1d20 + 4 ⇒ (1) + 4 = 5
Krizz Diplomacy: 1d20 + 6 ⇒ (18) + 6 = 24
Loohi Diplomacy: 1d20 + 5 ⇒ (15) + 5 = 20
Pooka Diplomacy: 1d20 + 6 ⇒ (8) + 6 = 14
Sage
Sneak
By asking around at the College of Mystery, Krizz and Loohi are able to learn that Tavvar Hamavsi has been working on a ritual for several days, using the Blakros Museum after its normal hours of operation and has some assistants that have been aiding her. Some of her colleagues add a few snarky comments indicating they think Tavvar has been too cloistered and lacks confidence and field experience. They think this will lead to her downfall and why her position at the college would be better given to someone else.
Post any roleplay to finalise the last event and start this new one. Describe any preparations you wish to make before proceeding. I will attempt to post more tonight.

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"Goodbyes New Friends, it was nice meetings yous," Pooka waves to their lumbering companion as they leave them in Gorn's care. "The Pathfinder Society will takes good care of yous!"
______________
Feeling good about how things have been going and the information they've found on Tavvar, Pooka turns to her companions. "We's on a rolls! I'm readys to go to the museum right nows if everyone else is."
"Oh...is anyones here a medics? The magic doohickey we founds might be a goods thing for a medic to hang on tos!"

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"Huh. Is the museums still opens or is it after hours alreadys?" Pooka asks, looking around. "Strange for the doors to be unlocked if its after hours."
But then the goblin shrugs.
"Oh wells! Let's go on ins and see what's happenings. But we shoulds knock firsts, to be polites."
And Pooka does just that, before attempting to open the front door.

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Thinking they might need to break in, Loohi is really surprised when the door is actually answered, "Uhh. Hello. I'm Loohi Loohi, newly graduateds member of the Pathfinder Society. Who ares you?"

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Loohi looks back at his cohorts to get a feel for what he should say and what to keep back, if anything. "Uhhh..."

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"Ohs! We're heres to see Miss Tavvar Hamavsi," Pooka replies cheerfully. "We're supposed to helps her out with her research. Is she here yets?"

GM Numbat |

”Aye, right ‘en, you want up t’ stairs in t’ back. T’at mob is on t’ top floor.”
He steps back to let the group in and close the door behind them. Then points them toward the appropriate stairs.
The goblins make their way to the second floor and know they must cross the length of the building to reach the stairs to the top floor.
Ceilings in the Blakros Museum are 15 feet high throughout, and its walls are stone masonry. The museum enjoys normal illumination at night thanks to dozens of continual flame spells suspended in hanging braziers.

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"Ooos...too bads we don't have time to stops and looks around a bit mores," Pooka laments as she looks around. "Theys got all sorts of cool stuffs in here!"
With a sigh, she begins making her way towards the other end of the building, trying her best to resist the temptation to stop and look at the neat exhibits.

Sage Thyme1 |
1 person marked this as a favorite. |

sage follows along no sniffing butts or peeing on things bitey..and dont break anything. some of dis stuff looks expensive

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Loohi moves just behind Sneak with his dogslicer sheathed. "Now this is whats I was hoping for. Let's makes some connections and build the society."