
Eustice Befufftlefumpter |

Having no skill in Appraisal or Crafting, Eustice will suggest questioning Seymore Landis and possibly bringing the items needing Appraisal to a crafter in the settlement for further review.

GM Bozzinator |

You are able to able to bring the longsword over to Leutin Calewick which you helped during the fight with the faceless stalkers. Hello there, I was to say again thanks for helping us out yesterday. If it wasn't for you all it scares me to think about the bad things that may have happened. He sees the longsword you are carrying. I can take a look at that for you, just give me a second. He takes a careful look over the weapon and then says, The weapon is masterfully crafted and with the way it was designed and decorated it seems to be a weapon frequently used by Pathfinders.
You also know that there are sailors still here repairing their ship you could ask about the mirror also.
Below is a list of things still available to investigate.
1. Check Bodies
2. Breastplate
3. Clothes
4. Crossbow
5. Longsword
6. Small Magic Items he was carrying
7. Mirror (Appraise, Craft Glass or Profession Sailor/Soldier)
8. Spyglass
9. Backpack
10. Talk to Tribe
11. Talk to the locals

Evan “Fang” Grissom |

Fang will approach with the mirror and chit chat a little bit about the sea and its bounty before asking, "Yous ever seen this before?"
Fisherman: 1d20 + 8 ⇒ (19) + 8 = 27

GM Bozzinator |

They look at the mirror and right away say, That's a signal mirror, kinda like this one.One of the guys leave for a minute and come back with a very similar one. This is something that we use to signal across long distances.
Below is a list of things still available to investigate.
1. Check Bodies
2. Breastplate
3. Clothes
4. Crossbow
5. Longsword
6. Small Magic Items he was carrying
7. Mirror
8. Spyglass
9. Backpack
10. Talk to Tribe
11. Talk to the locals

Eustice Befufftlefumpter |

Colson first.
Diplomacy: 1d20 + 10 ⇒ (9) + 10 = 19
"Colson, my boy. Have time for a chat? Its said you had some interactions with some residents, who turned out to be Not-Residents, in recent days. May we get you to recall them for us? We're trying to make heads or tails of this debacle."
Jaques next.
Diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28
Really the same exact question.
Seymore
Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25
"Hello Seymore. Say, do you know anything about this Signal Mirror we found in the Not-Carver's possession?"

GM Bozzinator |

Colson:
You all have heard from other people in town that Colson Werton was developing a budding romance with Sandra Ganis. Of course I would be glad to help with all you have done. Sandra was always such a sweet lady, but a few days ago she suddenly started asking me about meeting her alone in the strangest of places after sundown. I didn’t understand what was going on, and I had a lot of work to do, so I just said no each time. I didn’t want her to be cross with me, so I didn’t ask too many questions. I’m sorry. I should have known something was wrong. Tears well up in his eyes as he is talking about her and starts to cry. Then like a lightbulb went off in his head he wipes away the tears and says, The scent! I remember she smelled different two nights ago—like sea lavender.[/b] You all know that there are a number of places on the beach that sea lavender grows.
Jacques:
Glad to help, 2 days ago when I was checking my rabbit snares a few miles north of Talmandor's Bounty, I saw Carver Hastings in the distance. I thought he was lost because I couldn’t think of any other reason he would have wandered that far from the colony. I think he was holding something in his hand, maybe a scroll tube or something of similar size and shape. I followed him for a while but lost sight of him after a few minutes. I didn't think much of it because Carver was a strange duck all along.
Saymor:
He looks at the mirror in your hands and says, Hey, that’s mine! I thought I had dropped it somewhere and had already written it off as lost. I used to be a sailor, and mirrors like that one are handy at sea where you can see the signal flashes several miles away on a sunny day. You can keep it if you want it, I don’t have much use for it anymore here in the colony. I guess that thing must have stole it from me but I have no idea why.

Eustice Befufftlefumpter |

"Colson thats a good tip. Do you remember where it was she was asking you to meet?"
"Jaques we found a telescope among the Not-Carver's things. Do you think that was what he was carrying? Can you show us where you saw him and the direction he was traveling from there? We may be able to pick up his trail."
"Most likely to send a signal somewhere Seymore. Thanks for your help."

GM Bozzinator |

Colson:
I remember it being in a secluded spot a bit outside of town near the beach but don't remember where exactly, I'm sorry. You will get a bonus on your survival check in the next part
Jaques:
Aye! Come to think of it, it probably was a spyglass. Yeah I can show you. You will get a bonus on your survival check in the next part

Mary Kay Ponzi |

Mary Kay has been going on about new and exotic perfumes since character creation. Any chance she can narrow down the locations of the lavender?

Eustice Befufftlefumpter |

Is one on the way to the other? Or is it a lucky day where they have come to trade with their new neighbors maybe? Or check in on us after our attack? Seems sort if a one way street where we have to go to them all the time :p

GM Bozzinator |

You all head your way to the Locathah Camp which is an easy trip. You are easily able to meet with Koloshkora to ask if they have seen anything suspicious. I am assuming you are going to tell them what happened and what you are looking for. Let me know if that is not correct and I can adjust. She will excuse herself for her to go talk to her people if they see anything. She will come back and say, My people said that they have seen people at the coast but none of the creatures that you described. They never said anything about seeing the people on the coast because they thought they were just admiring the beauty of the sea.

Evan “Fang” Grissom |

"Dey ever see 'em using a mirror or the, uh spyglass? Or maybe lights or something out in the waters?"

GM Bozzinator |

They don't remember if they were caring anything with them. They didn't seem or act suspicious so we didn't pay them any mind. She asks her people about the lights. She says, One of my people remembered seeing lights once but never investigated it because the lights were brief. Unfortunately they are not sure where they seen them.

Mary Kay Ponzi |

It may be a shot in the dark, but were you able to tell if it might have been flames, like a torch? Or a steady light, like it was magic?
Please not a wisp.

Evan “Fang” Grissom |

"Well... uh. Let's goto that spot and take a looksee."

GM Bozzinator |

Eustice Survival: 1d20 + 6 ⇒ (14) + 6 = 20
Kelpy Survival: 1d20 ⇒ 17
Fang Survival: 1d20 + 2 ⇒ (3) + 2 = 5
Mary Kay Survival: 1d20 ⇒ 17
Atlan Survival: 1d20 + 1 ⇒ (19) + 1 = 20
Following all of the information you have been given or found out, you make your way to a small peninsula about 3 miles east of Talmandor's Bounty.
Eustice Perception: 1d20 + 1 ⇒ (12) + 1 = 13
Kelpy Perception: 1d20 + 1 ⇒ (8) + 1 = 9
Fang Perception: 1d20 + 12 ⇒ (12) + 12 = 24
Mary Kay Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Atlan Perception: 1d20 + 10 ⇒ (2) + 10 = 12
Fang notices a place that looks quite suitable for mooring a boat and he finds a few hemp fibers on the ground near a large rock with marks where algae and moss had been scraped off in bands, suggesting that a rope was recently wrapped around it.
After a few minutes of going over the information that Fang pointed out, you all start to see flashes of light in the distance. Remembering what the doc workers and Saymor told you, this looks like it could be a coded message.
Anyone can give me a Linguistics check or a Sense Motive check to try to understand the message.

Evan “Fang” Grissom |

untrained in both... but if anyone can try, i'd give it a shot.
Linguistics: 1d20 + 0 ⇒ (19) + 0 = 19
if Profession : Fisherman could be subbed in instead of linguistics, it would be at a +8 instead of +0
Sense Motive: 1d20 + 2 ⇒ (13) + 2 = 15

Mary Kay Ponzi |

Mary Kay will look at the lights, and scratch out the signal on the sand with her rod. She is untrained in Linguistics, and has sense motive of 0. But will try to record the 'Morse' code type thing in the sand. Maybe someone can try at a later time.

Evan “Fang” Grissom |

lol... the dumb lightning shark managed to be successful at the smart people stuff. now what the heck to say. "we're all fine here, how are you?" doesn't seem appropriate for the situation :P

Mary Kay Ponzi |

Do we have a spyglass to try and see where the signal is coming from? Either they can see us, or we happened to be there a a prearranged time. Something like dawn, or hour after dawn. Might be worthwhile to see what time the others saw the lights

Evan “Fang” Grissom |

Prof : Fish wrangler: 1d20 + 8 ⇒ (15) + 8 = 23

GM Bozzinator |

Fang can see that there is a storm brewing and if you left for the island now you would be caught in the storm.
What did you want to do? Did you want to reply to them or not answer? Then did you want to risk the storm and head out to the island or head back to Ramona to report and wait out the storm?

Eustice Befufftlefumpter |

"We should signal back otherwise they may grow suspicious. Send this 'Invasion successful but with casualties. Storm incoming. With transfer wounded back after storm passes.' Then we wait."
Bluff: 1d20 + 10 ⇒ (9) + 10 = 19

Evan “Fang” Grissom |

"Got flashed and it's gonna storm soon. Should batten down the hatches and all that. Hey, you know a Karnax?"
Fang paces about the room, almost as if he's bursting with energy.

Eustice Befufftlefumpter |

"To translate for Fang, we received a message from an island about 12 miles out. We're reasonably certain that's the base of our assailants. We replied with a false message. But a storm is coming so we need to wait. And there's something to do with a Karnax, if that rings any bells."

Evan “Fang” Grissom |

Fang shrugs and heads outside, small sparks skittering up and down his arms.

Mary Kay Ponzi |

I think that might be the name of the contact. With everyone changing faces, we might have ask people for names.
would like to ask priest to put gentle repose on best looking corpse. If we are around that long. If not. She will spend storm time making dyes, creams, salves. Anything to get color of corpse back to living shade.

GM Bozzinator |

Yes they can cast gentle repose on one of the bodies.
I am sorry I do not know of or heard of any Karnax. I agree with you about believing that is their base of operations. Well you should stay here until the storm blows over so you are not caught in it. Let me know if there is anything you need of me. I hope you are able to find the colonists.

Evan “Fang” Grissom |

fang is content to hang out til the storm blows over. probably adding a few lights to the display in the process

Evan “Fang” Grissom |

post storm, we’re gonna grab the boat and sail towards the island yes? Fang will do a bit of scouting in the waters, keeping an eye on things. For mechanics, he does have a waterproof bag, but would most likely leave it in the boat unless there was a reason to keep it on him.

GM Bozzinator |

Since the storm takes a while to pass I am assuming you are starting to head to the island at first light rather than at night. If I am wrong in the assumption please let me know and I will adjust accordingly.
Everyone heads back to the area where you seen the signals. You get in a boat and start your travel to the island. It takes awhile (you know the travel will take about 7ish hours) as you all take turns rowing.
Fang Perception: 1d20 + 12 ⇒ (18) + 12 = 30
Fang periodically swims down and looks around to see what is going on under the water. Other than normal underwater life you don't see anything alarming or worth worrying about. You see that you are about 100ft from the shore.
Eustice Perception: 1d20 + 1 ⇒ (16) + 1 = 17
Kelpy Perception: 1d20 + 1 ⇒ (6) + 1 = 7
Fang Perception: 1d20 + 12 ⇒ (15) + 12 = 27
Mary Kay Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Atlan Perception: 1d20 + 10 ⇒ (5) + 10 = 15
Fang sees and alerts the rest of the group to 2 creatures that are approaching the boat.
Eustice: 1d20 + 5 ⇒ (7) + 5 = 12
Kelpy: 1d20 + 8 ⇒ (16) + 8 = 24
Fang: 1d20 + 3 ⇒ (13) + 3 = 16
Mary Kay: 1d20 + 2 ⇒ (10) + 2 = 12
Atlan: 1d20 + 12 ⇒ (20) + 12 = 32
Red: 1d20 - 5 ⇒ (15) - 5 = 10
Green: 1d20 - 5 ⇒ (16) - 5 = 11
Round 1
Atlan
Kelpy
Fang
Eustice
Mary Kay
Green
Red
Everyone is up. Knowledge Dungeoneering to Identify The creatures are 10ft under the water.

Evan “Fang” Grissom |

”Trouble. Get ready.”
Fang let’s out some of his energy, charging up his allies.
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
Burn 1 (7NL) +2 CON/+2 DEX
Overflow +1/2
AC, Reflex, Fort, Atk, and Damage +1, HP +7 (112)
Buffer 1/1
Hasted, +1 atk and +1 dodge to AC and Reflex
15% chance to ignore Sneak Attack or Critical Hits
current stats AC20/Touch14/FF16
Fort +11, Reflex +9, Will +4

Eustice Befufftlefumpter |

Assuming Eustice can see the creatures.
Knowledge Dungeoneering: 1d20 + 10 ⇒ (16) + 10 = 26
GMs choice as always. Results will determine what actions I may take.

Eustice Befufftlefumpter |

Eustice relays the information to his companions, making sure Fang hears the electricity resistance.
Then Eustice casts Barbed Chains at Red.
Barbed chains: 1d20 + 5 + 6 ⇒ (6) + 5 + 6 = 17
Slashing: 3d6 ⇒ (6, 5, 6) = 17
Will save DC 16 or shaken 1d4 ⇒ 2 if hit.