Krazza Volkir |
"I am sure you have heard the rumors of the Pathfinder Society...they can pull off some pretty crazy stuff. Might even have a tower just for this sort of thing and if we have to save you it is less of a trip that way!!"
Elluin of the Sparkling Glass |
Elluin replies to Noravia, "I would appreciate it if some of the effects of that scroll could be applied to me."
Elluin is down 4 HP.
Turning to Tavvar, Elluin adds, "As my colleague indicates, I am certain you could find a congenial place in the Pathfinder Society. Fola Barun, the head of the Envoy's Alliance, heard some rumors and has expressed a particular interest in meeting you."
Elluin of the Sparkling Glass |
Elluin says to Noravia, "Many thanks."
Next we're off to the Flotsam Graveyard, where we are supposed to find some escaped "cargo" - apparently a creature of some sort - and determine its fate.
Can we do some investigation in the area to see if anyone has noticed anything, seen the creature, whatever, before we head out to the ship? Do we have someone to ask about taking us out to the ship, or do we need to find someone?
Just because I don't know it off the top of my head. Lesser Mistform Elixir - A faint mist emanates from your skin, making you concealed for three rounds. As usual being concealed when your position is still obvious, you can’t use this concealment to Hide or Sneak. DC 5 flat check to affect the target.
Henric Tisma |
I'm as happy as anyone to get back on the water, even for a few hours, instead of wandering around these damned haunted houses, but I think we should see what information we can pick up in the docks district first. Always ask around about the captain before boarding the ship, and all that.
Diplomacy to Gather Information: 1d20 + 4 ⇒ (7) + 4 = 11
Numbers of New Thassilon |
Numbers is excited to go to a shipwreck.
"Maybe we'll run into a pirate ghost or something! Hopefully, it's spookier than that old house because that place was boring."
Numbers asks around on the way to the docks for information too.
Diplomacy: 1d20 + 8 ⇒ (13) + 8 = 21
Krazza Volkir |
"Better a ghost than a sea monster!" Krazza adds as they ask around for information.
Diplomacy: 1d20 + 4 ⇒ (17) + 4 = 21
Krazza Volkir |
"Starting to sound like some kind of monster! What smells like vinegar?" Krazza asks the others as they head to the wreckage.
Numbers of New Thassilon |
Numbers is wondering why the area stinks of vinegar? "You know, I can understand it smelling like fish, but vinegar? Maybe it's magic that is turning sea water into vinegar! I bet it is has something to do with the ship we are going to!"
He is really excited.
Luke_Parry |
Alright then!
The location you are going to is a ship that has only recently washed up and snagged on a reef of other wrecked ships, leaving it partially out of the water.
Fortunately, the Pathfinder Society has arranged for a small boat to transport you to and from the wrecked vessel.
Captain Semiri Balogog is a cheerful rainkin half-orc with sun-dark skin and thick braids of black hair adorned with gold rings, who takes you out there with a minimum of fuss.
Slide 3, A1 (which is the entirety of that level on the ship):
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...
I will take Perception checks :-)
Numbers of New Thassilon |
Numbers move about a little bit carefully as he gets used to feeling the squishy algae squirt up between his toes. He peers about looking over the wrecked ship.
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Krazza Volkir |
"Seen better days! Might only be worth the salvage now..." Krazza notes as he walks around the deck.
Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Elluin of the Sparkling Glass |
Elluin asks, "Henric, would you care to lead down the stairs? We're expecting to find a creature - I would rather not start a fight before we really have to."
Luke_Parry |
Heading downstairs to A2...
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.
Next to the broken crate, a crude humanoid shape has been lashed together from bits of broken crate, flotsam, bedrolls, and other assorted detritus...
Elluin: 1d20 + 5 ⇒ (19) + 5 = 24.
Henric: 1d20 + 5 ⇒ (3) + 5 = 8.
Krazza: 1d20 + 3 ⇒ (3) + 3 = 6.
Noravia: 1d20 + 6 ⇒ (19) + 6 = 25.
Numbers: 1d20 + 7 ⇒ (9) + 7 = 16.
Elluin and Noravia are positive that whomever (or whatever) created it, is lonely...
As more of you move downstairs, a creature that appears to have been stitched together from *lots* of other creatures (only some of them humanoid) peers uncertainly around from behind the crates, and regards you timidly...
Anyone who would like to, can make a Diplomacy check.
Numbers of New Thassilon |
Numbers sees the creature and is amazed that something like that could be created. "It doesn't seem like it wants to attack us. That's odd. I thought sea monsters always attacked right off the bat. I wonder if it's hungry?"
He gets out some rations and offers them to the creature while using Diplomacy to make it feel liked.
Diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28
Elluin of the Sparkling Glass |
Elluin backs up Numbers, holding out additional rations from his store. Speaking to the creature, "We would very much like to not have to fight you. Would you like some food?"
Diplomacy: 1d20 + 8 ⇒ (5) + 8 = 13
Krazza Volkir |
Krazza shivers in his boots at the creature before waving at it.
Diplomacy: 1d20 + 4 ⇒ (12) + 4 = 16
"W-what they said. Just taking a look around...we can be cordial."
Luke_Parry |
The strange creature doesn't appear to be able to speak, but it reacts favorably to the tone of Noravia and Numbers' voices, tentatively skittering over, and patting their arms with a hand that has tentacles instead of fingers, whilst making puppy-dog eyes at them.
It then starts following you around shyly.
You have made a friend ;-)
@Everyone: Feel free to make Society *and* Perception checks, as you poke around this room.
Elluin of the Sparkling Glass |
Elluin looks around the ship. He checks to see if the creature would like to carry the doll it apparently created.
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Society: 1d20 + 6 ⇒ (8) + 6 = 14
Krazza Volkir |
Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Society: 1d20 ⇒ 2
Krazza is still to on edge around the new creature to make any observations.
Numbers of New Thassilon |
Numbers looks around the hold to see what's here of interest. He is particularly interested in finding a sea monster.
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Society: 1d20 + 4 ⇒ (2) + 4 = 6
Henric Tisma |
Henric looks around the hold, as well.
Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Society: 1d20 ⇒ 5
Is Sailing Lore applicable here? If so, Henric has +3
Luke_Parry |
Elluin just *barely* identifies the insignia of the Nexian Fleshforges on the broken crate, whilst Numbers, upon inspecting the wreckage, finds a
shipping manifest confirming the creature’s Nexian origin.
Moving to the other areas...
A3:
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.
Hidden in a smelly, salt-crusted rag, the party finds two Crying Angel Pendants.
A4:
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.
There is nothing of interest in this room.
Now, the real question is: What do you want to deal with your friend? Leave it? Take it back to the Lodge? Kill it? Something else...?
Numbers of New Thassilon |
Numbers says, "We should take it back to the Lodge. We'd have our very own construct. Think of the prestige we would get being new Pathfinders with a construct."
Noravia Rugatonn |
Elluin replies, "I agree that we should take it back to the Lodge, but I believe we should turn it over to Eando."
”Yes, they should be able to. . . Find a spot for them.”
Krazza Volkir |
"They have seen just about everything at the lodge. Safer there then on this boat where curios adventurers would act more...violent." Krazza agrees.
Elluin of the Sparkling Glass |
Elluin says to the rest of the group, "Our last task awaits! At Calisro Benarry's request, we are off to Westgate to unpetrify a wrongly convicted naga!"
Luke_Parry |
Naga it is...
For several blocks, the quiet lanes of Westgate’s residential neighborhoods feature small houses, low-key cafes and taverns, and the occasional specialty shop. The fragrant scent of tended flower gardens in the warm sunlight blends with the low hum of distant conversation over what would normally be a pleasant boulevard. But the stone statues—at first appearing only here and there, like odd decorations—now number several per block, and the otherwise plain square ahead is outright cluttered with stone figures. They take countless forms, from humans and halflings to orcs, lizardfolk, and even stranger, all forever frozen in acts of desperation, defiance, or despair. The quaint, statue-filled square is also filled with people; several dozen townsfolk shout and argue, their voices somehow out of place among the silent statues.
They aren't quite a mob yet, but they certainly seem to be working themselves up into one...
"There they are! This is, like, totally lame!"
"*HIC* Monster lovers!"
"It would be a travesty of justice to let something like *that* go free!"
Alright, technically, what we have now is a 'social combat'.
There are three ringleaders, whom you need to convince to stand down, or things will devolve into combat.
Each one has specific skills that you can try, or you can simply go with Intimidation, albeit at a higher DC.
Each of you can attempt *two* skill checks (as their are two 'social rounds'.
Barrister - Diplomacy, Legal Lore, *or* Intimidate.
Drunk - Deception, Alcohol Lore, *or* Intimidate.
Socialite - Society, Absalom Lore, *or* Intimidate.
Good luck :-)
Numbers of New Thassilon |
Numbers fancies himself better than a barrister who is obviously representing the shady side of the law. He strolls up to the barrister and begins to harangue him, demanding that the barrister stop his demagoguery of the mob.
Diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28
If he has to stay on the same target he will. If not he moves to the drunk and uses Deception.
Deception: 1d20 + 10 ⇒ (10) + 10 = 20
Henric Tisma |
Henric follows Numbers in speaking to the Barrister, saying Really, sir, it would be best if this group dispersed.
Diplomacy: 1d20 + 4 ⇒ (10) + 4 = 14
Elluin of the Sparkling Glass |
Elluin starts with the Drunk, "Sir, what are you doing here when {insert bar on the other side of town} is providing free beer this evening?"
Deception: 1d20 + 8 ⇒ (15) + 8 = 23
Moving on to the Barrister, "Sir, I have it on the best authority that this poor creature was wrongly convicted, and should be released. What are we if we leave the innocent imprisoned?"
Diplomacy: 1d20 + 8 ⇒ (4) + 8 = 12
Krazza Volkir |
Diplomacy: 1d20 + 4 ⇒ (6) + 4 = 10
"Justice? That is decided in the courts and with evidence not by the whims of a random crowd!" Krazza accuses the barrister.
Diplomacy: 1d20 + 4 ⇒ (17) + 4 = 21
"Plus, this is a terrible place to get another round. Too many statues to bump into and the mob is so loud." he nudges the drunk to go elsewhere.
Henric Tisma |
Henric will follow the others' lead when speaking to the socialite.
Henric has none of the relevant skills, so he'll only roll if everyone else fails.
Numbers of New Thassilon |
Numbers says, "We need to find the statue of the person we were sent to...uh, what's the word for undoing a petrification?"
He begins to look around.