Eddie 'Bo' Leetus
|
Definitely some checks that are out of Eddie's element. I guess I'll just go for the difficult diplomacy.
Eddie watches the bowl refill with liquid, then looks at the ship imprinted flask, then back to the bowl. "Neat! Can you make the silver ship bottle do that?" Pointing to the flask. They take a cup of punch and dip their finger into it for a taste.
Diplomacy, some people like odd... Nope!: 1d20 + 4 ⇒ (5) + 4 = 9
"Needs more sugar."
Uncle Good Good
|
Lady Dralneen, please allow me to present myself. I am Bennington Good Good. Lady Decheveaux in Corentyn sends her regards. She's kept up the experiments on which you advised her...
Uncle explains the arcane investigations at some length.
Arcana: 1d20 + 5 ⇒ (4) + 5 = 9
Hero point!
Arcana: 1d20 + 5 ⇒ (6) + 5 = 11
:(
Drakmak
|
Drakamk watches intently as Zarta Draleen does her tricks with the water, tries to join the fun as two different colour lights shine within the bowl. "Lady Draleen, your skills with magics make me humble in your presence." He attempts to discuss with her the magics that she has seen in the rings, to learn how he might do the same.
Arcane 1d20 + 6 ⇒ (19) + 6 = 25
Chirrit
|
Chirrit's intrigued by Bennary, but quite intimidated by the Chelaxian woman who seems so focused on dry arcana. He hangs back, nudging Janira a bit to see if she could maybe help one of his floundering colleagues.
His Majesty, Sir Quinton
|
| 1 person marked this as a favorite. |
"Quite the power it is," Sir Quinton says, with a florid bow. "You must be quite the incantatrix. Certainly, I find I'm already enchanted! This is quite the party, and you seem to have the rhythm of it well in hand already. Would you care to show us any more tricks you can make that bowl do?"
Diplomacy (trained): 1d20 + 5 ⇒ (17) + 5 = 22
| GM chadius |
| 1 person marked this as a favorite. |
"Oh, I can do quite more." She grins and taps the bowl some more. The punch begins undulating in a mesmerizing fashion. "This is a trick I use right before I take them to-"
"Alright, alright. There are kids watching, Zarta. Go embarrass Janira or something." Captain Benarry interjects.
”Now that she's gone..." she leans in close. ”Now I know everything in the seas,” ”But I also know plenty of things on land!” She laughs at her own joke. ”There’s this run-down house in the Precipice Quarter that’s gonna be torn down tomorrow. Rumors say it’s haunted. I bet you’re the type who don’t get scared by a ghost or two. Maybe you’ll find something out about the previous owner.” She shrugs. ”You’d be the talk of this group, at least. You’d find out so much in only one night.”
The Precipice Quarter is available to explore.
”Thanks for entertaining Zarta.” She extends her hand and you see an unmarked hip flask filled with a red liquid. ”Go on, take it. It’s a pick me up for when you really need to get back on yer feet.”
You know the liquid is magical and can try to identify it before you leave.
Drakmak
|
"What a strange gift to give, a bottle of magical Chili Oil. Would you mind Uncle if you would let me inspect it? I know you are meticulous in your study, but maybe I can discern the magic within. Maybe the magic of the Chili will ignite the oil in a fireball or something." Drakmak takes the bottle from Uncle and starts to study its contents.
Arcana/Occult 1d20 + 6 ⇒ (14) + 6 = 20
Eddie 'Bo' Leetus
|
Eddie watches the goings on, intrigued by the gifted bottle of red liquid "We thank you for your gift, Captain of earth and water. Are there more important people we should meet before we go explore this house of spirits?"
Edit
"Oh. How about that one over there?" They point to one Gorum Greathammer.
His Majesty, Sir Quinton
|
"Yes, that's a fine idea, my friend," Sir Quinton agrees. "Let's see what he has to say. And then we have quite the number of tasks already. We'll have to discuss how best to deal with them."
| GM chadius |
Drakmak recognizes the liquid as a minor healing potion. "Yeah, so stay in there, sleep overnight and tell me about it in the morning. I'll be here for the week."
Benarry and Zarta's portraits are on slide 6.
---
Gorm Greathammer finishes yet another joke as you approach. ”...but sir, that’s not my horse!” He’s laughing so hard, he loses his breath and starts coughing. ”Oh man, you had to be there. Trust me.”
”Hey, new Pathfinders! Get over here! Say hi to ol’ Gorm Greathammer. My day job? Lead the Grand Archive faction. My night job? Hearing stories from others. And Pathfinders tell the best stories, I tell you what!” He slaps his knee. ”So, anything interesting for me? Or is this when I interest you in stories of my own?” He turns to his friend "Hey Urwal, come on. Say hi."
One of the lizardfolk walks about, staring intently. Anyone from the Verdant Wheel faction recognizes their leader instantly. Even if you don’t know him from there, you do remember the many astrological scribbles he’s left in front of the Grand Lodge. "Urwal doesn't say much, unless you want to talk about the outdoors." Gorm stays behind Urwal, looks at you and then points at him.
Gorm and Urwal's portraits are on slide 7.
Conversations with Urwal usually involve Nature, Survival or Lore tied to particular terrain. You can also try a more difficult Diplomacy check.
Each of you can try once, or Aid someone, or do nothing. Exactly one of you can call Janira over instead and she will Aid in your stead.
His Majesty, Sir Quinton
|
Nature (trained): 1d20 + 3 ⇒ (2) + 3 = 5
Sir Quinton begins telling a story that quickly veers off into incomprehension. Finally, he wraps it up, " ... and the horse ran off with the maid!" He chuckles for a moment, before realizing he's getting little more than blank stares.
I'm starting to feel like dice-bot might have it in for ol' Sir Quinton...
Chirrit
|
Urwal! Chirrit perks up as for the first time he doens't feel entirely out of place with all of the higher-ups and big-shots. Good to see you again! Quite the commute between here and Iobaria, I've learned that from experience. Hey, with that whole leshy situation cleared up, have you had any more luck around the forest?
Survival (trained): 1d20 + 3 ⇒ (2) + 3 = 5
Oof, Desna frowns all around. Using my Hero Point
Survival, take 2: 1d20 + 3 ⇒ (9) + 3 = 12
Eddie 'Bo' Leetus
|
Eddie's eyes are good, he spies the same Verdant Wheel patch on the lizardman's sleeve as he has on his. "Hi, I'm called Eddie." He waves, bows, and then offers to shake hands with Urwal, unsure of just which greeting would be sufficient for such an important individual.
"Thank you for trying to help all of the fungal spirits. It is much appreciated, they tend to be forgotten with all of the trees, animals, and birds. Fungus are people too you know." Eddie really starts to blather on and open up to Urwal, like a rainstorm that goes on for days.
Nature: 1d20 + 7 ⇒ (9) + 7 = 16
Drakmak
|
Talking about the great outdoors, Drakmak reminisces about the hot deserts of Quadira, the oasis and lizards, spiders and other animals that eek an existence from the barren sands.
Survival 1d20 + 0 ⇒ (12) + 0 = 12
Uncle Good Good
|
Oh dear, let me assure you that this group of Pathfinders is normally much more savvy about the topics germane to the work of our Society.
Diplomacy: 1d20 + 6 ⇒ (3) + 6 = 9
| GM chadius |
Dice bot doesn't like most of you, it seems.
Urwal continues staring blankly, even when Janira arrives to introduce Chirrit. But his head tilts towards Eddie and the duo begin conversing the finer points of rain, fungus, plants and consumption.
"Yes, you seem to get it." Urwal gets as close as he can to thanks before he turns to the door. "I must collect more stones." Without waiting for a goodbye, he breaks off from conversation and leaves the Grand Lodge.
Gorm sighs. "Urwal loves talking about journeys and the outdoors more than I do. But he cannot sit still inside a building. Ah well. And you shouldn't be stuck inside, either. Let me see, what can you do... oh! I know!"
”So check this out. A Sunken ship washed up on a reef not far from Absalom. Smugglers have been using it to store texts and possibly creatures from Nex. I don’t know how they are using the ship. Go take a look and spin me a tale about their methods. Maybe they left some books behind?”
The Floatsam Graveyard is available to explore.
You only got 2 of the 4 guests entertained, but that is good enough to get the maximum treasure bundle reward.
| GM chadius |
The party continues as multiple guests and Pathfinders, new and old, enter the Grand Lodge. Some are busy on the appetizers, some are chatting with veteran members. But everyone is enjoying themselves.
Looks like you have a few missions to complete, too. Never a dull moment as a Pathfinder.
Fola Braun: Westgate
Eando Kline: Petals District
Calisro Benarry: Precipice Quarter
Gorm Greathammer: Floatsam Graveyard
Where will your journeys take you, next?
Once 2 of you agree, I'll take the party there.
| GM chadius |
While the food is tempting, and the entertainment just got started, your duty is clear. You decide to follow Gorm Greathammer's lead and check out an abandoned ship.
You head toward the Floatsam Graveyard and realize you can reach the ship without trouble. But maybe you should ask first to see what's on it before you begin investigating in earnest.
You can ask around and spend 2 hours on a Diplomacy check to learn more, or you can head straight there.
Remember your mission:
Grand Archive: Gorm Greathammer would like you to find out what means the smugglers have been using to transport their goods out of Nex.
The ship is on slide 1. It is 2 levels deep, so the map shows the bottom level and then top level.
His Majesty, Sir Quinton
|
| 1 person marked this as a favorite. |
"Ah, yes, undead. Never a favorite of mine," Sir Quinton confides to the others, seemingly confusing Nex for its archrival Geb. "Hopefully we won't find any here. It may be best to ask around and make sure we don't need to take any precautions before we go aboard."
He seeks out the nearest bar, hoping to spin some tales of some of the strange creatures he's met -- "I knew a lad, made of rock he was. Sad fellow, always carrying on about how everyone saw him as a monster, though he wasn't. There are all sorts of things out there, you know? Some of the stuff they have down south will curl your toes, they say! Not sure if any of them every make it up to Absalom, but I certainly hope none were to ever get free if they did!"
Diplomacy (trained): 1d20 + 5 ⇒ (18) + 5 = 23
Rathal Vendan
|
Sir Quinton makes a valid point, and then sometimes regular people can make the most horrific monsters of them all. I knew an elf once, and he turned out to be a serial killer. Based right here in Absalom he was. In my mind nothing is a bigger monster than him.
Speaking of monsters does anyone know about the Flotsam Graveyard? And what we may find there?
Aid - Diplomacy: 1d20 + 1 ⇒ (9) + 1 = 10
Uncle Good Good
|
The 2e rules on aid another can be a bit harsh. If we need more for a success, UGG will either aid Sir Quinton or make his own check. I'll drop it in a spoiler so as not to ruin a success (if we have one already).
| GM chadius |
Rathal: 1d20 + 7 ⇒ (2) + 7 = 9
Quinton: 1d20 + 5 ⇒ (6) + 5 = 11
Chirrit: 1d20 + 5 ⇒ (8) + 5 = 13
Drakmak: 1d20 + 4 ⇒ (18) + 4 = 22
Eddie: 1d20 + 4 ⇒ (8) + 4 = 12
Good: 1d20 + 4 ⇒ (2) + 4 = 6
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 ship map is on slide 1. The top deck is on the bottom of the page.
With all of the vegetation and barnacles, the top deck is full of difficult terrain. You could move at full speed along the railings and balance across using an Acrobatics check, DC 15
Drakmak
|
| 1 person marked this as a favorite. |
Assume Drakmak will always try and recall knowledge and gather information, cos I'm in the UK and don't want to slow you down. After all Drakmak is always looking to make a sale...
"Honourable companions, look footprints depressed into the wood." he kneels and traces his finger around the outline. He moves forward and suddenly stops, "And another, but very strange, one foot or paw is massive and the other smaller, but both are misshapen. And see there, its leaping about 10ft. Be careful as you go, there maybe smuggler or other creature here, that is capable of a sudden surprise attack. Unless it is dead already." the wizard concludes, settling on the last words as a comforting thought and not be afraid of what lies ahead.
"So let's find out how the smuggler's do it, look for cargo and the ship's manifest maybe. See if they left anything over there, it looks like a cabin." he moves very gingerly towards the cabin, taking care with every step, not wanting to ruin his nice cloth and leather shoes.
Recall Knowledge Lore Guild +6 to know about import/export papers.
Drakmak heads to rear cabin, explore: investigate
Chirrit
|
Hrmm It shouldn't be biologically possible, but the black scales on Chirrit seem to have taken on a more blueish tinge. Ship life does not seem to be taking with him: even with such a short excursion.
These smugglers were supposed to be coming in from Nex? the kobold asks as he carefully makes his way after Drakmak to the rear cabin. I though corpses were the other one - Geb? Think it might be straggler from the Tyrant's army that snuck out here?
Chirrit draws his rapier out with one hand, even as the other carefully slides along the railing for balance. His eyes are wide and glancing above as he starts to get nervous about being leapt onto.
Exploration: Scout
Uncle Good Good
|
Uncle follows along behind his companions, a few coins lighter for having bought a round at the pub.
Gentlemen, word around the harbor is that there's a sprightly undead prowling around down here. They're calling it a 'wild' zombie. Best to look sharp.
Exploration: Avoid Notice
Eddie 'Bo' Leetus
|
Thanks for the hero point!
It doesn't take much to drag Eddie from the party, although they were fond of the wilty snacks and the funny clothes.
---
"Undead? I don't like undead." Eddie moves quietly as the group begins to board the ship, along with Uncle Good Good.
These people are nice. I hope the dead don't eat them. I'll keep them alive I hope.
Eddie will also avoid notice: stealth +5
| GM chadius |
Eddie and Uncle Good Good keep low and keep quiet, although some of the floorboards squeak and groan. Chirrit keeps a keen eye out across the deck.
Rathal and Drakmak check the rear cabin and find the door's lock has either broken or rotted off. In either case, the door swings right open. Whatever used to be in this room is gone. Molded wood covers the walls, floor and ceiling. Nothing of value is found in here.
The rest of the top deck has no real threats or dangers.
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.
Slippery algae leaves Difficult Terrain across the entire floor. As you descend down the staircase you hear an inhuman groan. Something emerges, stitched together from various bodies. You notice its left foot is much larger than its right foot.
”Precious...” It rasps as you notice a glint of light reflect off of a pile of gold coins. ”No! Precious!” The creature glares at you, about to pounce.
There may be a way to stop it nonviolently, but you need to be quick.
Based on marching order and exploration modes taken, three of you got downstairs before the creature saw you.
His Majesty, Sir Quinton
|
Sir Quinton shudders as he realizes there's undead -- his nemesis -- down here, but does his best to make out what the creature wants.
Uncertain, he hefts his shield, holding his sword at the ready. "Stay back," he whispers urgently to his fellow agents.
Perception (expert): 1d20 + 5 ⇒ (9) + 5 = 14
Would have been using defend as my exploration activity.
Drakmak
|
Perception(sense motive) 1d20 + 3 ⇒ (14) + 3 = 17
Drakmak, seeing the creature made of stitched together bodies and is truely intrigued. "Hello, most honorable protector of the ship." He raises his hand, his fingers sparkling under the light of the glass coloured gems, held together on his rings. "I see you enjoy all that sparkles, perhaps we can make a bargain. Would you like one of these sparkling rings, in exchange for a mere trifle, let us look around the ship, including your beautiful pile of coins, and you may have one of these. Perhaps you would like to exchange your coins for two of these rings? If you allow us to these simple things, I will keep you company and we can talk about all things that sparkle and shine?"
He looks to his companions, "My honorable friends, please, help to persuade this kind gentleman, of our good intent." He turns back to the creature and bows his head, "How remiss of me, I forgot, to whom do we have the pleasure of talking?"
1d20 + 4 ⇒ (14) + 4 = 18
Drakmak is hoping others with better diplomacy skills will be able to help.
Rathal Vendan
|
Rathal tries his best to help his fellow colleagues. This is not his best skill, but he is giving it quite the workout this day.
Things that sparkle...are a true indication of ones power and station in the world. I have long held this belief. You must be very powerful to possess such specimens.
I must say I'm very impressed.
Aid(Diplomacy): 1d20 + 1 ⇒ (16) + 1 = 17
| GM chadius |
The creature ducks down like a sprinter, ready to burst forward as you enter. Drakmak raises his hand and reveals a horde of rings from his hand. "Pre-cious?" The abomination stands upright and hobbles forward, making small hops along the way.
It approaches Drakmak, its gaze transfixed on his hand. "Must have... tr-trade?" A few pieces of silver emerge from its left fist. "Trade for... your precious."
It seems to have calmed down, at least for the moment. Drakmak works out the details of the trade while the rest of you are free to continue exploring the ship deck.
Chirrit
|
Not wanting to provoke the creature further, Chirrit sheathes his blade - though keeps his hand dangling down not far from the hilt. So, those are quite the lovely...shinies you have there. Do you have a name?
His Majesty, Sir Quinton
|
"Or names?" Sir Quinton ventures, considering it appears to have been stitched together from many creatures, perhaps. He tries to tell if it is in fact undead, or some sort of construct.
Arcana or Religon (both untrained) to Recall Knowledge: 1d20 + 0 ⇒ (8) + 0 = 8
Later, he will help search around the boat, though he remains distracted by the concern there could be undead lurking anywhere.
Perception (expert): 1d20 + 5 ⇒ (3) + 5 = 8
Rathal Vendan
|
Rathal also tries to understand what kind of monstrousity we are witnessing before us.
He ponders its appearance, and wonders what he is capable of in a combat sense. Its disposition appears fairly agreeable. Hmm intelligent undead of some kind???
Religion(Recall Knowledge) +7 => Secret Check
After evaluating the undead, Rathal begins making his way around the lower cabin while casting Detect Magic...
Using the Detect Magic Exploration Activity
Drakmak
|
Drakmak continues to talk to the creature, "So what do I call you? So do you know where you came from or even where you are now? How long have you been here? What have you found on the ship? Have you seen the wonders of this island of Kortos. Or even the city of Absalom? If we got you some clothes and smartened you up, why don't you come with us and join our adventures? Do you want to take me on a guided tour of the vessel?"
If the creature doesn't have a name, Drakmak will name/call him, Laastari Mies
Drakmak will try and befriend the creature and take him with us.
Drakmak will not take part in any other activity, unless the creature does too
Eddie 'Bo' Leetus
|
Perception DC15: 1d20 + 7 ⇒ (16) + 7 = 23
Oh, nice pile of shinies there. This will make everyone excited.
Eddie peers at the miss matched creature to figure out if it is indeed undead, just in case they need to destroy it.
Religion/Nature: Is this thing Undead/Nature or something else?: 1d20 + 7 ⇒ (20) + 7 = 27
Eddie continues to stay hidden, at least until they know what they're dealing with. If things stay positive they come out of hiding to help search for anything important.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8
| GM chadius |
Drakmak: 1d20 + 6 ⇒ (15) + 6 = 21
Rathal: 1d20 + 5 ⇒ (8) + 5 = 13
Anyone trying to apply religious theory to the creature realize it is not actually a zombie, but is more like a construct. An arcane study would be more appropriate.
Rathal applies his arcane knowhow but he isn't sure of its nature. Drakmak continues to discuss with the creature and realizes it is a Fleshforge Dreg, one of the weaker forms of Fleshforge. Animated from flesh and magic, the creatures barely have enough intelligence to follow their creator's orders. But a few of them have defects, and ignore others, creating their own free will.
It does not respond a request for a name, but it does stay transfixed on Drakmak's gaze. "Laastari Mies? Precious..." it hisses. It seems amenable to Drakmak's words, or maybe it hasn't taken a description.
With the monster distracted, Eddie takes the opportunity to look around... oooh! Mushrooms!
Uncle Good Good takes the chance to look in the nearby cabin. 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 above the carving, casting a faint light over papers strewn over the table.
| GM chadius |
Chrrit easily walks past the creature and heads to the back room. 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.
Uncle Good Good exits the cabin to take a good look at Laastari Mies, noting the tell tale traits of magic used to create golems. One of its feet seems more like a rabbit's foot. Easy to push off the ground with great force, but difficult for smaller steps.
Eddie 'Bo' Leetus
|
Eddie moves to the sleeping quarters "Let me help. I love a good hunt for hidden things." He stops being so quiet, smiling at Laastari as he moves nearby before going into the room.
"Paper notes, let's look for anything neat." They browse through the notes while Rathal takes a closer look at the lockers.
Perception: Show me the Goods!: 1d20 + 7 ⇒ (11) + 7 = 18