
GM Nefreet |

Commencing #1-01: Absalom Initiation
As the City at the Center of the World, Absalom has always been a hotbed of political intrigue. Recent decades have seen Primarch Lord Gyr’s permissive policies and clashes for control of the city by various agents, as well as the scheming of the Pathfinder Society’s masked Decemvirate, foster no end of inscrutable plots. During the so-called “Shadow War” national factions recruited Pathfinders to engage in espionage and sabotage. To restore its camaraderie, the Society moved on from advocating regional interests to ideological ones. The Shadow War ended, but numerous outside forces remained to pull and shape the Pathfinder Society’s operations according to their own agendas.
But time is ever changing. Lord Gyr disappeared several years ago. The Decemvirate purged its most toxic leaders from their ranks. And while many of the Society's deadliest missions were launched with noble intentions, losses were tallying up to the thousands. Venture Captains could no longer afford to commit so many agents to external objectives. A new generation of factions has also arisen, and a "changing of the guard" is in order. Rather than represent outside interests, these new factions exist within the Society and promote particular Pathfinder ideals.
You are all part of the 4720 AR class of initiates, and you've just passed your Confirmation! Congratulations! Tonight is cause for celebration—a rare moment of jubilation after several years of hardship for the Society. Over the past few years you have gotten to know your fellow initiates well, but tonight affords you the opportunity to meet the new leaders stepping up to head the four new factions. A formal invitation to Skyreach Tower's Convocation Hall arrives for each of you, penned by none other than Head Initiate Janira Gavix!
(if you are Level 1, you receive THIS invitation; if you are Level 2 or above, you receive THIS one instead)

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Slate came back from dealing with an unruly disciple of a fellow monk temple, breathing in the island air and muttering to himself in Osirian, I will never get used to that smell... He sighs as he goes and waits for the new comers, waiting to be of service to them.
When they get to the Grand Hall for their celebration, they would see him, standing, for who but the gods know how long, never faltering, never moving. His skin covered in stone as a small stone was centered in his forehead. If any of them ask, he will respond in an earthy, deep voice, "Hello, I am Slate of the Stonedoor Thaig, and I am here to stop any evil in our path, though on such a glorious day I would hope that there wouldn't be any of that right? I am a Monk of the Mountain style, and have joined the ranks of the Osirian Living Monoliths."

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Panarugathom, or Pan for short, cocks his head as he studies the rather curious dwarf, mistaking it for a statue. "My, how curious," he exclaims when Slate eventually starts to move.
Like many gnomes you might have met, Pan has rather unusual hair colour, greenish-yellow (or yellowish-green) in his case. His skin is a deep ochre colour. Until you observe him rather more closely, then you realise that his hair seems to have faded from a much more brilliant yellow, and his skin is dulling from perhaps a brighter orange. If you know anything about gnomes, you realise the Pan is slowly in the process of bleaching...
But it doesn't seem to bother him, or at least not that it appears so. He sticks his hand out to slate, and introduces himself. "I'm Panarugathom, but just Pan, please. Don't want your tongue to sprain after repeated calling of my name."

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Enters into the Grand Hall and looks around. Standing there at the entrance is an average height human with raven hair. He is wearing a chain mail with a dagger sheathed at his waist. Around his neck is the symbol of Pharasma giving a clue what he might be.
"Greetings. I am Jak. Jak Tlooly. I received a letter to come here. It seems I've been scouted by the Society, perhaps like some of you."

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Gabrod has been looking forward to this celebration. He loves to drink some ale. Let's drink tonight friends. We have earned this! Gabrod is eyeing the crowd to find the Society's leadership and he wants to share a drink. And so they get to know my name, Gabrod.

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The latest addition to tho room also has strange colored hair, though he appears to be human. Faethor's hair is silver, not grey, almost like the metal itself. He is wearing armor that looks to be spectral dragon hide and a cape, both also silver.
"I doubt this is the time for a drink."

GM Nefreet |

CHEATER!
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Faethor and Manfried have heard that Urwal, the eclectic lizardfolk leader of the Verdant Wheel Faction, will also be attending the convocation. Rumor is that he's been acting more strangely than usual, however, and the guards have their eyes on him.
As you head to Skyreach Tower’s Convocation Hall it seems as though the entire Grand Lodge has the air of celebration! The great gates are flung wide, and the phoenix trees lining the entryway are in full flame. The halls of the main tower of Skyreach, normally somber and reserved, echo with the sound of voices and music. The great ballroom is decked for a celebration, with colorful banners and bunting along the walls, tables replete with food and drink, and a jovial cacophony of conversation rising from Pathfinders of all ancestries, nations, and backgrounds.
After a quick scan of the room, it’s obvious that many of the attendees have gathered in small groups here and there. A half-orc woman in an iconic ship captain’s hat stands near the punch bowl, handing cups to anyone who passes within reach, and a bronze-skinned half-elf leads a small group of new agents around the room, introducing them to other attendees. Several senior agents stand in quiet conferral with a dark-haired Taldan man with a distinctive chin strap beard, while a scholarly dwarf tells a rousing tale to a growing audience.
Just as you begin to take in the scene Janira Gavix, Head Initiate of the Pathfinder Society, bounces over to you, bubbling with excitement!
“Oh my gosh, I’m so glad you could make it! After all, this celebration is for you. Have you gotten drinks? Snacks? Be sure to spend some time getting to know everyone—it’s best to be on good terms with the movers and shakers in the Society. That’s how you learn about the latest opportunities! I’ll be here if you need me to help you with anyone’s names or to make an introduction. Just let me know how I can help!” She gestures you all forward into the room, beaming all the while.
The "movers and shakers", in this case, are the four main Faction leaders, who are engaging in idle conversation with other attendants (and appear rather bored). Presently...
Gorm Greathammer, the Leader of the Grand Archive Faction, is speaking with Ambrus Valsin, the Steward of the Grand Lodge. Ambrus runs the daily operations of the Grand Lodge with a keen eye for details while also overseeing Pathfinders’ missions in Absalom. Irked by inefficiency, the gruff Venture-Captain doesn’t like backtalk and won’t hesitate to assign strenuous "chores" to agents who annoy him, but appreciates those who work hard and stay out of trouble.
You believe you can distract Ambrus with Acrobatics, Athletics, Crafting, Labor Lore, or other such "manual labor" Lores.
Calisro Benarry, the Leader of the Horizon Hunters Faction, is speaking with Urwal, the Leader of the minor Verdant Wheel Faction. The mysterious lizardfolk has made himself a fixture of life at the Grand Lodge. He is best known for his unrequested yet benign intrusions, whether it be breaking into Kreighton Shane’s office to drop off stacks of Pathfinder Chronicles riddled with corrections and commentary, rearranging disordered collections, or drawing insightful astrological maps on the ground outside of the Lodge. Besides his appreciation for order and accuracy, Urwal feels a deep connection to nature and his place in it, from the smallest insect to the mysterious stars above. Under his supervision, the Verdant Wheel faction gathers others who are interested in experiencing and (accurately) documenting natural wonders of all sorts. Urwal believes that each living being has its own way of relating to the natural world. In his view these connections are part of a glorious tapestry worthy of study rather than interference, so long as they don’t lead to corruptions like undeath.
You believe you can distract Urwal with Nature, Survival, or any Lore skill about a specific terrain.
Fola Barun, the Leader of the Envoy's Alliance Faction, is speaking with Valais Durant, the Leader of the minor Radiant Oath Faction. Valais has more experience quelling the influence of corruption than most. She underwent a horrific amalgamation with demonic flesh at the hands of a former Venture-Captain who had thrown his lot in with the lords of the Abyss. In the aftermath, she went on a long journey to reclaim herself and expunge the demonic influences. The journey eventually led her to Heaven, where she was granted a new celestial form. Now, she leads the Radiant Oath faction, drawing upon her experiences and her internal strength to guide others in spreading compassion and mercy and bringing aid to those who suffer under the influence of evil forces. She is an aasimar with violet eyes and natural golden patterns on her face. Valais knows that there is a wide gap between talk and action, and she appreciates agents who are proactive.
You believe you can distract Valais with Crafting, Medicine, or any Lore skill presented as a plan to assist those in need.
Lastly, Eando Kline, the Leader of the Vigilant Seal Faction, is speaking with Lady Gloriana Morilla, the former Leader of the Sovereign Court Faction. Her Taldan heritage is obvious from her dark hair and aquiline nose, but her clothing and accessories are more reserved than most Taldan nobles would prefer. The Sovereign Court worked for years as an international organization supporting young nobles across Avistan. She and her agents were instrumental in Grand Princess Eutropia’s rise to power in Taldor, and while Gloriana still wholeheartedly supports the Pathfinder Society, her focus has shifted to helping the new empress consolidate her rule. Because of her heavy involvement in international diplomacy, Gloriana appreciates those who understand the nuances of her work.
You believe you can distract Lady Gloriana with Performance, Society, or any Lore skill related to a specific city (especially her home city of Oppara).
(each of you may attempt one skill check per NPC)

Manfried Battlehammer |

Manfried, a stocky and amicable looking dwarf with a braided beard, seeing Calisro and Urwal chatting realizes that he can both gain standing with his faction's leader and look into the rumors about the lizardfolk at the same time. He joins the two and attempts to gain Urwal's attention by describing the sights saw on his recent trip to Aspenthar. Nature: 1d20 + 5 ⇒ (4) + 5 = 9.

GM Nefreet |

Calisro beams a tusky smile as Manfried approaches!
"HAHAA! Mister... Battlehammer? Was it? I know at times I can get serious in a crisis, but luckily for us, this certainly isn’t that time! Care for a drink?"
Calisro tries to make a show of pouring a round for everyone gathered, but unfortunately, the lizardfolk never leaves her immediate vicinity, despite Manfried's best efforts at conversation.

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Gabrod notices Gorm and Ambrus talking. I know that Ambrus likes a hard worker and likes people who stay out of trouble. I notice the the bar maid struggling with a keg of ale. I walk over to her and ask May I be of assistance? He anticipates her answer and attempts to pick up the keg and carry it over to the other kegs and drinks. Athletics: 1d20 + 6 ⇒ (10) + 6 = 16

GM Nefreet |

Ambrus raises a glass to Gabrod's assistance.
"Fine crop of new graduates we got here, don't you think, Gorm?"
That is a success! I'll start an out-of-character tally to give everyone an idea of where you sit:
Ambrus: 1/3 Attention Points, 1/6 attempts made
Urwal: 0/3 Attention Points, 1/6 attempts made
Valais: 0/3 Attention Points, 0/6 attempts made
Gloriana: 0/3 Attention Points, 0/6 attempts made
Also, don't forget, you all begin with a Hero Point, if you so wish to use it. This scenario has 4 parts, and I'll be distributing extra points as the game continues ^_^

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Slate looked around and sighed. He knew of the old timer's, now trying to shake the mountain. But the mountain is never shaken, as he moves over towards Ambrus and on the way, tries to break apart two other pathfinders that were getting ready to tussle over some odd Chronicle story, and tries to break them up with his stout body...
Athletics: 1d20 + 8 ⇒ (11) + 8 = 19

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Ambrus
Approaching Ambrus, Jak pretends to trip and then rights himself with a flourish recovery. "I'm sorry. Seems I'm a little clumsy tonight." He laughs like he is slightly drunk at Ambrus.
Athletics: 1d20 + 2 ⇒ (20) + 2 = 22
Urwal
Walks up to Urwal and begins talking about the best way to survive several weeks without supplies in a tropical forest. Things like what plants are safe to eat or use as medicine.
Survival: 1d20 + 7 ⇒ (11) + 7 = 18
Valais
Walks past Valais, munching on some berries before stopping and explaining himself. "These are good to counter some of the spirits I might drink tonight. Don't want to get to drunk."
Medicine: 1d20 + 7 ⇒ (16) + 7 = 23
Glorianna
Begins whistling a toon near Glorianna, unfortunately his tune is slightly off and he is unsure if it will be good enough to draw her attention.
Performance: 1d20 + 1 ⇒ (12) + 1 = 13

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Pan first moves to engage Ambrus Valsin, regaling him with boasts about that time he crossed a crevasse on a thin fallen pine while balancing his merchant goods on his head.
acrobatics: 1d20 + 7 ⇒ (5) + 7 = 12
He then hops over to Urwa, the lizardfolk, sharing the one harrowing experience he had when he got lost in the midst of the boggy swamp in what should have been a simple day trip, and had to make camp with limited supplies. He survived though, obviously.
survival: 1d20 + 4 ⇒ (19) + 4 = 23
He is briefly enamoured by the exotic looks of Valais Durant, but then, without missing a beat, continues his earlier story (not quite noticing or caring that it is a different audience), of how his mule sprained its leg and how Pan eventually nursed it back to health.
medicine: 1d20 + 4 ⇒ (4) + 4 = 8
And finally, barging into the conversation of Lady Gloriana Morilla, Pan sees Jak whistling, and without really understanding why, decides to join in to buoy up what seems to be a somewhat... unfortunate effort.
performance: 1d20 + 3 ⇒ (20) + 3 = 23

GM Nefreet |

Combining your efforts, you are able to break Ambrus away from Gorm, who takes the rest of you aside and unfolds a paper.
"Appreciate that. Valsin hasn't left my company the entire evening! Thought a bunch of enterprising new agents such as yourselves might be interested in an occult mystery! A partially collapsed house in the Precipice Quarter, long rumored to be haunted, has been marked for demolition in the next few days. I understand that the house was severely damaged in an earthquake, but rumors of strange activity there long predate the damage. I would like you to explore the house and uncover its history before it is destroyed forever."
He also adds, "As a practitioner of the occult arts myself, I know the utility of having an extra spell or two literally in my back pocket. Here, feel free to take one of these,"
You can pick ONE of the following scrolls to use during this adventure: disrupting weapons, heal, or magic missile.
Ambrus: 4/3 Attention Points, 4/6 attempts made
Urwal: 2/3 Attention Points, 3/6 attempts made
Valais: 1/3 Attention Points, 2/6 attempts made
Gloriana: 2/3 Attention Points, 2/6 attempts made

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Faethor walks over to Faola and Valais.
"Valais, I've been meaning to talk to you. I've found this herb that helps clear up a certain... malady that I've heard plagues beggars."
Herbalism Lore: 1d20 + 3 ⇒ (15) + 3 = 18

GM Nefreet |

Valais practically glows at the idea.
"Why, thank you so much! It's always so thoughtful to give to those in need, don't you think, Fola?"
Another success!
Ambrus: 4/3 Attention Points, 4/6 attempts made
Urwal: 2/3 Attention Points, 3/6 attempts made
Valais: 2/3 Attention Points, 3/6 attempts made
Gloriana: 2/3 Attention Points, 2/6 attempts made

Manfried Battlehammer |
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Manfried, somewhat upset at his failure to get Urwal's attention, then attempts to distract both Gloriana by describing some ancient Jistkan ruins that he had explored recently. Society: 1d20 ⇒ 15 He then attempts to attract the attention of Valais by describing the alchemical creations that had been left behind. Crafting: 1d20 ⇒ 20

GM Nefreet |

Manfried finished two of the NPCs by himself, so I'll say that Faethor's Herbalism Lore instead finishes Urwal. Seems similar enough to his interests and theme.
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The Taldan noble is pleasantly surprised by Manfried's interest in past political affairs, and turns aside for an in-depth discussion.
Eando clears his throat, straightens his shirt, and downs a quick drink. "I don't like politics, so thank you for rescuing me there. I have a simple task for you. Some smugglers were using a recently exposed ship in the Flotsam Graveyard to smuggle goods into the city from Nex — including creatures, apparently. One of their “goods” broke free of its containment, and the smugglers have been looking for someone to recapture it. I am not keen on letting the smugglers regain their missing “cargo,” as the creature is equally likely to be a slave or a menace. I want you to locate and identify this creature, and then determine what its fate should be. I trust you are capable to make the right decision."
He then passes you a handful of business cards.
”I’ve become somewhat of an ‘information broker’ in my short time here... for better or for worse, it seems. Drop my name should you need the latest scoop on current events.”
For this adventure the party gains a +2 circumstance bonus on a single Diplomacy check to Gather Information regarding one of your missions.
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Valais Durant grips Manfried's alchemical concoctions close to her chest. "Oh! These should be properly stored. Thank you so much for your thoughtful efforts!" And she departs the Convocation.
Fola smiles appreciatively at you all. "I like her. Kind heart. Good spirit. I look forward to working with her. But, in the meantime, we need to work on potential allies who have hesitated to work with the Society. For whatever reason. On that note, a scholar at the College of Mysteries has been working on an interesting new ritual that’s led to considerable division among her colleagues. She’s been under growing pressure to leave the College, so now might be a good time to contact her, determine if she would be a good fit for the Pathfinder Society, and, if so, recruit her."
She then smiles again, and hands you a lesser silvertongue mutagen. "Strong or deceptive words are by far better than physical blows. This should help with that."
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Lastly, Calisro smiles toothily at Faethor as Urwal runs off to consult his chart of regional herbs for verification.
"Thanks, young lad!" she winks and gestures to Faethor's silver hair. "Urwal is probably the most misunderstood... creature here. HAHA! Means well, though. And that's what matters to me. Similarly, another misunderstood friend of mine - a long-lived naga with unparalleled occult knowledge — was unjustly accused of a crime, punished with the Charge of the Gorgon, and left petrified in Westgate. I've managed to grease the wheels of politics, and gotten permission to restore her, but it'll look a lot more official if a third party takes care of the details, and you lot are a perfect fit."
She then gives you a greater salve of antiparalysis. Wagging her finger, she adds, "Now be sure to use this *only* on her! Otherwise you're fronting the bill for the next one!"
Calisro then winks, and hands over a small hip flask. "This, on the other hand, is just a pick-me-up for when you really need to get back on your feet."
(it is a minor healing potion)
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Bonus Hero Point for completion of Part 1 awarded to...: 1d6 ⇒ 3 => Panarugathom!
If you have any questions or RP you would like to conclude with, now is your chance. Otherwise, which mission would you like to go to first?

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Urwal: I stand next to Urwal and pull out my journal I love document animals I have seen on my adventures. I start drawing stick pictures of animals. Nature: 1d20 + 0 ⇒ (13) + 0 = 13
Valais: I bump into Fola and bow. Sorry for bumping into you, my apologies. I turn to Valais and say Excuse my interruption but you are Valais correct? I was so impressed hearing of your story that you went on find yourself and relieve yourself of demonic influences. And now you are in charge of the Radiant Oath faction, bringing help to those who suffer from evil things. I also have devoted myself to serving others and protecting them from harm. Medicine: 1d20 + 0 ⇒ (9) + 0 = 9
Gloriana: I walk up to Gloriana and hand her a drink. I heard about your involvement with Grand Princess Eutropia’s gaining status in Taldor, and I appreciates your nuanced ways of handling the political situation. I take a deep bow toward Gloriana. Society: 1d20 + 3 ⇒ (2) + 3 = 5

GM Nefreet |

I stand next to Urwal and pull out my journal I love document animals I have seen on my adventures. I start drawing stick pictures of animals.
Urwal stares at you with unblinking eyes. "Animals, too, recall the humans they have seen. The crow will always return to the one who feeds it, and the wolf will growl at the one who brandishes fire."
I also have devoted myself to serving others and protecting them from harm.
Valais is caught off-guard by your direct approach. "Oh! Well! Keep up the good work!"
I take a deep bow toward Gloriana.
...and by the time you raise, she has already turned to leave. Bad timing =/

GM Nefreet |

Eando Kline has arranged for a small boat to transport you to and from the wrecked vessel, captained by Semiri Balogog, who you find to be a cheerful, rainkin half-orc with sun-dark skin and thick braids of black hair adorned with gold rings.
"I bin providin' mai services for P'finders fer o'er a decade now. Luv hearin' the crazy stuff y'all get yerselves inta. Got any wild 'uns?"
CHEATER!
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During the course of your two-hour tour she tells you what she's learned herself. "Ship only recently warshed up and snagged on that there reef o' other wrecked ships," she points out as you round a large, floating mass of debris. "I reckon half's it unda water. Only bin there few weeks, already it’sa haven for smugglers."
In its current position, the ship is only partially above the waves. You guess that the bottom deck is completely flooded, and that only the upper two levels are presently accessible. 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.
"Not that I bin involved 'er nuthin', but I hear there's a critter on board. Fire-breather. Best watch yerselves. I'll wait fer ya 'til dark."
Current Map updated and added to Campaign tab. Anything you would like to do before boarding?

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Slate grimaces at the sight of water again... And a half sunken boat, even better. "Lets just get this over with so we can be back on some proper dry land." He would move in the front of the party, here to protect his allies, but will wait to go in until the word was given.
Just point me in the direction and I will head that way.

GM Nefreet |

Semiri wishes you luck as you climb aboard the larger vessel.
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’s three masts are 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.
This entire deck is difficult terrain, however it is also possible to instead move along the railings with a successful Acrobatics check to Balance.
Almost as if to confirm Semiri’s suspicions, various patches of the top deck show signs of having recently been scorched.
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Jak draws his dagger as he tightens the cloak around himself to avoid getting to wet.
"Lets get this over with." He carefully moves to the left toward what he figures might be the captain's room.

GM Nefreet |

A few fragments of metal and wood suggest that this cabin might have once been decorated more comfortably.
There does not appear to be anything of interest in here.

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Moves behind Slate as he heads down the stairs. He casts Light then just in case there are dark areas down below.
Casting Light.

GM Nefreet |

Sharp beams of sunlight 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.
This section is also difficult terrain due to the slippery algae underfoot.
Everyone sees, attempting to hide within the recently broken crate, a crude amalgam of humanoid parts. It clutches a doll in its tentacled hand and watches the party as you move about the deck.
Nobody knows exactly who, or, what, it is.
Judging by the way it's hiding and clutching its doll, you think it's scared and lonely.
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You identify the insignia of the Oenopion Fleshforges on the broken crate. This guild of alchemists constructs strange new soldiers in experimental laboratories using magical and alchemical means.
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Seeing the admittedly rather bizarre creature not attacking the party immediately, Pan slowly extricates himself from the shadow and approach the creature carefully. Poor golem. Looks like it's been abandoned.
"Um, hi? My name is Pan. What is yours? Do you need help? Oh, what's its name?" he asks as he points at the doll.
diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16

GM Nefreet |

The creature blinks its misshapen eyes for a moment and then mouths a response to Panarugathom while running fingers through the doll's hair.
It appears to be mute, although small whiffs of smoke leave its mouth as it mimics Pan's speech.

GM Nefreet |

Can we read its lips somehow? I'm guessing no?
I don't see that anyone has the Read Lips feat. Unless someone left it off their profile.
At the mention of "friends" the creature crawls out of its broken container. When Jak asks whether it's by itself, it shakes its head, and holds up the doll.

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Gabrod approaches and brings his shield up and slowly puts his hand on his longsword. He leaves it sheathed for now. Creature, we do not want to harm you unless you attack us. It looks like you care for your doll, we will not harm your doll either. Is the doll your friend?
Intimidate: 1d20 + 6 ⇒ (6) + 6 = 12
It looks to me you may have been created by the Oenopion Fleshforges. Is that true? When we are done searching this ship, you are welcome to travel with us off this ship. We can help you.
Religion: 1d20 + 3 ⇒ (15) + 3 = 18
Diplomacy: 1d20 + 6 ⇒ (5) + 6 = 11

GM Nefreet |

At first, Gabrod's loud voice begins to frighten the poor creature (perhaps because the Champion momentarily morphed into a futuristic Lashunta =P), but when he follows up with the suggestion of leaving the ship, the creature lumbers forward and gives him a STRONG hug.
It doesn't seem to understand what a "fleshforge" is, or really any other big words that you use in conversation.

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Gabrod lowers his shield and gives the creature a STRONG hug back. After our hug time, Gabrod looks around the boat.
Perception: 1d20 + 3 ⇒ (8) + 3 = 11
LOL I am playing a lashunta vanguard in another game right now. Yeah got to keep my Gab... names right. I see I should have picked different names.

GM Nefreet |

Without fear or distraction, you search the rest of the ship thoroughly. The creature tags along, occasionally hugging each of you spontaneously and combing its tentacles through your hair.
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.
The footlockers hold simple clothing and personal effects, but you also find a pair of crying angel pendants rolled up in a smelly, salt-crusted rag.
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 from the ceiling casting faint, multicolored light over several papers that have been strewn across the table.
A closer inspection of the lantern reveals it to function as an everburning torch, and the lantern’s glass can be manipulated to change the color of light it sheds.
Jak, Pan and Manfried find amongst the papers on the table a bundle of inspection writs approving the cargo crates for export from the Nexian capital of Quantium and shipping manifests detailing the creature’s Nexian origin and the route it took to get here. You also find financial records, including notes of sizable sums, paid to the same individual whose name appears on the writs—a clear indication of bribery.
Faethor and Manfried recognize that the coat of arms on the aft wall is an older insignia of the Taldan navy from several decades ago. Judging by the vintage construction of the lantern, its multicolor function, and the obvious Taldan insignia carved into the wall here, you believe this ship is a relic of the original Silent Tide invasion.
And lastly, as you come up from below, you search the remaining topside cabin:
The two cabinets in this dilapidated room are largely empty, and a few heaps of soggy wood that might have once been crates litter the floor.
There does not appear to be anything of interest in here.

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Looks like we searched the entire ship and got all the contents. Or do we need to finish looking around A2 and do we need to go topside and search deck and A1? Then we leave with our friend.

GM Nefreet |

Yeah I basically preview your rolls for Secret Checks, and then fill out the names of who discovered what, representing what your PCs would believe to be a "thorough" check.

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"I can see possibly two options from here. Attempt to find the person on the writs or try to follow the route to the creature...Unless I'm missing something..."