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Shuffling forward, Itka doesn't catch up to the group until Elfino is well into his tale. She halts beside Gorm Greathammer, remarking to him: "Hmp. Well, that's going to take a while. I'm Itka Biklest. Pleased to meet you." Her harsh gravelly voice seems ill suited to pleasant conversation, but she's clearly putting forth the effort.

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That is 2 successes for Tamrin and 2 for Kreighton. Don't forget that you can always choose to use Diplomacy for these checks, but its a slightly higher DC than the specific skills. Hint for Atea: You actually have a +2 bonus for Tamrin due to critically succeeding your initial knowledge check at the beginning of the scenario.
I'll give the other players a bit more time to post to gain the bonuses before we move on to the actual missions of the scenario!

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Tamrin seems pretty interested in the topics brought up by Apollo and Elfino, though he seems a bit put off by Elfino's suggestion, "For a price? Do you think you can put a price on the freedom of the slaves kept in Cheliax? I appreciate your offer, and I may have to take up on that on a future date, but be careful how your interact with other members of Liberties' Edge with that mindset."
Turning to Apollo, Tamrin seems to be a bit gentler, "Ideally anyone willing to sneak into Cheliax and then back out, preferably with additional members of the team, if you get what I'm saying."

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Roddy pips up at the mention of sneaking in "Oh its a rescue mission is it? I myself 'ave been known to slip in and slip back out again unnoticed, much more difficult with bystandards tagging along though but can think of no better cause. The life them poor slaves are forced to live in that terrible place"
He visibly shivers at the thought of it "Being captive against your will anywhere is a terrible fate, but I've heard stories of how they treat they halflings, who most are born into it. It boils my blood it does."
stealth: 1d20 + 7 ⇒ (13) + 7 = 20

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Thievery: 1d20 + 6 ⇒ (19) + 6 = 25
"Well I have some skills at taking things without notice," Veecs says to Tamrin, handing the halfling his own coin purse back, and the flashes a broad toothy smile.

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Now that she hears the content of their conversation, Itka's normal scowl deepens prodigiously as she growls: "Hmp. Slavery is an abomination. It was a miracle I was able to escape it. I hear Cheliax is as bad as Nidal, in its own way." Her eyes take on a haunted look tinged with a deeply burning hatred. "Hmp. When I have mastered the skills and self control necessary for one of these operations to free enslaved people, I'll let you know. If I go now, I'd likely end up killing the slavers out of anger, and with no great subtlety. Hmp!"

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Since it does not look like her skills, right now are needed, she will spend the rest of the party finding someone attractive to spend time with and do the things that Calistrians do.

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Tamrin becomes sufficiently invested in the conversation with Veecs and Roddy as potential agents for future missions involving the liberation of slaves from Cheliax.
Gorm watched on with interest, but no engages the rest of you, "If you need work, I have something that needs checking out right here in Absalom. Someone at the College of Mysteries in the Petals District has been working on research that some would consider dangerous." he says with a pained look on his face, "Well, I can't confirm if this is true, but I sure would like to. All we know is that it is based on some obscure scrolls from Nidal. I would appreciate it if you could make some copies of those scrolls for more... safe research and study inside the Pathfinder Society." he say before handing you some blank scrolls, "Oh and I always carry some extra spell scrolls, pick one of these to take with you!"
Gorm offers you three scrolls to choose from labeled Disrupting Weapon, Heal, and Magic Missile. You may pick a single scroll for your party to obtain for free.
Quest: Talk to the 4 faction leaders.
Additional Objective: Receive a mission from Calisro
Additional Objective: Recieve a mission from Eando
Additional Objective: Recieve a mission from Fola
Additional Objective: Recieve a mission from Gorm
Optional: Distract Glorina
Optional: Convince Aaqir to move on or otherwise distract him. Diplomacy check or other* skills
Optional: Solve Kreighton's riddle? (Or otherwise distract him)
Optional: Discuss stamping out the slave trade with Tamrin to distract him.
Quest: Complete the 4 quests for the faction leaders!
Additional Objective: Investigate the monster on the ship in the Floatsam Graveyard
Additional Objective: Unpetrify the whistleblower in Westgate
Additional Objective: Recover the remains of a Pathfinder relative from a haunted house in the Precipice Quarter
Additional Objective: Make copies of the Nidal scrolls in the Petals District.
Bonuses Earned: +2 to 1 gather diplomacy check, 1 free scroll of X, 1 free lesser healing potion.

GM NovelEnigma |

Atae meets with many people all interested in discussing a great many things with a cleric of Calistria. Some want revenge on Tar-Baphon or the Aspis Consortium, others simply enjoy discussing aggressive forms of justice system reform with her.
A pathfinder clad in Hellknight Plate seems especially interested in the idea of vengeance and revenge, though seems a little dismayed at the lack of codified rules on the matters.

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When Gorm Greathammer mentions the mission, Apollo's eyes light up, and his clothing might even be emitting more smoke than usual. "You had me at dangerous research. I'm in!" Later, when Gorm offers the choice of scrolls, Apollo bows, "You are a wise and benevolent faction leader." Turning to the group, he whispers, "See, I told you." He then focuses on the scrolls.
Studying the scrolls, Apollo suggests, "With Atae, myself, and possibly Elfino, we have healing options. So maybe Atae, or someone else, wishes to try Disrupting Weapons or Magic Missile." He looks to the Cleric.
I asked in Discussion, but I'll try once more before we head out:
Itka, do you really not wanna try your Shadow Planes Lore skill to distract Kreighton Shane? It might mean one more bonus item for the group.

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Having an interest in the Hellknight, she will spend time with him, talking to him and attempting to do what Calistians do with objects of their attention, especially good looking ones :)

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Don't feel too overly pressured to grab Fola's bonus; it's just a lesser silvertongue mutagen

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Tamrin becomes sufficiently invested in the conversation with Veecs and Roddy as potential agents for future missions involving the liberation of slaves from Cheliax.
Gorm watched on with interest, but no engages the rest of you, "If you need work, I have something that needs checking out right here in Absalom. Someone at the College of Mysteries in the Petals District has been working on research that some would consider dangerous." he says with a pained look on his face, "Well, I can't confirm if this is true, but I sure would like to. All we know is that it is based on some obscure scrolls from Nidal. I would appreciate it if you could make some copies of those scrolls for more... safe research and study inside the Pathfinder Society." he say before handing you some blank scrolls, "Oh and I always carry some extra spell scrolls, pick one of these to take with you!"
Gorm offers you three scrolls to choose from labeled Disrupting Weapon, Heal, and Magic Missile. You may pick a single scroll for your party to obtain for free.
"Nidal!" Itka practically spits out that name like the most disgusting refuse. "Hmp! I'll help. Anything from there must be handled with caution." Although why you'd *want* anything from there is beyond me. Maybe to figure out how to defeat it... Yes. That's a good reason.
Once the group is finished talking with Gorm, Itka wends her way back to Kreighton Shane. "Hmp. Excuse me, Mr. Shane. I hear you have more knowledge than most about the Shadow Plane. What do you know about the extent to which Zon-Kuthon's influence in the Xovaikain region has bled out into the surrounding areas?" When she speaks the name of Zon-Kuthon, her expression inadvertently curls into the deepest loathing.
Shadow Plane Lore: 1d20 + 8 ⇒ (14) + 8 = 22

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Krighton's face brightens as he senses the academic nature of the topic, "Interesting question! I can't say that I am an expert on the Shadow Plane, but if you'd like to join me for a quick jaunt to the archive, we can find something on the matter."
Completely forgetting Fola's presence, Kreighton heads off to the Grand Archives, possibly with or without Itka; he will research this regardless now.
Fola is a bit flustered for a bit, "Well, you're all quite good with your words! I like when problems are solved, with violence being the answer...I don't know how likely it will be to clear out a haunted house with just words, but this could help." she says, handing you a Lesser Silvertongue Mutagen.
Heading off to the Flotsam Graveyard in the next post unless there are other preferences. In other news, I just realized it's Flotsam Graveyard and not the Floatsam Graveyard.

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Roddy looks indifferently at the scroll selection offered and gives a small jump when Itka sharply says Nidal. Yet another terrible place and he thinks to himself "whelp, I joined the pathfinder society to explore the globe, lets hope I dont end up going into these terrible places often." And thinks of all the stories of lush jungles, cloud reaching mountains and beautiful shorelines he has heard.
he shakes out of his daydream
"Thank you, Gorm Greathammer"
He turns to the group of initiates whom he has been straggling along with all night.
"Well, It seems that each of the Venture-Captains have a job right here that needs doing. If you are all willing and able, I can think of no better way to uh, spend the night." He gives a small bow and continues walking "Um my name is Randolphis Jaggit Rawlings Bonfiglio, but everyone just calls me Roddy."
At this moment he realizes the tall orcish woman with the cane has walked away but cant see over the crowd to see where she went.

GM NovelEnigma |

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. She has provided ferrying services for Pathfinder agents for over a decade and loves hearing about agents’ missions past and present.
If you decide to Gather Information about this ship before arriving, your information is as follows:
You hear that the creature on the boat can breathe fire and has arms as hard as steel.
You don't hear anything useful about the ship.
You hear that the creature on the boat can spit acid and can root itself into the ground to draw on natural energies to recover.
You hear that the creature on the boat can breathe fire and has arms as hard as steel.
You hear that the creature on the boat can breathe fire and has arms as hard as steel.
You don't hear anything useful about the ship.
Your rowboat arrives at the wrecked ship rather quickly. 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 deck is difficult terrain due to the mats of vegetation and layers of barnacle growth. Characters can instead move along the railings with a successful DC 15 Acrobatics check to Balance

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After Itka impresses Kreighton Shane with her knowledge of other-worldly planar existence, Apollo nods in her direction. Later, when the team gathers together, Apollo says, "We haven't known each other long, but our strengths meshed well at this party." He adds, "As it was foretold."
As soon as he leaves the Grand Lodge, Apollo steps aside and casts Incendiary Aura. For a minute, his clothing and body seems to be a little more smoky than usual, before dissipating back to normal.
A combustible aura surrounds him, but it dissipates after 1 minute. He is now affected by his Minor Curse for the rest of the day.
While on the rowboat, Apollo refocuses by meditating, which helps take his mind off of the unsettling water travel. Upon their arrival at the shipwreck, Apollo announces, "I don't know about the rest of you, but I'm excited to deal with this creature. I heard he can breathe fire." He adds, "Perhaps we're related." The flames oracle hops off the rowboat onto the main deck, and he looks and listens for any signs of the fire-breathing beast.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23

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As the boat gets closer to the ship Roddy gets little nervous at the thought of a fire breathing creature, hopefully he can move faster than its breath. He can deal with a fist fight or some weapon play all day every day, but its been a long time since he has dealt with a non-humanoid.
While they approach the ship he gets the busy captains attention
"Excuse me Captain, have you heard any rumors about this ship? Hear it said a fire breathing monster lives on board, leaving me glad to be surrounded by water"
Before he climbs on board the ship the halfling takes a small dip in the water to wet his clothing. He doesnt want to burn off his new britches!

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First, let's get the Investigator stuff out of the way...
Action: Pursue a Lead - Shipwreck Monster - Gives a +1 circumstance bonus to Perception or skill checks to investigate a designated subject.
When Elfino hears Apollo's description of the creature as a fire breather, he frowns. "Are ya shur dat's right? Ma sources tell me dat it spits acid n can root itself into de ground ta draw on natural energies ta recover. Not shur 'ow much ground dere is in de shipwreck ta root itself in, but de acid spittin' is definitely summit ta watch out fer."
Before stepping onto the ship's main deck, Elfino examines it closely to identify the best way to get across it without breaking his neck.
Action: Pursue a Lead - Shipwreck Main Deck - Gives a +1 circumstance bonus to Perception or skill checks to investigate a designated subject.
Elfino deterimines that the best way across the main deck is to grab onto the railings with a death grip to avoid slipping on the wet detritus. "Dis seems like de best way ta do it."
"Dunna see no monster. I'll check the back cabin." He attempts to cross the main deck to the door of the aft cabin.
Not sure if he gets the +1 for an Acrobatics check to Balance, but I'll add it in anyways. Feel free to ignore it if it doesn't apply. If it does apply, then the next person that tries it can get a +1 bonus from Elfino's Clue In ability.
Action: Balance vs DC 15
Acrobatics (Balance) vs DC 15: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24

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@GM Novel Enigma: Can our PCs stand on the grates in the floor?
"Hmp. I heard about the fire breath, as well as arms of steel. Let's look for signs of fire burnt or acid burnt wood, just in case. --And stick together!" Itka calls after Elfino as he heads off on his own to inspect the back cabin. "Hmp." Huffing with resignation, she hobbles after him, trying to pick out the easiest path among the chunks, globs, and slime all over the deck.
Acrobatics to Balance DC 15: 1d20 + 2 ⇒ (3) + 2 = 5
Ouch! Crit fail.
And almost immediately her legs slip out from under her and she goes sprawling on her back, the air driven from her lungs. "HUH!" Her skinny, surprisingly long limbs flail ridiculously for a moment as she gathers her wits and forces air back into her lungs. Laboriously, and (probably) with the help of her teammates, she finally regains her feet and assumes her normal posture. "Hmp. Found a slippery spot. Don't step there." Ouuuuuuuch.
Rubbing her rump with her free hand and scowling enough to frighten any monster, she tries again to catch up to Elfino.
Acrobatics to Balance DC 15: 1d20 + 2 ⇒ (18) + 2 = 20

GM NovelEnigma |

The captain looks towards Roody for a moment as they skim the water, "Heard the same as most of you probably; breathes fire, maybe acid, steel arms, some kind of root power or something. Hard to tell with rumors, eh?" he says as he continues to steer the boat.
Apollo notices scorch marks on the deck when he looks around, and Elfino decides that nothing else seems Odd currently.
The captain waits aboard their craft and watches Itka from aboard with a snicker, "Trying to find yer sea legs, eh?"
Only one place to go from here!
Seeing nothing else of interest topside, you head below deck. Sharp beams of sunlight filter down through cracks in the main deck to cast this cargo hold in 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. The cargo hold floor is also difficult terrain due to the slippery algae underfoot.
Elfino's senses tingle at the sight of the wrecked crates as he notices some papers sticking out of them.
Meanwhile, you all notice a blobby amalgamation of body parts in the rough shape of a man. It huddles in the corner with the gnawed bones of sea birds. It eyes you with a look of fear and appears ready to fight or flee at a moment's notice!
This is a rare fleshforge dreg. They are nexian constructs that are created with a variety of abilities depending on their creator's whims. These abilities can range from breathing fire to growing tentacles. They can also understand their creator's language, but are unable to speak. Unusually for a construct, they are not mindless.
This is a rare fleshforge dreg. They are nexian constructs that are created with a variety of abilities depending on their creator's whims. These abilities can range from breathing fire to growing tentacles. They can also understand their creator's language, but are unable to speak. Unusually for a construct, they are not mindless.
This is a rare fleshforge dreg. They are nexian constructs that are created with a variety of abilities depending on their creator's whims. These abilities can range from breathing fire to growing tentacles. They can also understand their creator's language, but are unable to speak. Unusually for a construct, they are not mindless.
This is a rare fleshforge dreg. They are nexian constructs that are created with a variety of abilities depending on their creator's whims. These abilities can range from breathing fire to growing tentacles. They can also understand their creator's language, but are unable to speak. Unusually for a construct, they are not mindless.
You aren't sure what this thing is!
You aren't sure what this thing is!

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Veecs slips and slides on the slick floor, it is slow going but he advances none the less. Below deck he sees the blobby creature, "I think it looks scared, whatever it is..."

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With a look of recognition Atae shares what she knows about the creature with the party This is a rare fleshforge dreg. They are nexian that are created with a variety of abilities depending on their creator's whims. These abilities can range from breathing fire to growing tentacles. They can also understand their creator's language, but are unable to speak. Unusually for a construct, they are not mindless.

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Elfino nods in agreement at Atae's description of the creature, as apparently does everyone else except for Roddy and Veecs. "Whut n amazin' coincidence; I concur with Atae's conclusion ta de letter. De fact dat it 'asn't attacked us yet is a good sign. Perhaps we can make friends with it?"
Action: Sense Motive with Pursue a Lead (Perception +8 +1) vs. Deception DC of Creature - secret
While Elfino tries to figure out what is motivating the creature's behavior, he throws a comment over his shoulder to the others. "Oh, before I forget. Someone should 'ave a look at dose wrecked crates over dere. I'm pretty shur I noticed some papers stickin' out of them."

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"Hmp. Well, if you're trying to be friendly, I'll look at those papers and stay out of your way. Most folks think I'm an acquired taste. Hmp." Being half bent over already, Itka doesn't have to stoop much farther for her long arms to reach the papers on the floor. She brings them close to her face to see what she can make out of their contents, while keeping the "monster" in her peripheral vision, just in case.
Whichever skill works best: Percep + 5, Arcana +4, Occultism +8, Religion +6, Society +8

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Hearing Atae describe the construct, Apollo nods in agreement. When Elfino and Itka suggest being friendly, the halfling approaches cautiously and says "Hello?" more as a question than a typical greeting. After a few moments, he continues, "We're Pathfinders. Can we help?" When the creature doesn't respond, Apollo finally remembers it can't speak. "If you won't hurt us, we won't hurt you." He puts his hands up as a peaceful gesture.
Noticing the gnawed bones in the corner, Apollo asks, "Are you hungry? We can find food." He watches the creature warily.
Diplomacy-Make an Impression: 1d20 + 9 ⇒ (17) + 9 = 26

GM NovelEnigma |

Elfino determines that the Fleshforge is hungry and scared.
Itka identifies the insignia on the broken crates as a Nexian shipping company, and looking inside the wrecked crates reveals a hidden shipping manifest detailing the Fleshforge's Nexian origins.
The creature seems to respond extremely positively to Apollo's words and nods at him as it slowly stands up and waits.

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Roddy has never seen anything like this, but it doesnt seem so scary. "Whelp anyone got any, uh, meat? He seems to like birds" Roddy pulls a small bit of deer jerky from his bag and looks at Apollo and the others for guidance while approaching slowly over the slick floor
acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17
While standing next to Apollo he asks "Think its safe to get closer or think I should just toss it over?" Without waiting for a response Roddy tosses the jerky to the strange creatures feet. "Whoops!" as if surprised by his own actions.

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Elfino straightens up from his examination of the fleshforge. "Dis fellow is scared of us n very 'ungry." The investigator pulls some rations from his backpack and pushes them towards the creature making motions with his hands to indicate that it should eat them.
"Good job Apollo. If we feed it n keep it calm, I dunna think it will be a problem." Once the fleshforge is distracted by further food and under the calming influence of Apollo, Elfino points to the fore and says, "If someone will check de room ta de front of de ship, I'll go check de one in de back." He heads in that direction and examines the aft room for anything odd or interesting.
Action: Pursue a Lead - Lower Aft Room - replaces Main Deck lead - Gives a +1 circumstance bonus to Perception or skill checks to investigate a designated subject.
Perception +Pursue a Lead: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27

GM NovelEnigma |

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.
The coat of arms on the aft wall is, in fact, the insignia of the Taldan navy. A closer inspection of the lantern reveals it is, in fact, an ever-burning torch formed into a lantern rather than a simple torch, and the lantern’s glass can be manipulated to change the color of light it sheds. The age of the lantern and its multicolor function, combined with the obvious Taldan insignia carved into the wall here, strongly suggest the ship is in fact a relic of the original Silent Tide invasion

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Elfino examines the Taldan items in the room and makes copious notes of the details for later reporting. He looks more closely at the antique lantern. "This thing's worth a couple of bob to the right buyer," he thinks to himself. He checks to see if the Everburning Torch can be liberated from its surroundings without unduly damaging them, but decides that pissing off his faction leader by destroying evidence might not be the best way to gain advancement in the Horizon Hunters.
The investigator then pokes his head out the door to inform the rest. "It appears dat our faction leader's suspicions are correct. Looks like dis ship was most likely part of de Silent Tide Invasion. Doubtless she'll be pleased ta 'ave dat confirmed."
Elfino exits the aft cabin and carefully makes his way across the lower deck to the fore cabin, giving the fleshforge and its handlers as wide a berth as possible in the process.
Action: Pursue a Lead - Lower Fore Room - replaces Lower Aft Room lead - Gives a +1 circumstance bonus to Perception or skill checks to investigate a designated subject.
As with the aft cabin he examines the fore cabin for anything odd or interesting.
Perception +Pursue a Lead: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22

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Apollo nods to Elfino and Itka as they give reports on their findings.
He then watches to see if the creature takes the jerky offered by Roddy. If so, Apollo asks the group, "If we share our rations with him, maybe he'll follow us back the Grand Lodge. Calisro Benarry will know what to do."
If the construct doesn't care for the jerky, Apollo suggests, "Shall we go to the upper deck and hunt some fish or fowl for our new friend?" The halfling carefully makes his way up and watches to see if the creature follows.
Can we attempt to hunt for food from the ship's deck to feed this thing? Would we need attack rolls?
As Apollo is watching it, he asks the group, "This would be easier if we gave him a name. Since he's Nexian, how about Nex?" He looks for consensus ... or a better suggestion.

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Glancing up from the papers, Itka remarks to the creature (now that it's friendly, she isn't concerned about scaring it off): "Hmp. That's a lot of food all at once. If you're still hungry after all that, nod your head three times and I'll share some of mine with you. Hmp. Be right back." She then peeks into the aft cabin to help Elfino search it.
Perception +5

GM NovelEnigma |

The creature seems satisfied with the various amount of rations it has been given. As you move around the rest of the ship, it follows behind you.
Eflino heads over to the other part of the ship. 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.
Your senses tingle, but not for long as you quickly recover two talismans that look like Crying Angels.

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Roddy is pleased that the Jerky worked, he didnt want to punch this weird and creepy thing. Looking at its oddly pieced together body and imagining peoples reaction to seeing it in the streets " I dont know, you think its safe to lure this through the hustle and bustle of Absalom to get it to the Great Lodge?"

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Elfino takes the Crying Angel Pendants and hooks them to his armor before rejoining the rest of the group and the fleshforge dreg in the main part of the cargo hold. "I think we got everythin' we came fer... n a little bit more." He points to indicate he's referring to Nex.
"'E seems 'armless enough in 'is current state n it looks like 'e's all set ta follow us out of 'ere anyway, so we might as well take 'im with us ta de Lodge when we report back. Eando Kline n de Vigilant Seal will know whut ta do with 'im. Throw a blanket around 'im n nobody'll notice."

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"Hmp. Good call. Here's my blanket; I'll want it back once we're inside the Lodge." Who has the resources to create and transport this creature and would use this old shipwreck for their safehouse?

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When Elfino returns from checking out the cabins, Apollo nods and asks, "Before we leave, were there there more cabins to explore on the upper deck?"
He turns back to the creature, and indicating himself he says, "Me: Apollo." Then pointing at it, "You: Nex." He checks for understanding, "Ok?" and motions for Nex to follow the group up to the main deck.
After the group thoroughly searches the shipwreck, Apollo joins the others in the rowboat back to shore. When Itka asks about a transport, Apollo looks around the pier for materials to build a makeshift cart. He retrieves some tools from his repair kit and sets to work.
Crafting: 1d20 + 7 ⇒ (13) + 7 = 20

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Nothing else triggers Elfino's senses, so you decide to drop the Fleshforge creature off at the Grand Lodge. It seems keen to follow Apollo and nods in agreement with the names.
You find what you need, make a makeshift cart, and cover the creature up to hide him as you make your way back through town.
Calisro Benarry takes the documents from you and agrees with your assessment that the Vigilant Seal may know what to do with the creature more than she does.
Finishing up this assignment, you head over to Westgate.
If you choose to Gather Information:
Note: There is a penalty for critically failing this one, so I'm assuming Elfino and Roddy don't roll due to having a +0. If either of you wishes to Gather Information as well, or if anyone else does not want to roll, let me know.
Most of you don't hear anything; however, Itka and Atae hear that a crowd opposed to you freeing the person from their petrification has gathered along Statue Street. The mob is being led by an Acolyte of Calistria, a smith, a drunkard, an actor, and a socialite.
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.
You hear the Dwarf Smith first, "This is our tradition! This is what Statue Street is all about! This is not going to change today or tomorrow or even when Tar-Baphon shows his bony a%$ back here!" he shouts.
The Acolyte speaks next after some affirmations from the crowd, "Think of all the times you wanted revenge on someone, and they wound up here, forced to outrun a gorgon to earn their own freedom! That is what life is all about! Taking freedom into your own hands!"
The socialite goes last, "What do we want!?"
"Tradition!" the crowd yells back.
"When do we want it!?" the socialite replies.
"Forever!" the chant back.

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You are correct; no Gather Information for Elfino. He prefers to get his street information from his underworld sources rather than have to deal with strangers in bars. They tend to react badly to his appearance.
If I remember correctly, the dwarf smith is conducive to an appeal to his craft in talking him down.
Elfino turns his attention on the smith. He'd heard about this self-important windbag from some of his street sources but had never met the fellow in person. He knew the type pretty well though and a professional approach might well do the trick.
He calls up to the dwarf. "'Ey, you dere! Aye, you; de smith. With all yer talk of tradition, 'ow about de tradition of gettin' one's work done without wastin' lotsa other people's precious time spittin' out a bunch of twaddle? I suspect dat yer forge is gettin' quite cold by now. Why dunna ya get back ta it before de embers go out completely? I'm guessin' dat yer long-sufferin' customers would prefer it dat way."
Crafting: 1d20 + 8 ⇒ (17) + 8 = 25

GM NovelEnigma |

Yep, let's get down to the mechanics of the operation here.
The dwarf glares at Elfino, "Aye, can't let the forge get cold. Got more important things to do." he says as he walks off the "stage" and leaves.
Round 1:
Elfino: Smith
Apollo:
Atae:
Itka:
Roddy:
Veecs:
Leaders:
Acolyte of Calistria: Religion or Lore Calistria
A smith: Crafting or Guild Lore
a drunkard: Deception or Alcohol Lore
an actor: Performance or Theater Lore
a socialite: Society or Absalom Lore
Intimidation is usable on any of them, but the DC is higher thanks to the mob gathering.

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In an attempt to pacify the townsfolk, Apollo pulls out his lyre. He strums a soothing, mellow tune, and says, "Let's make music, not war." He gives a friendly smile and looks around.
He spies the actor on stage, still in his costume and makeup, and Apollo addresses him. "You there, my thespian friend. Don't you have a performance to get to? The show must go on, and you don't want to disappoint your adoring fans." He begins playing a more upbeat musical number.
Performance: 1d20 + 9 ⇒ (18) + 9 = 27

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Limping forward, Itka suppresses her impatient contempt and addresses the socialite. "Hmp. Inciting a mob over here won't do you any good. Go talk to the people who make the decisions. They're the ones who have the power to protect tradition." Hmp. Hopefully the mob will dwindle down to nothing during the long walk over there.
Society: 1d20 + 8 ⇒ (20) + 8 = 28

GM NovelEnigma |

Man, you guys are killing it! There's no listed advantage of getting critical success, but I may give you one anyway!
"The world is a stage and a stage is a world of entertainment!" the actor says with a flourish and a puff of smoke. Suddenly, he's gone.
The socialite frowns as he thinks on Itka's words for a bit, "You're right! We should get some lawmakers riled up instead!" he says as he gathers up some people to head elsewhere.
Round 1:
Elfino: Smith
Apollo: Actor
Atae:
Itka: Socialite
Roddy:
Veecs:
Leaders:
Acolyte of Calistria: Religion or Lore Calistria
A smith: Crafting or Guild Lore
a drunkard: Deception or Alcohol Lore
an actor: Performance or Theater Lore
a socialite: Society or Absalom Lore
Intimidation is usable on any of them, but the DC is higher thanks to the mob gathering.

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Atae takes a look around the crowd. She sees that there is a younger looking human dressed in the vestments and colors of a cleric of the Savored Sting. She nods in greeting when she catches his eye. She approaches slowly and begins to chat about perhaps getting a few of these people to go to the temple and release some of their frustrations rather than causing trouble.
1d20 + 7 ⇒ (16) + 7 = 23 Know Religon

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Deception: 1d20 + 6 ⇒ (3) + 6 = 9
Veecs slides up to an inebriated looking man, "Hey, friend is it really something worth all this commotion? What da say I buy ya a drink at the ale house down a few blocks and we forget the troubles of the day? Hmmmm."

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Roddy hangs back, keeping his eyes peeled for this situation to turn sour. He sees Veecs trying to talk down the drunk man. Spending numerous shifts as "security" at drinking establishments in Absolom he knows how unpredictable men can be this deep in they cups... so he heads over to "lend a hand"
Pretending to be slightly drunk he claps veecs on the back and says.
"Hey Buddy I'll tell you what, how about I join the 2 of you. I know of some good spots where they offer more than just some booze if you know what I mean!"
My thoughts were to entice him who may be of loose morals for a shadier establishment with lore underworld, but if that wouldnt work I have a deception of +0 to help
lore underworld: 1d20 + 4 ⇒ (14) + 4 = 18 If you will take that, if not
deception: 1d20 + 0 ⇒ (4) + 0 = 4