
GM Valen |

The Kingfisher sails o'er the rolling waves of the Steaming Sea.

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Manny kicks back on a chair on the deck, mostly strumming his lute and saying hi to everyone who shows up.
"Welcome Kingfisher! Time for a little ditty I call Splish Splash, I was taking a Bath!""
Performance: 1d20 + 10 ⇒ (20) + 10 = 30
The human's lute starts up and the audience is taken away to the land of waves, sea salt, soap, and sweet relaxation and celebration on weekend nights. He gets quite a crowd and plenty of attention afterward. Perfect.
"Thank you, thank you! Maybe after my task here I can meet some of you a bit later?" he winks.

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A tall lanky pale hobgoblin leans on a longspear as he looks to his fellow Pathfinders. "Mrrph, Snarlfist here. Medic." He then look around and listens closely to his fellow Pathfinders.

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A young half-elf woman with black hairs, entwined with crimson locks, green eyes and a smirk on her face is reading reading a large book, full of esoteric symbols.
She's wearing a crimson heavy armor, and on each of her side hangs two identical strange sword. On her back a longbow is tied.
She stops reading for a moment, says Hi, I'm Shandra. and goes back to her book.

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"Dude, I play the music, you buy me food." Always a critic. Manny sighs when Valeros shouts. This guy's been a pain during the entire trip. But man, he knows how to use a sword. Plus he was willing to teach him that whole opportunity thing. Shylye says everyone knew how to do this in the past, but hey. New generation, new rules.
Once the crowd breaks up, he leaves his impromptu stage and visits the other Pathfinders, veering from Valeros's breath. "Sup everyone. The name's Manny. But you know that already."
"Sup Snarlfist. Glad to see you here. Hey Shandra. I'll keep it brief. I love a good book... uh... lots of drawings in there." He gives a wave to Valeros. "Valeros, you should lay off the booze, at least 3 days before your mission."

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Getting closer to their final destination, Yanko decides to join his fellow agents on top of the deck. Yanko is a slender, worryingly pale man with half-elven features and thin wire-frame glasses that he habitually pushes up his nose without any need. Clad in a long dark leather coat, he shields his pale grey eyes against the sunlight that is amplified by the glistening of the sea.
He nods towards the hobgoblin. ”Good to see you again, Snarlfist. I hope you've been alright since Minkai.” Turning towards the rest of the crew, his nod becomes almost a small bow. ”Yanko Tiriac. It is a pleasure to meet you.” His smile reveals canines that are slightly too long for comfort.
Towards Manny, he adds. ”Please continue, I quite enjoyed the music. Apologies for staying mostly below deck, but I’m not necessarily a huge fan of the sun.” Still shielding his eyes with his hand, Yanko looks up towards the sky and sighs. ”Unfortunately there’s always plenty of it at sea.”

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Manny pauses as he sees Yanko. Pale skin. Hates the sun. Long canines. But also a Pathfinder. Manny has met worse who weren't cursed. Head in the game, Manny. Shylye reminds you to look past the initial looks.
"Yanko, good to see you on deck. You only seem to go out at night. You miss Ezren's sunbathing routine." He laughs and leans back to imitate Ezren lounging back with a sheet of metal reflecting sunlight on him.

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Yanko’s smile grows wider with the second. Decades of defamation and xenophobia have taught him to distinguish between true hatred and a jovial jest among fellow agents.
”Don’t worry Valeros. I don’t burn that easy. Plus this beautiful bald head took me a while to groom.” He grins and points with one of his long spindly fingers at his polished head. Whoever looks careful enough, can spot a faint hint of scar tissue in the shape of a handprint on his skull. ”I won’t hide it.”
He looks around the ship at this point and adds, ”Anyone knows where we’re heading? Instructions have been quite hazy so far.”

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Ezren?! THE Famous Ezren? ask Shandra when the old magician present himself.
After it confirms, Shandra is happy to talk about Arcana Magic with him, trying to exchange some idea about spell from him too.
if we have time I would like to look at Ezren's spellbook and sribe some spells in my own :)
No idea, they seemed quite secret about our destination... she says to Yanko.

GM Valen |

No idea, they seemed quite secret about our destination... she says to Yanko.
"And for good reason." replies Venture-Captain Muesello, who had greeted you each as you boarded the Kingfisher about a week or so ago. "With you already all here on deck, it saves me the trouble of rousing you out of the hold."
Portrait of Muesello on Slides.
"Follow me, I have something to show you," Muesello says, before adding, "But finish those drinks first. I don't want to have to deal with any spills."
The Venture-Captain brings you over to a twelve-foot contraption mounted toward the front of the ship. Wiping the grease off of his hands into a rag, you can see that the mechanist has spent the early morning assembling and running a chain through the clockwork contraption mounted on the deck. Stuffing the dirty rag into his smock, he turns to address the group.
“I’m sure you’ve guessed this isn’t just a fishing trip." he begins. "I would have filled you in sooner, but I was asked to keep everything confidential until we arrived. An expedition of Pathfinder initiates recently discovered this uncharted island, Burozi. The recruits found some Azlanti ruins, and we have a special assignment for your team.”
Muesello turns to the shore just five hundred feet from the moored ship, the peak of the island barely visible against the orange glow of the morning sun behind it. He clicks open an intricate compass, and its needle snaps to the direction of the island.
"“Open your wayfinder, and you’ll see the same thing." he continues. "This close to Burozi, all wayfinders point toward the island. As for the one in my hand here, this was found on Burozi—I’ve never seen one quite like it. The expedition team found it near a sealed hatch made out of reinforced skymetal."
"They couldn’t get in, which might have been for the best. The recruits were inexperienced, and Azlanti devices can be incredibly dangerous! But you’ve got more experience under your belts, so I need you to find a way through that sealed door and investigate whatever is on the other side.” With a reassuring nod, Muesello returns to his work, meticulously checking each bolt as crew members emerge from below
and begin preparing a sailboat for passage to the island.
Any questions?
Also, feel free to slot boons for the adventure and note that you each have 1 Hero Point available.

GM Valen |

Snarlfist pulls out his wayfinder as well to check the effects.
The Venture-Captain's words prove true, as the needle on the hobgoblin's wayfinder snaps to the direction of the island.

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I don't have permission to read the slides.
Many scratches his head. "Hmm... any dangers out there? Is the island inhabited? The last one I was on had tons of Iruxi. They have this throaty singing I could never reproduce."

GM Valen |

Valeros nods toward the machine near the bow. ”Does that whatsit figure into our mission?”, he asks.
"Technically, yes." Muesello confesses. "It's a fishing rod. Ever try sea snake? Me neither, but somehow, it’s a delicacy in the senate right now. And officially? We’re just fishing. No reason not to have a bit of fun with the expedition though."
I don't have permission to read the slides.
Many scratches his head. "Hmm... any dangers out there? Is the island inhabited? The last one I was on had tons of Iruxi. They have this throaty singing I could never reproduce."
"The reports didn't mention anything dangerous. Nor any inhabitants But, then, you never know. Use a sailboat to get to the island, then just follow that wayfinder."

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Yanko looks fascinated at his wayfinder and tries to confirm the venture-captain’s statement. Indeed, the compass needle is glued towards that island.
”Hm. Fascinating.” He comments the fact and closes the lid on his wayfinder, before putting it back under his long coat. ”Say, Muesello, you said there’s a hatch. Did the other agents report anything about it, other than it is made out of skymetal?” He quickly adjusts the glasses on his nose. ”Any locks? Traps? Anything?”

GM Valen |

”Say, Muesello, you said there’s a hatch. Did the other agents report anything about it, other than it is made out of skymetal?” He quickly adjusts the glasses on his nose. ”Any locks? Traps? Anything?”
"No mention of it in the reports, but I can't attest to the thoroughness of the initial sweep by the prior expedition." Musesello concedes. "I'd be ready for anything."
I am a generally a fan of secret checks. If anyone has Azlanti Lore or Pathfinder Lore may know a little more background on the wayfinders.
Otherwise, I will move us along within the next 24 hours.

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"Alright, time to plumb another mysterious tomb." Manny checks his whip. "I'm ready when all of you are. Hey Valeros! You want to go over that opportunity attack detail again? I think I got the hang of it."
2 class feats later Manny can use his reactions to make Attacks of Opportunity.

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no useful lores here.
Snarlfist taps his wayfinder a few times before flipping it upside down and back up, eventually shrugging and putting it away for now.

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Karankwan can't help but smile while listening to Manny's nonchalant approach to the mission ahead.
"So off to the island, I guess. I'm not going to lie, I am quite curious to see what awaits." As he gets closer to the railing he turns and asks the group. "Anyone sailed before?"

GM Valen |

Aboard ship, Venture-Captain Musello holds out the wayfinder from Burozi, offering it to you. "Feel free to take this with you. You might need it."
Muesello speaks the command word and the wayfinder emits a small, green light. "After a week tinkering with this thing, I still can’t get it to do more than this. Still, it may be of some use to you.”
The wind on the seas make the rowing to the island rough. Nevertheless, you arrive mostly safe and mostly dry. The excavated ruins of a tower rise from halfway up the island’s sloping peak.
Reaching the ruins, you find what remains of the tower, a semi-circle of white wall holding back centuries of dirt and debris. The skymetal hatch lies dead center in the tower’s foundation. The 5-foot-wide hatch is decorated in thin silver filigree resembling gears in the shape of an eye.
At the center of the eye is a socket that is obviously the same size and shape as the wayfinder that you received from Muesello.
Upon approaching the socket, the wayfinder that Musesello gave you again begins to glow as it did on the ship.
A woman’s voice emits from the direction of the door, speaking in an ancient language.
On the door itself, glowing markings appear. They appear to be numerals. They appear to be depicting a countdown. By your estimates, you have now have less than thirty seconds before the countdown concludes!
What do you wish to do?

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Manny rows as much as he can. Helps his strumming.
On the island, Manny is glad to get indoors.
Religion: 1d20 + 6 ⇒ (4) + 6 = 10
Manny is puzzled by the clearly religious design, but the woman's voice distracts him. "Hey Shylye, help me Comprehend Languages, please." Manny asks no one in particular.
He waits for the voice to repeat itself, and they chime in his ears. “Security System malfunction detected. Insert badge and restore actuators to working order to avoid further security protocols.”
Pause
"Uh, that's what she said. What's an actuator? And what badges is she looking for?" Realizing he doesn't have time, he looks up at the door and approaches it with the wayfinder. "Sup, ma'am? We're from the Pathfinder Society. Sorry, I don't speak... um... I'm not sure what language this is."
"Anyway, I think this is the badge you're looking for? What are actuators?" Manny shrugs and sticks the wayfinder into the socket with one hand and puts the other hand on his whip.

GM Valen |

Oops, I forgot. I have one GM glyph, which I am awarding to...1 Emmanuel, 2 Ezren, 3 Shandra, 4 Snarlfist, 5 Valeros, 6 Yanko: 1d6 ⇒ 5
The voice gives no further response to Emmanuel. However, when the wayfinder is slotted into the hatch, the colored light in the wayfinder activates and spreads down silver circuits 100 feet in each cardinal direction before reaching panels built along the perimeter of the ruined structure.
Despite the clear activity, the hatch remains locked shut. It is evident that the hatch is held sealed by a series of mechanisms, designed to achieve the conversion of energy into physical movements.
Four such components hold the latch shut. Each of the four lies in some state of disrepair or misalignment that will require attention or correction before the hatch will release.
A rough map to help visualize the area is now on Slides.
To open the hatch, the PCs must activate each of the four actuators, each of which requires a certain number of successes with a different skill check to access or repair. PCs who critically succeed on a check earn 2 successes, and PCs who critically fail on a check remove 1 accrued success.
The magical energy flowing off the northmost actuator is traveling in the wrong direction.
The PCs must succeed at Arcana or Occultism checks to reroute the energy.
Access to the southmost actuator is blocked.
The PCs must succeed at Acrobatics checks to squeeze through narrow gaps in the rubble or Athletics checks to clear it and reach the actuator.
A fuse on the easternmost actuator is broken.
The PCs must succeed at Crafting checks or Azlant Lore or Engineering Lore checks to repair the fuse.
The fuses on the westernmost actuator have become dislodged. Putting them back in place is a delicate operation.
The PCs must succeed at DC 16 Azlant Lore or Engineering Lore checks to put the fuses back in the proper place.
I will put us into rounds to maintain order and track successes/failures.
HATCH 'N A PLAN! Round One Begins!
PCs in bold may act
Emmanuel
Ezren
Shandra
Snarlfist
Valeros
Yanko

GM Valen |

Neither Valeros nor Ezren make any progress. Fortunately, neither makes the situation any worse.
Two failures.
HATCH 'N A PLAN! Round One Cont'd!
PCs in bold may act
Emmanuel
Ezren
Shandra
Snarlfist
Valeros
Yanko

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I have 2 glyphs, I'll assign to Emmanuel and Shandra.
Snarlfist heads south through the rubble.
athletics: 1d20 + 9 ⇒ (14) + 9 = 23

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South seems busy enough.
Manny has no idea what Erzen is tinkering with.
So he looks to the northern door.
Occultism: 1d20 + 6 ⇒ (6) + 6 = 12
Gonna use a Hero Point. Thanks Snarfist!
Occultism: 1d20 + 6 ⇒ (16) + 6 = 22
"Huh. Yeah. I think cousin Al messed with this kind of button once. Then again he said it led to a cave of wonders shaped like a lion's head, so maybe he drank too much coconut juice that day. Not sure."

GM Valen |

Snarlfist, Manny, and Shandra make progress, yet none of the actuators can yet be moved.
Three successes (North: 2, South: 1). Two failures.
HATCH 'N A PLAN! Round One Cont'd!
PCs in bold may act
Emmanuel
Ezren
Shandra
Snarlfist
Valeros
Yanko

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Yanko looks at the four structures surrounding the hatch that align perfectly with the four cardinal directions.
I guess, I'll try to...push this one? He thinks and steps reluctantly towards the souther structure. He really seems ill-suited for the task at hand.
Athletics: 1d20 + 5 ⇒ (10) + 5 = 15
Not much else I can try here. Lacking most of the skills for this challenge

GM Valen |

Three successes (North: 2, South: 1). Tree failures.
HATCH 'N A PLAN! Round Two Begins!
PCs in bold may act
Emmanuel
Ezren
Shandra
Snarlfist
Valeros
Yanko

GM Valen |

Rerolling. Does that GM glyph count as a Hero Point?
Yes.
Valeros puts some muscle into and removes one of the large stones inhibiting the actuaor.
Snarlfist finds the broken fuse to be frustratingly difficult to repair.
Four successes (North: 2, South: 2, East: 0, West: 0). Four failures.
HATCH 'N A PLAN! Round Two Cont'd!
PCs in bold may act
Emmanuel
Ezren
Shandra
Snarlfist
Valeros
Yanko

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Athletics: 1d20 + 5 ⇒ (20) + 5 = 25
Yanko continues to push against the structure as good as he can.

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"Looks like you got this all set, Shandra. Awesome!" Manny points in approval. Manny looks to see if any actuators were opened.
If the Northern Actuator is still closed, Manny will make an Occultism check on it. +6 bonus.
Otherwise he will work on the Southern Actuator (unless it's open already.) +8 Athletics/Acrobatics bonus.
If North and South are open, Manny will try his luck on the Eastern door since people are working on it already. He's pretty bad at East/West. It's all untrained at +0.
1d20 ⇒ 19