
Brannart Teskerwill |

Brannart takes a look at the mirror.
Profession (Sailor) Take 10: 10 + 8 = 18
"So we have something of a lead, anyway. The purple flowers; a hot environment.
What else? Maybe we can ask if anybody saw 'Carver Hastings' leaving the settlement, or returning?
And we should search his house."

Vexas Flamespark |

Vexas nods, concurring.
Yes, time to ask around. I wonder if there are more faceless hidden amongst the community... The thought unnerves him a bit.
Ready to head out and "gather info" if others are, and visit his house.

Vexas Flamespark |

Over to discussion.. :)

Fenna Pender |

Prof. Sailor (if we don't have the mirror info cracked yet): 1d20 + 5 ⇒ (7) + 5 = 12
Then we still don't. :p
Fenna snatches the wayfinder and the spyglass (if nobody minds) more because they're cool baubles than because she has a particular use for them.
"Yeah, let's see what the house can tell us."

GM Pauljathome |

Searching Carvers house you unfortunately do not find much of particular interest. He DOES seem to have some nicer things (clothes, an ornate pipe) than you'd probably expect of a Sergeant in the guard. He also has several books. They all deal with Azlant in one way or another but on examination none are particularly deep or insightful in nature. These books have a thin layer of dust on them as if they haven't been touched in some weeks.
Maybe its time to talk to people or look for tracks?

Vexas Flamespark |

Vexas frowns at the dust in Carver's house.
Carver seemed to appreciate some finer things. The faceless, perhaps less so.
He resists pilfering some of those finer things... for now. Just to be sure, he does scan the place with Detect Magic.
After, he heads out with the group as they think on who to speak with.
Perhaps Ramona? I'm not good at finding and following tracks.

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What if.. I maybe my theory is far fetched... what if Carver hasn't touched the books because he already knew what was inside, I mean as if he has already lived the events revealed in the books? Or maybe the creature doesn't know how to read our langage.

Sosche Pinn |

In the house he agrees with Sho's second statement, "Yeah, either he couldn't read the language, or had no interest. This gives us some sense of how long they've been here."
Sosche can't track well either, but he'll do what he can to aid others.
Survival, tracking Aid Another: 1d20 + 0 ⇒ (17) + 0 = 17 vs DC 10 for +2 to tracking.

Brannart Teskerwill |

"Let's look for tracks first, and then try to talk to any witnesses. Ramona is probably not the first person I'd go to; she's quite smart, and if she had seen anything suspicious I imagine she'd have brought it to our attention. But somebody who maybe didn't know the significance of what they saw. People living near Carver's house, maybe."
"Sho, you are our best tracker. What do you see?"
Brannart tries to assist Sho in tracking.
Survival to Aid Another: 1d20 + 4 ⇒ (8) + 4 = 12

Fenna Pender |

"I think we're on firm ground believing there was an original Carver here. The initialized and specially modified crossbow would be oddly deep details to get into if the Carver identity was just made up from the beginning."

GM Pauljathome |
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I hope that rolling this for the characters is acceptable to keep things moving along
Survival check for Sho: 1d20 + 13 + 2 + 2 ⇒ (19) + 13 + 2 + 2 = 36
As you are looking around the colony you discover some fairly recent drag marks (within the last 3 days or so) indicating that some living people were dragged away by what would appear from their tracks to be faceless stalkers.
Although the tracks come and go you are able to eventually follow them to small peninsula located about 3 miles or so West and a little North of Talmandor's Bounty.
The day is quite clear and you see some kind of land mass some miles off to the West. Some kind of hill on another Island would be your best bet.
Sho Perception: 1d20 + 12 ⇒ (19) + 12 = 31
You notice a spot on the beach with some marks as if a heavy object had been pulled up out of the water. An object about the size pf a ship's boat. There is a large rock with marks in the algae and moss looking like something was tied here and. on close examination, you find some rope fibres.
As you're studying the area, you see some flashes of light coming from the far off hill/island

Fenna Pender |
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Gonna try something that may or may not work. Does Fenna notice anything about the flashes that suggests there's a pattern to them?
Linguistics(?): 1d20 + 5 ⇒ (10) + 5 = 15

Sosche Pinn |

When you say 'some miles' is it a lot or a few?
Sosche "I wonder if we can just walk over, all stealthy like? I've got plenty of water breathing available. I suspect if we take a boat, they'll be ready for us long before we get there."
He watches Fenna study the lights.

Brannart Teskerwill |

"Good idea, Sosche.
Is that mirror that we found for signaling, perhaps? If so, we would need to figure out the right code to reply."
"It does appear that the colonists were taken away by boat to that island. Fenna, can you see anything with the spyglass?"

Vexas Flamespark |

And I can add a Touch of the Sea!
Then hearing Brannart's thought, he adds
We'd have to be careful that whoever is holding them doesn't see us signal if we try that. It could work though.

GM Pauljathome |

Its on the order of 15 or 20 miles away.
Looking at the flashes it is pretty obvious that the lights ARE signals of some sort. If you wish to try and decipher the light I need a linguistics check (DC is over 15 :-() or a (harder) sense motive check (don't ask me how you can use Sense Motive to decipher flashes but apparently you can :-)).

Fenna Pender |

Well, Sense Motive is the much better bet, so...
Fenna mentions to the others that she fairly sure there is a pattern to the flashes.
"I really don't think it's natural, like the sun glinting off something shiny. Give me a minute..."
She continues to squint, looking out at the flashes while counting verbally to sort longer and shorter flashes, and on her fingers to group clusters.
Sense Motive: 1d20 + 16 ⇒ (18) + 16 = 34

Vexas Flamespark |

We could not reply and use this information in one of two ways. First, we could head to the island since they are "going", and possibly safely explore it. Two, if they are coming here we could wait and ambush or spy on them. I suppose it's possible they are headed elsewhere though...
Vexas rubs his chin as he thinks over the possibilities.

Sosche Pinn |

Weapon Equipped = Ranseur
Conditions = None
Ranseur: Attack: BAB 5 Str +4 Magic +1 Focus +1 (PA -2) Damage: Str +6 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 5 Str +4 MW +1 (PA -2) Damage: Str +6 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 5 Str +4 (PA -2) Damage: Str +4 (PA +4) Crit: x4
Javelin: Attack: BAB 5 Dex +1 Damage: Str +4 Range: 30’
Healer’s Hands (7/7d)
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 7, Concentration +12, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (7/7): Bless, Cure Light Wounds, Comprehend Languages, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (7/7): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud, Protection from Evil Communal
. . 3rd (4/5): Cure Serious Wounds, Free Swim, Magic Vestment, Water Breathing
Sosche appreciates Fenna's excellent understanding. "Great! I'm not sure what it means, but great!"
"I agree Vexas. I suggest though we get to the island as quickly as we can. We don't know how soon they are going, you know? And if we don't reply, they may hesitate wondering what's going on. We could catch up with them, you know?"
If the party agrees, he'll cast Water Breathing (3h each, 2h Sosche) and walk into the waves on his way to the island.

Brannart Teskerwill |
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"Hold on Sosche. I don't think walking is going to work.
It's about 15-20 miles? That's five hours' walk on clear ground. If you've ever tried to walk in water, it slows you down when it is only up to your knees. Might be more like ten hours' walk at the seabed.
We could also send a message to let us pose as the Faceless Stalkers returning, in which case we'd want to use a mode of transportation that this Karnax would expect us to use. We see they used a boat before."
I just don't think Water Breathing will last long enough for a trek along the sea floor of that distance.
"What would we say if we were the Faceless Stalkers? 'Mission failed. Returning soon.' Something like that?"

Vexas Flamespark |

Vegas frowns.
The message has to be dead simple if we try the mirror.
He nods at Brannart’s example.
Perfect. No more than that.
Touch of the sea is 1m/level. Probably still too short?

Sosche Pinn |
1 person marked this as a favorite. |

"Yeah, I have more than one casting, but 20 miles! Oof. That's a long time under the water moving slow..."
"Let's say 'Mission failed. Returning soon.' That's perfect. Too long and they might catch a slip. This might get them to linger to hear more."
"Let's get a boat. And quickly." Sosche votes.

Fenna Pender |

Fenna is truly stumped on the question of replying.
She paces, biting on a thumbnail and thinking hard for a minute.
"I think we need to answer. If we don't it might seem strange... But, what can we say that won't also seem strange? And, if we say the mission here failed, does it change what they do over there, reacting in some way that's worse? Like, what if they attack if the infiltration doesn't work? It would be good to try to get more information from them, but what to even ask? And again, if we ask something that we should know, we've blown it."
Although she's so curious to find out more from their signaling partners it almost kills her, Fenna comes down on the side of caution.
"I think we do better by taking no risks, as far as we know at least. Even if we don't get anything more that might be helpful. The most boring and routine thing possible."
"How about a very short message just relaying this: 'Received and understood. Proceeding according to plan'. There's barely anything to even think about in it. It's safe."

Brannart Teskerwill |

"I agree that a short message is best and that trying to get more information is too risky.
Your response sounds fine. 'Received and understood. Proceeding according to plan.'
Let's go back to the settlement to get a boat."

GM Pauljathome |

Ok, you send the "Received and understood. Proceeding according to plan" There is a brief reply
"Received"
You then head back to speak with Ramona and tell her what you have discovered.
Ramona "It looks like whatever is happening here is being caused by what is happening over there. With luck some or all of the kidnapped colonists, both ours and from the group preceeding us, may be over there.
Are you willing to go over there and see what you can find out, accomplish what you can against our enemies? I can let you have the ships boat if you are willing to go. But you'll have to be quick, people here are getting very, very nervous. I'm not sure how long I can hold things together before they insist on taking the supply ship and heading home. I can probably give you 1 week, beyond that is uncertain"
Assuming the PCs agree to go investigate, I need Profession Sailor or survival checks.

Sosche Pinn |

Weapon Equipped = Ranseur
Conditions = None
Ranseur: Attack: BAB 5 Str +4 Magic +1 Focus +1 (PA -2) Damage: Str +6 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 5 Str +4 MW +1 (PA -2) Damage: Str +6 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 5 Str +4 (PA -2) Damage: Str +4 (PA +4) Crit: x4
Javelin: Attack: BAB 5 Dex +1 Damage: Str +4 Range: 30’
Healer’s Hands (7/7d)
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 7, Concentration +12, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (7/7): Bless, Cure Light Wounds, Comprehend Languages, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (7/7): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud, Protection from Evil Communal
. . 3rd (4/5): Cure Serious Wounds, Free Swim, Magic Vestment, Water Breathing
Sosche will try to aid another, as is becoming typical of him. I should’a been a hobbit.
Survival: 1d20 + 0 ⇒ (5) + 0 = 5 vs DC 10 for nothing.
He tries to help with the oars, but just manages to rock the boat.

Fenna Pender |

Fenna agrees to go, and agrees it should happen soon. Otherwise the message she sent might be discovered to be fake.
She helps ready the boat and get started on the journey.
Prof. Sailor: 1d20 + 5 ⇒ (20) + 5 = 25

GM Pauljathome |

The 25 is sufficient to know that there is a pretty significant storm coming. Should arrive in the next 2 or 3 hours. It will then probably last about 8 hours before dying out again.
If you decide to go through the storm,
you're going to find it hard to know which way to go due to poor visibility (Perception, geography, knowledge sailor or survival),
you're going to have to go through huge waves (Acrobatics or reflex saves to not be knocked off course),
Water is likely to make it into your ship threatening your stability (Craft Carpentry, disable device or knowledge engineering),
you're going to have to figure out what the wind is doing (knowledge nature, profession sailor, survival)
And you're going to have to row REALLY fast and hard (Strength check or the coxswain can try and keep everybody working together with a Perform (Percussion or sing)
Or, of course, you could just choose to wait it out

Brannart Teskerwill |

Brannart has Craft (Ships) - would that work for the repairs?
He also has Profession (Sailor) at +8 for navigation.

GM Pauljathome |
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Brannart has Craft (Ships) - would that work for the repairs?
He also has Profession (Sailor) at +8 for navigation.
Craft ships would absolutely work and would have a lower DC
Just for the record, I think of myself as being fairly open to allowing other skills and/or feats and/or spells to handle situations. So always feel free to ask.

Brannart Teskerwill |

"I have some skill at ships and boats - both in building and in handling them - and I think we should chance it.
I may be overestimating my skill. But maybe all of us together can do it.
Sosche, we may end up walking on the bottom after all, depending on the storm. So I'd suggest keeping that spell ready just in case.
My vote is that we try to go now."

Vexas Flamespark |

Vexas laughs sheepishly, rubbing the back of his head.
Hehe. Now, eh? Well...
He thinks on what skills he has that could help keep them... alive.
I'm reasonable competent with directions, becoming ever familiar with this island and its surrounding waters.
you're going to find it hard to know which way to go due to poor visibility
(Perception+15, geography+8)
I'm nimble of feet. That you know. I can probably deal with the stormy, rolling waves.
you're going to have to go through huge waves
(Acrobatics+9 or reflex+12)
I think I can keep water off the ship, or rather draining efficiently so as to not become a fatal problem.
Water is likely to make it into your ship threatening your stability
(disable device+16 or knowledge engineering+8)
He's not entirely pleased with the arguments he himself is making.
I suppose at the very least we are likely to survive the attempt. Okay... I suppose we can go now.

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I think we must be prepared for the worst. When the storm begins, we should get each a spell to breathe underwater, just in case we fall into the sea.
She looks at the sea
I'm not sure how I can help, but I'll do my best
Good at survival (+13) but that's all

Fenna Pender |

Fenna doesn't love doing it, a storm at sea is no joke. But it doesn't seem all that far to go. Also, they probably should hurry.
"Alright, we won't wait."
Fenna transfers anything of hers that shouldn't get wet into her two waterproof bags.

Sosche Pinn |

Weapon Equipped = Ranseur
Conditions = None
Ranseur: Attack: BAB 5 Str +4 Magic +1 Focus +1 (PA -2) Damage: Str +6 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 5 Str +4 MW +1 (PA -2) Damage: Str +6 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 5 Str +4 (PA -2) Damage: Str +4 (PA +4) Crit: x4
Javelin: Attack: BAB 5 Dex +1 Damage: Str +4 Range: 30’
Healer’s Hands (7/7d)
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 7, Concentration +12, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (7/7): Bless, Cure Light Wounds, Comprehend Languages, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (6/7): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud, Protection from Evil Communal
. . 3rd (4/5): Cure Serious Wounds, Free Swim, Magic Vestment, Water Breathing
"I can't help much," (I have crap for skills) "But I can cast water breathing, oh, and water walking if need be - but only for about 10 minutes, so not terribly useful really."
He'll work the oars, with his 18 strength, and hang on as best he can. He'll also aid the others when the time comes.
When the storm front is about to hit, he'll cast Water Breathing (3h each, 2h Sosche) and Endure Elements Communal (5h each, 4h Sosche) on everyone just in case someone goes overboard (I'm assuming the water is cold - if not, skip the endure elements).

GM Pauljathome |

Ok then, looks like we have a plan.
You all head back to the boat, get in, and start rowing as quickly as you can over the long haul.
Things are fine and dandy for the first bit. But a couple of hours into the trip, the wind starts to pick up and the waves start to get larger and larger. And then it starts to rain. Just a little at first but it rapidly picks up into sheets of water. The storm is upon you!!
It is really hard to see where you're going. With the wind and the waves shoving the boat around you need to continuously make little course corrections, putting the tiller over or rowing more strongly on one side than the other. But to do that you first need to figure out where you are actually going.
You can either make your own individual checks or some people can try and aid others. Only Perception can aid Perception, any of the other 3 skills can aid any of the other 3 skills.
Unless you specify that you are aiding (and WHO you are aiding) I'll presume that any die roll is its own attempt. Any aid checks MUST precede the check they're aiding
Your choices are Perception (hardest), Knowledge Geography, Profession Sailor, or Survival.
If you have some ability that you think might help here, please feel free to ask me (or roll and tell me the ability, if it applies I'll apply it to the DC)
As soon as I notice that somebody has succeeded I'll move to the next hazard.

Sosche Pinn |

Sosche auto aids perception, and will aid Vexas to see through the sheets of rain to keep us on course. (+2 perception Vexas)
He'll pull hard on the oars in the direction commanded!

Brannart Teskerwill |

Brannart has some experience on ships - his family are shipbuilders in Almas. And when he first came to Ancorato, he had expected to spend his days building boats and heading out to fish.
So he knows a bit about what to do, and how to judge the right course to take in the storm.
"Hard to starboard! Big wave coming - hang on!"
Perception to Aid: 1d20 + 8 ⇒ (10) + 8 = 18 Another +2 for Vexas's Perception

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Survival: 1d20 + 13 ⇒ (13) + 13 = 26
Sho, even out of the forests and jungles which are her favorite grounds, is at tune with nature. She studies the currents, waves and winds to find the easiest oath on their travel

Vexas Flamespark |

Vexas squints his way through the rain.
Perception (aided): 1d20 + 15 + 2 + 2 ⇒ (13) + 15 + 2 + 2 = 32 Surely that's good enough?