New beginnings. Freedom. Money. Whatever you're looking for, this journey to Talmandor’s Bounty represents those goals of your new life. When the Bountiful Venture Company contacted you with news of your acceptance on this second journey, you felt excitement, nervousness, perhaps fear of the unknown.
Whatever emotions you have, today is the day. Everything has been prepared, the food and tools have been brought upon the ship you'll be using, the Peregrine. The dock in Andoran is full basically to the brim with all sorts of employees, colonists, sailors, and more. All working on the singular goal of getting the ship ready and moving.
As you arrive you are funneled through a long line of specialists, medical inspections, and last minute preparatory inspections of both you and your equipment. After an hour and a half of being poked and prodded, you finally find yourself on the gangway headed to the deck of the Peregrine. Captain Jacob Markosi, a middle-aged man whose silver hair doesn't quite match his dark beard, silently nods at each of you as you board, although he is mostly preoccupied with his crew and making sure everything is going smoothly.
Ramona Avandth, a tanned human woman with practical clothing and short brown hair and also the leader of this expedition, crosses each of your names off a list as you board. She smiles at each of you warmly, and seems excited to see you.
"Ah, welcome! Thank you so much for arriving on time, and your patience in the exams. You know how these things must work, I'm sure. Either way, welcome aboard! We're having a sort of meet-up and get to know each other in the main cabin, feel free to head there and introduce yourselves! I'll be joining you as soon as I'm done here."
Most of the colonists from the list in the Player's Guide are here already, with every one of the ones you chose to interact with in your backstories being here as well, in case you want to roleplay some short interactions with them and the rest of your PC group.
With a whistle that is excited, cheerful, and nervous all at once, Ankha Brushbender boards the ship. “Thanks for the welcome,” she smiles back at Ramona, while anxiously eyeing one particular crate being handled by the porters. “I’ve been waiting for months to join this expedition, so what’s a couple more hours of exams? I’m just glad to be here. Though …” her grin transforms into a wince as the crate is accidently jostled, then steadied, “… please try to be careful with my laboratory equipment. There are some delicate instruments in there, and one of the inspectors nearly misaligned the condenser. Not intentionally, of course, but still …”
The stocky, muscular human moves on, making way for the next passenger behind her. Dressed in a plain blouse and a long skirt, with a thick cloak to ward off the stiff ocean breeze, she brushes a lock of tangled caramel hair out of her face. Ankha is immediately drawn to the halfling quartermaster, but seeing that Brady is busy organizing loading the ship, she opts for a friendly wave and a quick greeting in Halfling before entering the main cabin.
Inside, she scans the crowd before choosing to sit beside the middle-aged dwarf Alba. “Hi, I’m Ankha,” she leans over eagerly. “Isn’t this exciting?! What’s your role on this expedition? You wouldn’t happen to be an alchemist too, would you? I noticed the permangate stains on your fingers.” She holds up her own left hand, revealing purplish fingertips.
"I'll do my best to make sure they don't destroy anything. If they do, I'm sure we can find a replacement before we head out. Once we get everyone on, the crew still has an hour or so before we can actually leave. So we have plenty of time." she says, eagerly pointing towards the meet up room.
The rather stern dwarf alchemist is off on her own in a corner of the room quietly reading. She looks up when Ankha approaches, cautious, before she speaks.
"As a matter of fact I am. I was messing around with some permangate before Ramona let me know about this little...get together. How long have you been studying?"
The poking and prodding by a long line of specialists, medical staff and inspectors was tedious. She understood the reasons, at least the need to make sure nothing was left to chance, but amid all the bustle and way too many people at once it was more than a little annoying.
Ku’Hania takes a deep breath as she makes it past the last checkpoint, and heads up the gangway, steadying her nerves. Though she didn’t want to admit it, she was as nervous as she was excited by the prospect of what they might find across the ocean, though the thought of all that open water was immediately soothing. The warm smile from Ramona, the expedition leader is reassuring, and she gives a nod of response at the mention of the meeting. ”Thank you, it is…a lot.”
Taller than most women, the half-elf’s alabaster features stand out substantially, her seafoam green hair framed by the hood of the large light cloak that reaches almost to the ground, stopping just above her ankles and bare feet. Equipped for the journey, while definitely traveling far more lightly than most, the spear strapped across her back draws the eye, likely marking her as a warrior of some kind, though her emerald green eyes carry a wisdom that far exceeds the youth of her face.
Giving Ramona a brief smile, she moves on, looking around as she sees the numerous other people aboard for the journey, some she was already familiar with…like that irritating fop Harcourt Carrolby , a man who seemed to have no purpose other than to whine and order people around.
Feeling awkward, she seeks out Anya, the Shoanti ranger one of the few people around whom she didn’t feel out of place. ”So…today is the day!” she says pensively, looking out at the bustling chaos of the last minute preparations as she walks up alongside the huntress.
“Maybe about five or six years? Seven?” Ankha answers happily and easily, seeming to not notice the dwarf’s caution and reserve—or perhaps she simply doesn’t care. “It seems like forever, though I know that must seem like a short time to someone like you. I still have a lot to learn, but I’m hoping to uncover some Azlanti secrets on this expedition.”
She fidgets nervously as the boat gently rocks with the tide. “Have you ever been on a ship before? This’ll be my first time. I still feel lucky that they chose me to go when there are so many other applicants, and with so much more experience. At first I thought they picked me for my alchemy skills, but that can’t be right with you here. Say,” her light brown eyes shine with the glimmer of an idea, and after rummaging through her backpack, she produces a worn leather-bound journal. “Do you want to share formulae? I recently figured out a way to make crafting quicker and easier—you probably already know how to do this, but I’d be happy to show you if you’d like?”
The shaved-bald and strikingly tattooed Shoanti woman seems like a fish out of water to match the half-elf that approaches her. The tattoos depict runic and animal totems that seem to represent the moon and owls. A large greatsword is resting against the seat next to her, and she's fiddling with a longbow in her lap.
As Ku'Hania sits down, she looks up in annoyance before seeing who it is and her face softens.
"I noticed you making your way through that crowd. Wastes of time, if you ask me. Not sure why all of that was neccessary."
She laughs softly, then continues. "Yes, today is the day. A new beginning for all of us, you included. Nervous?"
Ankha:
Alba laughs loudly, perhaps a bit too loudly.
"Yes, that is not a very long time at all, young one. With some luck, both you and I will get to explore some Azlanti ruins. I've been wanting to make it to Arcadia for a very long time now, probably longer than you've even been alive!"
Though it sounds like an insult, you can tell from her tone that is just a simple joke.
"I have been on plenty of ships in my time, yes. And I am sure I will be on plenty more before my life is at an end. Now might not be the best time to collaborate on our knowledge, but perhaps when we leave we can trade certain secrets. Us alchemists have to stay together, no?" she finishes, winking conspiratorially.
"Definitely. The ocean and sailing I look forward to. But what we will find, what Talmandor’s Bounty will be like or what challenges lie there...it would be hard not to be nervous." Ku'Hania replies. "Not to say that I am not also excited. What about you? Looking forward to exploring?"
She sets her spear beside her as she settles into her seat.
Braxton Horatio Wynters leans against the railing on the Peregrine's deck, a silvery tobacco pipe in his right hand, left hand resting on the hilt of his rapier. As he watches the crew working, he takes a puff on his nickel plated pipe, whisps of tobacco smoke rising and disappearing into the clean ocean air. The sailor is no stranger to loading cargo and supplies, doublechecking manifests and stores, and making a ship ready for sail, but this is the first time in his life that he is not one of the people doing any of those things. For the first time, he is a passenger. A customer. It is an odd feeling. He lets the ember in his pipe die, and flips the cap on before putting it into an inside coat pocket.
Braxton pushes off the rail and makes for the main cabin. He is roughly of average height and build for a human, with curly black hair and goatee and brown eyes. He wears navy blue trousers and tunic under a leather vest, with brown leather boots, gloves, and hat to match. A brown feather pokes out of his cap. A sheathed rapier hangs from a thick belt buckled over a green sash wrapped around his waist, the only really colorful part of the ensemble. The outfit is not an appropriate one for a sailor, be he is obviously no stranger to ships. Or risk.
Some called it foolish for him to leave the sea for the shore when the discovery of the lost Azlanti isle was announced. He was making good way in Inner Sea Sailor's Union and the merchant vessels that made up the private fleets of Andoran and Varisia, but the infinite possibilities of the (presumably) uninhabited Ancorato promised an adventure potentially greater than even the sea can bring. Adventure and silver. The old port towns of the Inner Sea were already too crowded with old money for any younger sailor to hope to carve their own slice out of the oceanic shipping and transportation industry. As a sailor, he would never be able to secure loans to build or purchase his own fleet. In a strange way, literally building from the ground up in a new land might be easier than attempting to elbow into the saturated shipyards and docks of Absalom or Magnimar and so, with enough supplies to find an appropriate site on Ancorato to start his no-doubt-soon-to-be empire of commerce, he offered his name for the next wave of colonists.
He parses over the assorted people gathered in the main hall. Obviously he was not the only one that felt pulled to the mysterious island, and a wide variety of people are gathered to try their own luck, same as Braxton. He recognizes quite a few of his fellow veteran sailors, including Lyra Heatherly, whom he has sailed with before. "Lyra!" He swaggers over to the ranger and tips his hat. "What brings you to the Peregrine? Are you working, or have you too decided to trade the seas for the shore?"
Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None
Arriving a bit later (but still on time) is a stocky dwarf with a beard dyed a vibrant purple, loudly decrying the apparent necessity of all these tests.
"I've been sailing longer than you've been alive, young man," comes one such complaint to a medic lifting up his gums to check for who-knows-what in his teeth. "I well understand the perils of scurvy and any other such malady that you might be checking for, probably better than you do. In fact, might I show you a trick to check the other passengers that might speed this up?"
But nothing ultimately keeps Dolgrin from boarding the Peregrine, and he holds his hand up to Ramona. "I do know how this works, of course, but my my it seems a lot. Regardless, good day to you, Ramona! I will gather with the others and get to it."
The dwarf strides aboard the ship, letting the sting of salt caress his nostrils. He sees that a young human woman has already begun talking off the ear of the other dwarf on the expedition. Not wanting to feel like a walking cliche, incapable of socializing with anyone other than a dwarf, he looks around at the other gathered before spotting two people with whom he had corresponded of late.
"Perrell! Carver!" he shouts. (The shouting is unnecessary. He's not far from them and the dwarf's natural resonance would carry his voice powerfully in almost any clime. The two likely wince at the needless volume.) "Aye, it's me, Dolgrin! I was looking for you lot!"
The dwarf toddles towards them, almost certainly interrupting their conversation, but caring little about the improper decorum. "Smell the sea, lad and lass. How fare you all on this momentous day?"
With a touch of sadness, Ankha nods rather solemnly at the dwarf’s jest about her short lifespan. It is a curse she must remedy to have any hope of winning Caladrel’s favor. But as an innate optimist, she perks up quickly—after all, she is on a voyage to the land of the comparatively long-lived Azlanti, with their secret to longevity just waiting to be discovered, and she’s just found a cohort who could serve as a mentor. What a beautiful day indeed!
“Of course,” she beams at the promise of future collaboration with Alba. Putting away her formula book for now, she muses aloud. “It’ll be amazing to see the ruins of Azlant, though I hope we can learn more about the Azlanti themselves. What little I’ve found talks about their accomplishments and their legacy, but not much about them as a people, or at least no details beyond being long-lived superhumans. Nobody seems to agree on just how long they lived though—the estimates I’ve heard range from a halfling’s lifespan to an elf’s. And of course, Aroden was immortal, before even becoming a god—now that would be a secret worth uncovering, wouldn’t it?” Her plain oval face shines with open eagerness, and perhaps even a hint of greed.
The arrival of newcomers already familiar with others tugs her out of her reverie. “My, everyone else already seems to know somebody. Do you know any other people here?” She glances unconsciously at the very loud dwarf before suddenly turning back to the other alchemist. “Ooh, I hope I didn’t forget to introduce myself. I’m Ankha Brushbender. What’s your name?”
Apologies, my post must've been eaten up. Sorry about that!
Ku'Hania:
"I'm not sure I'm looking to explore any ruins or any history stuff like some of these other people around here are." she says, laughing.
"I am excited about the potential to hunt exotic beasts. There must be so many things I haven't seen, or hunted, over there. I hope the colonists haven't cleared everything from the jungles of the islands."
Braxton:
The strawberry blonde tall woman is sitting behind a desk, upon which she has a wide variety of maps spread across. Most of various islands and the like. She looks up when she hears you, and gives you a somewhat distracted smile.
"I'm actually employed by the Bountiful Venture Company. They hired me a few weeks ago for my expertise in mapping and surveying the environment. You, of all people, should know I have no particular love for the open ocean." she says, somewhat bristling at the idea.
I;ll
"No, this trip is a business trip, besides the obvious pleasure I'll get from performing my duties. What about you? I know you're not the kind to do some adventuring for the fun of it, what are you looking for out there?"
Dolgrin:
You catch Perrell and Carver in the middle of discussing, or more accurately arguing, over what local flora the expedition will find on the island.
"There's no way we'll find amuremsis fennelis on the island. It doesn't thrive in tropical climates!" Perrell was saying.
"We don't know what kind of climate- oh! Hello Dolgrin. Glad to see you made it!" Carver concludes their argument, the two turning to the dwarf. "Was almost worried that you wouldn't make it at all. Hope you brought everything you need!" he says, teasingly.
Ankha:
The elderly dwarf seems to sense the accidental insult she delivered, and puts a supportive hand on Ankha's shoulder. She seems a bit overwhelmed by the human's enthusiasm, but attempts to keep up as well as she could.
"I, too, am excited for all of the potential discoveries we may find in the colony. Who knows what the first wave of colonists have drug out of the past already!"
"I know of a few of the more prominent members of both the crew and the second wave of colonists, but none of them personally. My name is Alba. Alba Divenaar. Good to meet you Ankha!" somehow, she didn't seem to even notice you hadn't introduced yourself yet.
“The pleasure is all mine, Alba.” Ankha smiles warmly at the dwarf’s introduction, and seems particularly grateful for Divenaar’s supportive gesture. “I don’t know anyone else here myself, though I met Ramona when she interviewed me, and I have a cousin who was part of the first wave of colonists. I actually applied for the first wave myself, but wasn’t good enough to be selected. I’m so glad I was chosen this time around—it’ll be wonderful to see Fandrik again. He’s a daring swashbuckler, always ready for adventure, so I’m sure he’ll be in the middle of anything exciting over there. I love to hear his stories. Plus, with Fandrik there, I won’t miss the rest of my family so much.” A hint of anxious regret flits across her fact, but it soon disappears as she eagerly inquires about Alba’s history.
“How about yourself? What’s your family like? You must miss them dearly with all the traveling you’ve done.”
"Heh, I doubt that! I'm sure there will be all new beasts to hunt, both in the jungles and the waters around the land! I look forward to seeing more of the oceans as well!" Ku'Hania says, her enthusiasm shining through her usual reserved manner.
"Oh, you know. Stuff." Braxton leans against the desk and looks over the colorful crowd assembled. "Sailing is nice and all, but I'm kinda tired of not owning anything. I was thinking all this new, unclaimed land could be an opportunity for me to 'rise above my station.'" He says sarcastically, chuckling and pulling a silver flask from his coat. The flask has a tankard etched into it, the holy symbol of Cayden Cailean. "I'm going to open a port! The new lands will need ports. I've never built a port before, but I've been to many. I mean..." He unstoppers the flask and takes a sip of the whisky within, then offers it to the ranger. "How hard could it possibly be? But, first things first: I need to find a place to build the port. Once I've secured an ideal location - on the coast, near the mouth of a river, I should think - it shouldn't be too hard to get funding for lumber and... nails, or whatever it is docks are made of."
"I wanted to be on the first wave, too, but I was actually preoccupied with a little endeavor deep in the Aspodell mountains. An unfortunate situation involving a tribe of kobolds, you understand how wily those beasts can be." she answers, laughing heartily as she recalls.
"Perhaps, it wasn't that you weren't good enough and instead that you just weren't ready yet. Even a few months of preparation for such an important and assuredly dangerous voyage can do a person a whole lot of good!"
Her face sort of turns a bit dark before she answers the last question, but it quickly lights back up.
"Ah, I haven't spoken to my family in many, many years. I'm honestly not sure if any are even left! When I was a much younger dwarf, I decided it was better for me to wander the world to learn as much as I could from it. I spent so many years exploring in Druma, the Mwangi jungles, Osirion, and so many more. My family didn't like that, though, and thought I should stay home to tend the family business. As you can see, I didn't, and thats that."
Ku'Hania:
"I suppose you're right about that." the hunter says, smiling at the enthusiasm. "I like your attitude about all this, I think."
Braxton:
"Ah, that makes a lot more sense. I knew you were all about the angle. Not that I blame you, a port is a good idea once we get the colony up and going for real. I can barely imagine all the ships we'll need to accept there."
"You know that the company is offering each of us a plot of land for our efforts in this endeavor, right? This is a serious opportunity we're talking about here, not a joke."
Before much more conversation can happen. however, Ramona appears in the large cabin and claps her hands together to get everyone's attention.
"Greetings again, everyone, I'm so glad to see so many wonderful people together in such a place. My name is Ramona Avandth, and I'll be the leader of this whole ordeal for the enitre duration of the expedition. At least until we can connect with the first wave of colonists and set up an actual government there.
I know each and every one of you is as excited to begin this journey as I am, and I can't wait to get to Talmandor's Bounty and begin the next chapter of all of our lives."
She turns to a nearby table and picks up a glass of what looks like a fine wine, then holds it up in a toast.
"To the success of our future endeavors!"
For the record, feel free to read any of the conversations with the other characters. They're all happening in the same general area, so you can overhear any of them with relative ease. I only spoiler them so they're easy to read and don't make huge unreadable blocks of text.
Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None
Apologies for the delay on my end. My ability to focus has been off for well over a week now. I'll backdate a bit and not hold us up anymore.
Dolgrin laughs and thuds the oversized pack strapped to his back, which clanks and jangles with nearly a hundred pounds worth of gear. "Oh you know us dwarves: slow and steady but ever ready."
He adds his own contribution to the argument. "If you don't mind my two copper, though, I find it generally fruitless to speculate on the likely presence of absence of a given specimen unless it is to propose and test a specific hypothesis. But that's basic empiricism, of course. You were probably discussing the likelihood of different evolutionary offshoots given the migration of birds, yes? Fascinating, I'm sure, and a subject I wish I had studied more at University. Why, did you know that--"
Thankfully, Ramona saves poor Perrell and Carver from a lecture with her announcement.
"Later," Dolgrin whispers to his academic companions, standing tall (or at least as tall as possible) to listen to the expedition's leader. As she raises a glass in toast, Dolgrin reaches up to grab a mug of ale, not without a bit of effort. "Here, here!" he cries out in response before beginning to drink.
Ku'Hania returns the smile, before turning to look as Ramona makes her speech to officially set the expedition off. Following the odd custom she'd observed a few times, she grabs a glass of...something, drinking it in celebration, eyes widening at the burn of the alcohol as it goes down.
Ankha smiles warmly again when Alba kindly suggests that she is good enough, but just needed some more seasoning before joining the voyage. But when the dwarf describes the situation with her family, the human unwisely opens her mouth, as if ready to expound upon the virtues and importance of family. Fortunately Ramona intervenes.
The young Brushbender stands up and reaches over to grab a glass of wine, gamely holding it up as she joins in the toast. “To our success!” She takes a small sip, then wrinkles her nose, intrigued as she sniffs the wine more closely. “Ooh, I don’t think I’ve ever found tannins quite like this before. I think ...” she peers intently at the red liquid as she swishes it around the glass, then thrusts her entire nose into the cup. “Yes, this might work if I add some centipede poison … or perhaps black adder venom … and dragonfly wings, of course ...” She pours the rest of the wine into an empty vial, then retrieves her formula book and starts scribbling furiously while muttering out loud, oblivious to the rest of the celebrations. “Maybe if I soak the tibia longer this time? I do hope we can find some fresh ones on the island ...”
After six long weeks, this morning the crew of the Peregrine has finally sighted land to the west. The journey hasn't been a pleasure cruise, with very few opportunities to socialize with your fellow colonists. Everyone has been so busy either preparing for their arrival or making sure the ship is upket so you all get there in the first place.
A few hours after seeing land, the Peregrine sails into a natural bay with a sandy beach within rowing distance for the ship’s boats. As the crew begins to untie one of the smaller boats to lower it into the water, the sailors pass a spyglass among themselves and finally hand it back to the captain. Captain Jacob Markosi peers at the island for a moment before grunting and handing the spyglass to expedition leader Ramona Avandth. “You should see this,” he says quietly. Ramona accepts the spyglass and peers toward the shore. When she lowers the scope, she is clearly distressed but trying to hide her worry.
She gathers the four of you from your respective cabins or hideaways and motions toward the far side of the deck, away from where most of the other colonists have congregated. “Can I have a word with you?” she asks.
Few are happier to sight land than Ankha. For nearly half of the voyage she oscillated between seasick and violently ill. She had almost recovered after the first week, but a nasty storm wrecked whatever progress she had made and confined her to a miserable existence in bed. Finally, with help from some of her fellow colonists, and a mild remedy she concocted herself, the alchemist found her sea legs. The next half of the voyage was spent making up for lost time, brewing potions and tinctures that would certainly be welcomed by colonists starved for fresh supplies, while constantly tinkering to improve and adapt her portable laboratory to the uncertain circumstances they would inevitably face.
When Ramona summons her she quickly sets aside her preparations for landing. “Of course,” Ankha responds, eager to help as she quickly follows their leader. She greets the other three colonists with a bright smile. “Hello Braxton, Ku’hania. I know you like the ocean, but aren’t you glad we’ve finally reached land? And Dolgrin—I know you've been busy, but have you thought of a way to test my theory about Azlanti lifespans yet?”
It would be great (but not required) if one or more of the other PCs with more seagoing experience helped Ankha overcome her seasickness. Feel free to describe their help as you see fit.
Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None
Dolgrin was well-used to seafaring life. However, most of his time aboard waterborne ships was in colder climes than the one they were sailing into. Not even his leathery tan and the generous applications of sbeard oils and creams he had purchased before leaving could save his poor beard from the hit. As the Peregrine nears Talmandor's Bounty, his usually well-coifed beard was now a frizzy bush.
Ramona finds the dwarf atop the Peregrine's mast, his cotton shirt completely unbuttoned and off his chest, more wrapped around and tucked into his pants. The dwarf jumps onto the rope rigging and clambers his way down. Down on the deck, he scratches uncomfortably at his beard. He didn't want to shave, gods forbid, but maybe he could find some way to keep a bit cooler without diving into the salty brine. He buttons his shirt up and follows Ramona.
Dolgrin notes who Ramona has gathered. Curious. One company employee and three non-employees. Er, two academics, a hunter, and a businessman? Two humans, a dwarf, and a half-elf walk into a bar, and... Why they four over other possible sailors to invite? Surely there was some reason.
"You may indeed," Dolgrin responds, joining Anka, Braxton, and Ku'Hania. Poor Ankha still looks a half-shade greener than when she set sail. He reaches into a bag at his hip and pulls out a small chunk of crystallized ginger. "Ms. Brushbender, did you remember to keep up with your fluid intake this morning?" he asks her as he hands her the ginger. "You remember what I told you about the fluid in your inner ear? Unless you want to start doing cartwheels with Bean Counter Brady, the best way to handle an inner-ear problem is to stay hydrated."
Then he turns to her question. "I'm glad you asked! Since we don't have any proper full-blooded Azlanti within the crew, or to be sure existing on Golarion for nearly ten millennia, it's a challenging hypothesis for which to gather empirical data. If any of their physical records persist after all this time, they would provide a sense of their ideas of time. Better yet will be physical remains, which could be put through that dating procedure you referenced. Why, just figuring the age at death of a single ancient skeleton could take years, much less gathering enough evidence to be met with sufficient confidence by the academy."
Ku'Hania thoroughly enjoyed the voyage on the open ocean, going so far as to take evening swims with Haplo when the ship dropped anchor at night. The storms were a thing of absolute beauty, primal and untamed, though she felt some sympathy for those who, like Anka, didn't take to being on the ocean very well.
When Ramona comes and finds her belowdecks during the high sun, the follows the expedition leader, noting the other's she'd gathered with her. "It will be interesting to see what lies ahead of us on the new continent." she replies to the alchemist, glad to see her looking far less green at least.
"Something troubles you." she says turning to Ramona, not so much a question as a statement.
By the start of the expedition, Braxton was already a veteran sailor. He is used to ship life. Unlike many of the passengers, he was not beset with seasickness at the start of the journey and he eagerly inserted himself into duty rotations. He does advise those not blessed with sea legs as long as his to focus on the horizon if they are feeling sick. He is mostly worried about his mule, Blaudon, whom Braxton purchased to carry the supplies he would need to set up his claim on the island.
"Excited for landfall, miss Brushbender? Hmm, yes, well, as comfortable as this voyage has been, the future is not going to build itself!" Truth be told, the sailor is nervous about the future. He doesn't really know what he is doing, but fortune favors the bold.
Because the Bountiful Venture Company is a well-funded organization, he is not worried when the expedition leader calls him in to a secret meeting.
Once the group is gathered together and everyone is away from the rest of the colonists, Ramona speaks to all of you.
"We have a problem." she says, bluntly and all business. "Something is wrong. Nobody's in sight. There's no smoke from cook fires or the smithy. Some of the buildings look burned out.” she continues, her voice low.
She offers the spyglass to the group, letting whoever wants to take it confirm it for themselves.
"Sailors can't keep their mouths shut. Sooner or later, all of the other colonists are going to hear about this—if they can’t see for themselves already—and things could become…tense. We have to do something, before the situation gets out of hand.”
Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None
Dolgrin reaches for the spyglass and scans out towards land. (And he presumably sees things as described.)
"Odd," he says, handing the spyglass to the next person who wants it. "Definitely concerning, but also inconclusive. They could have moved to another location elsewhere on the island. Maybe they considered the building materials left behind unsalvageable. There are ample reasonable explanations."
The dwarf shrugs. He could ask why Ramona had called the four of them, but he also knows his reputation, so he offers his advice. "For my gold, honesty is usually the best policy. But a bit of creative storytelling can buy time, especially if the story is truth-shaped. A good tale for this is that it looks like the primary landing site had some trouble--we can all see that--and that company protocol was to move to a secondary site elsewhere on the island. So we're sending a small contingent out here now to investigate the primary landing site. They'll figure out what happened and meet up with the rest of the colonists at the secondary site later. In the interim, we pray that tragedy did not befall our predecessors."
With that recommendation made, the dwarf nods. "If you agree, the question then is who to send ashore. Employees? A classic adventuring party like in all the old epics? You know: warrior, thief, mage, priest? You're in charge, so it's to your judgment, ma'am."
"Well, why do you think I called you four to the side? I'm sending an exploratory group to the shore, and the members of this group right here are among the people on this ship with actual experience that don't already have a job I need them doing here. You will take one of the ships' rowboats to shore and take a look around Talamandor's Bounty. I'd send the soldiers with you, but I might need them on the Peregrine in case anything goes south here."
She takes a breath, attempting to calm herself before continuing.
"There actually was a secondary landing site, designated as an emergency extraction point if anything happened to the first wave of colonists. I intend to order the captain to sail around the island to that secondary site, and see if any original colonists are there. Once you make it to the colony and clear out anything that may have taken residence since its apparent abandonment, you can make your way north overland to the secondary site. It's about a 9 mile trip if the maps we have are correct, and I'm sure they are. We'll meet up there and I'll make the decision where to disembark for good once I have your report."
With that she straightens up and nods, the course of action set.
"Any questions?"
Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None
Dolgrin's eyes widen and he looks around. He hadn't expected to be chosen for the exploratory group, and yet there it was. He's also pleased to have been right about a few points, mostly because it showed that the Company knew what they were doing. It's what he would have done, in any case. Story-shaped truth. He smiles and raises his hand in a salute. "Aye aye, ma'am. My only question is whether there's a spare map we can have to make sure we don't get lost on the way north. I'm a decent hand at following tracks, but it's not my particular area of expertise. Outside of that, I'll just need a moment to put on my leathers and get to it."
Braxton takes the spyglass and takes a peek. "Hmm. Well..." He collapses the spyglass and hands it to whomever wants it next. "These are strange new lands. We don't even know what the weather here is like. Could be a storm drove them inland. Not yet time to panic." The sailor sounds confidant, as always, and leans casually against the ships railing. "Who should we ask for when we find the settlers? Who's supposed to be in charge right now? Nine miles isn't an afternoon stroll, so we should be prepared to spend at least one night on the trail. Shall we gather our own supplies and meet at the tender in an hour?"
Looking through the spyglass, Ku'Hania looks over the abandoned building and open area.
"Something either drove them to another location or encouraged them to move. Are they expecting us? Would they know to look out for others coming to the colony at this time?" she asks, setting down the spyglass.
Worried speechless by Ramona’s revelation, Ankha spends the next several minutes staring wordlessly at the lifeless shore—first by anxiously straining her unaided eyes, then by sweeping the shore repeatedly with the spyglass, back and forth after the others are done. Fandrik! An uneasy knot gnaws at her stomach, worse than any seasickness. What if something happened to him? But no—surely her daring cousin would be okay? He has faced many daring escapades already, and has always come out on top. Hopefully this time won’t be any different.
Dolgrin’s sensible analysis, and Ramona’s agreement, help calm her down. “Yes … maybe they’ve just moved to the second site for some reason,” she repeats the others’ conjecture, as if to convince herself that there is absolutely nothing to worry about. But then it finally sinks in that she—she!—is being asked to form part of a special expedition. Any doubts about her value to this journey are cast aside as she beams proudly from ear to ear. “Don’t worry,” Ankha pipes in helpfully, “I don’t have as much military training as the soldiers do, but I have plenty of experience as a guard. I should be able to help if we run into any trouble. And I have an extract that might help if we do. I’ll just need some time to ready my armor and weapons and make a few other preparations.”
Turning to Braxton, the alchemist adds “And don’t worry—I’ll remember to focus on the horizon when we’re in the rowboats. I won’t vomit all over your boots like last time—I’m much better now.” She gives him a shy look that says both ‘I’m sorry’ and ‘Thank you’.
“And I’ve been drinking plenty of water,” she grins gratefully at Dolgrin, her cheery demeanor reasserting itself. “And maybe ...” she scrunches her brow, trying to think of a way to put a positive spin on the current situation, “… maybe the first wave were scared off by Azlanti undead?” Her voice quickens with excitement. “Wouldn’t it be wonderful if we found a cemetery filled with animated Azlanti skeletons? That would give us plenty of physical evidence to not only test my theory, but to figure out why they were so much longer lived than humans today!”
"Part of the original mission of the first wave of colonists was to map the island, so we don't actually have a completed map of the island. I will have someone bring up a compass to help you in the meantime, but I believe the landing site is directly north of Talamandor's Bounty."
"The leader of the first expedition was a man named Rayland Arkley. I knew him well, we've worked with the company together for quite a while before he took this responsibility on. He, and the rest of the first wave, knew that we'd be here on precisely this day. The schedule has been followed to the hour, they should be expecting us."
"I'm not sure what drove them away from this ideal settlement location, but I am not sure on that theory, Ankha. If undead did scare them away, why aren't there any left in the colony? Regardless, I am sure you'll find some clues or a note left behind for us to let us know what happened."
Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None
Ankha was a bit too eager with her undead theory, and Dolgrin begins to say as much when Ramona brings them back to focus. At the word "compass," he reaches into his pocket and pulls out his own compass, attached to his pants by a gold chain. "North is most of what I need," he says cheekily.
It was highly impressive to be able to maintain such a schedule, but Dolgrin would expect no less of the company. Why, you didn't need magic or clocks to handle such a complex operation, but Bountiful Venture had both and then some. So unfortunately that detail raises the stakes even more.
"Well, we'll look for Mr. Arkley and the others. Canvas the whole village for clues of where they went and pray that this are simple explanations for all this."
Dolgrin excuses himself and disappears below deck to pack his things.
---
In the dim below the ship, the dwarf pulls on his leathers--boots and armor both. His large bag is filled to the brim with equipment, and larger items stick out at various angles, lashed together in a precarious but somehow workable balance. The sharpest, bulkiest items (his spear, his marlinspike, and his grappling hook) are obviously outside and away from the cloth backpack. But other items (those less prone to being wrecked by inevitable exposure to the elements or the sea) are lashed in a makeshift bag above the backpack, wrapped in a wishing net. His clan dagger sits sheathed on his right hip and he leans his enormous spear on his right shoulder.
Before re-emerging topside, Dolgrin scrubs his leathers with a bit of oil to keep them from getting instantly water-logged, and then combs his beard and hair with some of the same oil. Just a bit of extra relief.
Back above deck, the dwarf triple checks his knots and loads into one of the ship's rowboats. He starts humming a sea shanty--a bit cracked and not entirely on-key, but recognizable nonetheless. He was ready.
Ku'Hania nods, glad to hear they would have the aid of a compass once they got to shore. While her innate sense of direction, made it nearly impossible to get lost while at sea, a talent she was delighted to discover over the voyage, traveling overland would be a different story.
Going belowdecks, she gathers up the gear she’d brought along for the expedition, checking the contents of her backpack and waterproof bag, packed with basic survival equipment. Unaccustomed to swimming encumbered, and still uncomfortable with the idea of wearing armor, she slips a cloak over her simple sarong and halter, trusting her agility and magic for protection should she need it.
Double-checking the fishing net and fishing kit she had attached to her gear, and belting the obsidian dagger in it’s sheath, she picks up her spear and heads above to join the others on the rowboat, her colorful little companion clinging to her shoulder. Dropping her gear into the boat and climbing down to settle into it, she leans over for a moment to trail her fingers through the water, the contact instantly calming her nerves.
Braxton raises an eyebrow. "Azlanti undead? Well that is... a theory. Ankha, you strike me as the kind of person who takes bad news well. An admirable trait, I would say."
====
Braxton leaves Blaudon and most of his equipment on the ship for now, and packs only the things he needs for a few nights away from the ship. He dons his chain shirt - under his coat for fashion purposes, naturally - and prepares to debark.
“Oh, well that was just a hope, not a theory,” Ankha replies with an undaunted smile to Ramona’s remonstration. “And the missing people aren’t really bad news, so much as … well, unexpected news.” With a merry whistle she heads below deck to gather her belongings, much of which has already been packed.
When the alchemist re-emerges above deck, she is outfitted in well-used leather lamellar armor. She carries a long polearm in one hand, a sharpened dagger at her waist, and a sturdy sling staff attached to the side of her meticulously organized backpack. Fitting snugly across her chest is a bandolier filled with an assortment of vials, including an extract recently prepared in case they encounter hostilities. Taking a deep breath, she cautiously lowers herself into the rocking rowboat, carefully lays her fauchard down in the bottom, tightly clutches both gunwales, and stares fixedly at the horizon. “Okay, I’m ready.” she announces through gritted teeth, wishing they were already on land.
Prepare 1 extract of Enlarge Person. Leave her other slot open.
Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None
"Ku'Hania," Dolgrin says as the pale half-elf joins him in the rowboat. "What's the name of your tentacled friend again? Not used to seeing them so much out of water."
He nods at the others as they enter and gets ready to take an oar once the crew lowers them into the boat.
The bay’s waters are calm, with only a gentle rocking of the ship’s boat. The shore is approximately three hundred feet to the east, where a lonely dock is built off a sandy beach. The small rowboat requires two people to row in order to operate, but as the bay is so calm (protected as it is by the land to either side of it), no particular skills are neccessary.
As you approach closer to the dock and colony, you notice that most of the land under the bay is comprised of multiple large sandbars combined throughout the area. It's obvious that the Peregrine could not sail any closer than it already had. The water is murky because of all of the water movement pushing up all of the sand debris, but none of the sandbars appear to have more than five feet above them.
It's above one of these sand bars that you are treated to your first experience of the island: an ambush! Two creatures emerge from the water that appear to be blue-hued goblins with the bottom half of an octopus, only with six tentacles instead of eight, and launch spears at the unaware explorers.
Both spears miss their intended target, even with the element of surprise. The cries of the beasts are loud and angry, but the shouts of concern from the crew and colonists aboard the Peregrine are louder, as they see your peril and are obviously not indifferent.
It's a Knowledge (dungeoneering) to identify these beasts. The unique situation of being in a boat has some special combat rules in the adventure path, and I have copied and pasted them below for your information. Their surprise round (from their opposed stealth checks) has gone off, and it is now Ankha's turn.
Special Combat Rules:
PCs who remain seated take a –2 penalty on attack rolls. A character can negate this penalty by standing up and attacking, but anyone standing in the boat must attempt a DC 10 Acrobatics check each round in which they attack. Success means they remain standing until they attack again (or another effect threatens their balance). A PC who fails must attempt a DC 10 Reflex save. If successful, the PC immediately sits back down as a free action (standing back up is a move action, as normal), but a PC who fails this save falls overboard into an adjacent square. PCs fighting in the water follow the normal rules for aquatic combat.
Though Ankha emits a startled shriek as a spear flies over her head, she recovers quickly, thanks to her experience as a guard for her halfling community. Before anyone else can react, she quickly leans over and picks up her fauchard. Without wasting any time, in the same fluid motion she whirls it around her head and aims a heavy slash at one of the octogoblins. Or should that be a hexogoblin? “What on Golarion are these things?!”
Ankha's fauchard unfortunately misses the first beast, whatever they are, by a few inches. The unfamiliar feeling of being on a boat while fighting unsettled her attack just enough for the thing to dodge.
In the meantime, the beasts throw their other spear before swimming closer to the edge of the rowboat and rearing up angrily.
Thanks to the surprise of not having started this combat aware, the spear does hit Ku'Hania, striking a glancing blow. Braxton's armor, however, pushes the weak spear tip aside easily.
"Ku'Hania," Dolgrin says as the pale half-elf joins him in the rowboat. "What's the name of your tentacled friend again? Not used to seeing them so much out of water."
“ Hapalochlaena, but Haplo is fine, he’s a bit more adept out of the water than others of his kind but octopi will surprise you.” the shaman replies with an idle smile, as they set off for the shore, her eyes taking in the open water and the expanse of the shore.
Caught off-guard by the sudden attacks of the aquatic goblins, Ku'Hania lets out an alarmed cry as the spear grazes her arm. While she'd definitely gathered her sea legs over the voyage, for a sudden life or death fight, she needed to be at her best, which meant fighting in her strongest environment...the water.
Immediately reacting she doesn't even stand, instead simply taking a deep breath and allowing herself to fall over backward and to the side, surprising her companions as she splashes into the water.
Immediately getting her bearings, she treads water effortlessly, the spirits of the sea immediately greeting her as an old friend as she calls upon her command of the water itself, a swirling column of water whipping around her arm, before blasting forward as a spiraling jet that slams forcefully into the creature, knocking it backward.
When used underwater, a deep shaman’s wave strike deals lethal bludgeoning damage and pushes the target away 5 feet + an additional 5 feet for every 6 shaman levels she has.
Meanwhile Haplo quickly disengages from his perch on Ku’Hania’s shoulder, swimming directly at the water goblin effortlessly, rings flashing bright iridescent blue as he attempts to bite the creature.
Bite:1d20 + 7 ⇒ (1) + 7 = 8 1d2 - 1 ⇒ (1) - 1 = 0 Minimum 1 damage save Fort DC 10; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save.
Braxton hums a little tune to keep the rowers rowing in time. He doesn't remember the words, but it's an old song about a little girl in a red dress, lost amongst an infinite field of white roses. A sad song, but the beat is suitable for rowing in time.
He is almost lost in thought when the blue goblins strike. "Tiny krakens!" He bellows, ducking a spear from the water. In a surprisingly smooth motion considering his seated nature and the behind-him-ness of his opponent, Braxton drops his oar, draws his nimble rapier, twists starboard, and delivers a killing blow to the water-goblin-thing's heart. He made it look easy, despite the presumably difficult situation. "Step lively, lads and ladettes! The Lucky Drunk is with us!"
Move Action to Draw Rapier. Stabby Action to Stabby. Know: Dungeoneering (Untrained, Max DC 10):1d20 + 1 ⇒ (11) + 1 = 12
Spend AoO and Immediate Action to Parry-Riposte first attack made against Braxton, though I expect the one on this side will be dead. Parry:1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13
(Advanced Class Guide pg. 57): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Braxton’s basic knowledge of creatures gives him the name of this particular one: grindylow. But that’s about it.
Ku’Hania’s underwater prowess makes short work of the first grindylow, and the second one is caught right in whatever serves as this thing’s heart by Braxton’s rapier, killing it instantly.
And just like that, the group has overcome this island’s first physical challenge! The cries of concern from the crew and colonists become cheers of victory as you continue on your way to the dock unaccosted.
The first one is technically unconscious and if you’d like to kill it/capture it, it cannot fight back, should you wish to do so. No more attackers appear, so no need to use a panache yet, Braxton.
Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None
Knowledge (dungoneering):1d20 + 4 ⇒ (13) + 4 = 17
In case we encounter them again, can I get special abilities and--if the roll was sufficiently high--whether they speak any languages?
Dwarves were not known for their swiftness. Dolgrin has just begun to grasp for his spear to thrust back at the grindylow when the other three--namely Ku'Hania and Braxton--end the threat before much has been done. He settles back down. His heart had barely begun to pump yet from the knowledge of battle, the pitch up from the mild exertion of rowing.
"Well done, all," he praises. "Not a tiny kraken, though--they are grindylow--from the clade we refer to as aberrations. Due to lack of study (as they are quite violent), it's unclear whether they are more the result of convergent or divergent growth patterns. However, their goblinoid appearance alongside the six muscular hydrostats, dual grasping appendages with opposable thumbs, and piscine features such as gills and selachimorphic dentition have led some scholars to theorize that their origins are more magical than natural."
His jargon-filled lecture complete, Dolgrin nods, self-satisfied, and points to the creatures. "That one is very dead, but the other looks merely unconscious. We can attempt to speak with it. It might have useful information."
The only special abilities they have of any note are the tripping tentacles, which do allow for swift tripping attempts, and the ability to swim in incredible bursts of speed (the Jet ability, with a range of 200 feet.)
They do usually speak Aquan, but are just as wicked and sadistic as their land lookalikes, goblins. Thanks to their twisted desires and cruelty, grindylows have a nasty reputation among both other intelligent water-dwelling creatures and most land-dwelling beings. The chance you get any valuable conversation or information out of one is very close to zero.
Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None
Dolgrin thinks for a moment before pronouncing his expert opinion. "I believe I will be unable to speak with them as I am not fluent in the Aquan language. But if any of you are, then we can attempt. But they are not known for being particularly conversational. Forgive the Galtan pejorative, but despite their lack of an ass, they are a*+~&@*s. Which makes me curious if they possess a siphon from which they excrete their waste like other cephalopods. Hmmm..."
The dwarf shakes his head. "Irrelevant. If we wish to question the grindylow, I would recommend tying all of their limbs up so that it does not attempt to trip us. I can provide tips on tying effective knots or do it myself."
Popping her head up above the water as she swims beside the boat, Ku'Hania shakes her head. "Doesn't sound worth the trouble to heal it, or wait for it to awaken." she says, reaching over the side of the boat and grabbing her spear.
I'm no one objects, she'll swim over to it and finish it off.
“Well struck Braxton!” Ankha cheers the swashbuckler’s impressively deadly strike. “And Ku’Hania, that was incredible what you did with the water! I’ve never seen anything like it. You seem as at home in the water as your pet Haplo. How did you learn to do that?”
When the discussion turns to the grindylow, the alchemist nods in agreement with the shaman’s assessment, but interjects an eager suggestion. “Please save the monster’s body for later study—I’d love to dissect it to see if Dolgrin’s guess about magical origins holds true. Plus, it seems to be a mix of goblin and fish and octopus, so an examination might be helpful in my studies to transfer useful traits from one species to another.”
"By feel mostly. When I am underwater, I gain a fee; for the water itself, the ebb and flow of it, the feeling of it's power. The spirits in the water sometimes whisper secrets, hint on how to harness a fraction of the ocean's power. This was one such use." Ku'Hania explains, swimming alongside the boat.
Giving Ankha an odd looks she glances back in the direction of the Grindilow. "Alright." she says, before diving down to skewer the unconscious body on her spear, and swim back to the surface dragging the creature's carcass to the boat.
Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None
Dolgrin nods. A postmortem autopsy was far superior to a vivisection in any case, especially with intelligent creatures. He wipes a light sheen of sweat from his brow and takes up the oar once more, stopping to wave back towards the cheering crew of the Peregrine. "Given the heat, you'll likely want to take a bit of effort to preserve the body and prevent rapid decay. Draining the body of fluids and then burying it in a patch of dry sand might slow the process enough for you to come back to it after our investigation of the abandoned landing site. Just something to consider."
The dwarf also listens to his half-elf companion's explanation of the ebb and flow of the water, grinning throughout even as he reexerts himself to get the rowboat back on course. "How fascinating!" he comments. He was not one to discount the spiritual or the magical--of course not!--but he wondered whether Ku'Hania was tuning in to some other more mundane force within the water. "I have trained to feel something similar with stone--namely the resonant frequencies of different materials and how they respond to changes in temperature and moisture. There is obviously significantly less, eh, ebb and flow in something solid. But not none!"
That's what the advertisement said, asking for experienced adventurers to take the six-week long journey deep into the Arcadian Ocean to the island colony of Talmandor’s Bounty. Six months before your ship is scheduled to arrive at the colony, the Liberty's Herald took the initial wave of colonists out. You, along with your fellows, will make up the second wave and resupply the colony.
Welcome to the Ruins of Azlant! I intend on taking 4 PCs, and hopefully having a lot of fun exploring some island ruins and building a successful colony!
Level: 1
Ability Scores: 20 point buy, nothing below an 8 after racial adjustments.
Alignment: any, but I don't want a CE party wrecker character. If you're evil at all, have a good explanation for it.
Classes: any Paizo, minus Antipaladin.
Races: any and all Paizo are accepted, as the company isn't picky. More on races later.
Traits: two normal, and one Campaign, which must be from the Ruins of Azlant Player's Guide.
Wealth: maximum starting for your class, you have been well equipped for the journey!
Skills: we will be using the extra Background Skills rule.
Background Questions:
These questions are just meant to help me and you flesh out your character. You can answer any or all of them, but the more you have the better it is for me.
1. What is your character’s name?
2. How old is your character?
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
5. Where was your character born? Where were you raised? By who?
6. Who are your parents? Are they alive? What do they do for a living?
7. Do you have any other family or friends?
8. What is your character’s marital status? Kids?
9. What is your character’s alignment?
10. What is your character’s moral code?
11. Does your character have goals?
12. Is your character religious?
13. What are your character’s personal beliefs?
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
15. Why does your character adventure? Why did your character accept the job?
16. How does your character view his/her role as an adventurer?
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
18. How does your character get along with others?
19. Is there anything that your character hates?
20. Is there anything that your character fears?
A slight warning/expansion on some of the advice from the Player's Guide. This is not Skull and Shackles, and while there will be some boat action, most of the adventuring involves being underwater. I have read the adventure and some advice for running it/making characters for it, and most of the deeper actual underwater parts do come later in the book. So, you should make sure to sort of future-proof your character for underwater combat and exploration. I know the temptation is strong to just make an aquatic waterbreathing race so as to eliminate that issue, but I won't accept you being an undine 'just because'. So be sure to emphasize character background and flavor over mechanical benefits.
Feel free to ask any questions for things I missed, I look forward to meeting all of our new colonists!
I had this fellow who got through the first combat of the campaign before it fell apart. I'll obviously need to adjust his stats, but he'd love a chance to go on the Quest for Deep!
I'll ping back in once he's appropriately adjusted,
Oh, and one more thing. The Player’s Handbook has a list of other notable colonists joining you, and I’d like you to take a look through it and give me two of the NPCs that your character would particularly like or dislike, or would want to interact with even if negatively. Each of you has gone through the same colonist interview process (minus the employees of the company), and you got a chance to at least interact with them a little bit before leaving.
I plan on having some opening roleplay for the six week long journey to the island, and having some info on who you’d like/dislike would be useful.
Here is Gillian, he is a local Andoran boy from the village of Claes just north of Almas where the expedition set out from. A big boy, that uses a Ransuer to help fight and spear local wildlife for fishing.
Born to a local couple, his father is a fisherman, his mother a fish monger. Gillain enjoys the ocean, surfing and being in the Sun.
He joined the expedition as a chance to the see the world, get out of his local small village, and surf some new waves on the other side of the world.
He is a good swimmer, his rage power at level 2 would be "Bestial Swimmer" which gives him a swim speed while raging. I was trying to avoid going the easy route and just grabbing a race with a swim speed, though he originally started as a Gillman, changed him to Human.
Here is Gillian, he is a local Andoran boy from the village of Claes just north of Almas where the expedition set out from. A big boy, that uses a Ransuer to help fight and spear local wildlife for fishing.
Born to a local couple, his father is a fisherman, his mother a fish monger. Gillain enjoys the ocean, surfing and being in the Sun.
He joined the expedition as a chance to the see the world, get out of his local small village, and surf some new waves on the other side of the world.
Which two other colonists would you say your character would be interested in talking to?
I do appreciate this approach to the water part, I like the ‘not making it too easy’ idea.
Reading through their small briefs, I think he'd be drawn toward Eamon Caranth, for being a relaxed and friendly fellow. Gillian isn't overly religious, and leans more toward Gozreh for prayers than Erastil, but he enjoys being around good natured people and this cleric seems like the good natured type.
He might try to tell Carver Hastings about some of his experiences back home, with the Azlanti Ruins in his small fishing village. Ideally to learn more about his home town and maybe offer it as a way to spark conversation with the Bard.
Torela Pastedos, Half-Elf Archaeologist Bard. Orphan born and raised in Almas, fell in love with the First Pathfinder Chronicle and decided to become an adventurer. May or may not have lied during the interview to get herself in.
Dotting. The Ruins of Azlant game I was in died right at the start, and I was so looking forward to playing a faithful of Aroden in a journey of self-discovery.
I was thinking maybe grippli of some sort since I have a soft spot for them, but I forgot they were based off of tree frogs and not more aquatic frogs. Still might submit something if the inspiration strikes.
I went with a Shark Shaman druid so swimming and underwater shouldn't be too hard with my spells and shark shaman abilities, but also in the spirit of not making it too easy, took a Shark as my AC so I'll be without that anytime we are not in the water.
He's a surfer bro Dwarven Druid who has some "conspiracy" theories about underwater sky citadels and aquatic dwarves growing from coral instead of stone.
Background Questions:
1. What is your character’s name?
Thaddeus Argentum
2. How old is your character?
young and spry at 63
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Thadd is sporting a braided blond beard, that's ends are perpetually salt fried and tangled from being in the sea, his skin is tanned reddish brown betraying years spent in the sun, He is usually wearing his swimming Kilt and goes shirtless and on the few occasions he does wear a shirt it is a shirt of Hardened seal driftwood for protection. He is generally very Jovial and has an almost unnaturally wide and tooth grin when he smiles.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
He has a typical dwarf accent that is combined with his seafarer and swimmer slang and speach and always carries around a piece of Coral rock on his person whether in the water or out. (I'm thinking if Spicoli from Fast Times at Ridgemont high, were a dwarf)
5. Where was your character born? Where were you raised? By who?
I was born in Highhelm but ma and pa took off Port Freedom Down in Sargava, they thought they could ply their traders skills and make a fortune; Not that they were wrong hehe.
6. Who are your parents? Are they alive? What do they do for a living?
Aye they're both alive and kickin' down in Sargava. Da' is Mortimer, second son of Clan Argentum. Silver miners and trinket makers. Ma's called Rena, she was an orphan and never knew her clan. She's been Argentum since her and Da got hitched.
7. Do you have any other family or friends?
After the move to Sargava I 'spose Ma and Pa figured they didnt have time for another kid so no other family I've met, though there's a whole clan of em in Highhelm still I'd wager. My best friend for a while now, would be Chordata, a wee shark I met on mah board one day. He's got a funny marking on his belly, looks like Grundinnar's warhammer. I suppose thats how I figured he wasn't gonna eat me hehehe.
8. What is your character’s marital status? Kids?
I'm Married to the sea I suppose, Never met a lass or lad that cold make me leave my lady.
9. What is your character’s alignment?
Neutral Good
10. What is your character’s moral code?
does his best to follow Grundinar's edicts, but he blindly ignores the widening gap between him and his parents, and them and their clan. This expedition is the latest in a line of actions that would seperate him from his family even further, but he does not realize that yet. Otherwise he tries to be as friendly as anyone could want but is an aloof introvert at heart, far more comfortable floating around the sea on his surfing/paddle board than anything else. He is loyal to those he feels are useful members of a given community or group but has little patience for laggards and leaches and hopes to help Talmandor’s Bounty become a new hub of civilization and cooperation.
11. Does your character have goals?
Yes, something he, up til now, has always felt was something that was too important to ignore like his parents told him, is that the existance of Coral, a living rock, is somehow related to the dwarven species. Coral reefs have always fascinated them and he's spent much of his time swiming around them and studying them. He has a theory that he hopes to find evidence of, that an unacounted sky citadel might have reached the surface of the ocean, and believes coral is somehow related to solving this mystery he has created.
12. Is your character religious?
The worship of the dwarven pantheon was prevalent in his household but he has always personally gravitated towards Grundinar.
13. What are your character’s personal beliefs?
Life for all things starts at the sea.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
a bit arrogant and aloof when dealing with other people
15. Why does your character adventure? Why did your character accept the job?
He adventures because he's searching for proof for a theory he has about coral and underwater sky citadels he's trying to substanciate
16. How does your character view his/her role as an adventurer?
He's a strong swimmer, and a decent fighter as well as a prepared caster, he knows his value is neither always in the front, or the back, but knowing WHEN to be WHERE.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
just sun fried skin and hair, and a perpetual slight smell of seawater
18. How does your character get along with others?
Well enough for a dwarf, but he is also characteriscally blunt and gruff appearing to some other races.
19. Is there anything that your character hates?
anything or anyone who is polluting the sea or waterways
20. Is there anything that your character fears?
Deserts, dehydration, water polution. shark fin soup.
For the two other colonists Thadd would most like to interact with most, would be Alba, his fellow dwarf, and Perrell, for her knowledge of history and ancient things.
I'll definitely make up a submission soon. I was thinking I might make an aquachymist alchemist, as the archetype seems to fit your requirements well - the character will be able to easily deal with underwater matters, but won't be able to simply bypass them.
Here is Gillian, he is a local Andoran boy from the village of Claes just north of Almas where the expedition set out from. A big boy, that uses a Ransuer to help fight and spear local wildlife for fishing.
Born to a local couple, his father is a fisherman, his mother a fish monger. Gillain enjoys the ocean, surfing and being in the Sun.
He joined the expedition as a chance to the see the world, get out of his local small village, and surf some new waves on the other side of the world.
He is a good swimmer, his rage power at level 2 would be "Bestial Swimmer" which gives him a swim speed while raging. I was trying to avoid going the easy route and just grabbing a race with a swim speed, though he originally started as a Gillman, changed him to Human.
Looks like we both went the surfer bro rout haha, if we get in we'll have to grab a set.
Here's Mokmurian's submission - Doctor Phillip Ramada, a middle-aged alchemist. I took the aquachymist route, simply because there's no other way for an alchemist to remain relevant underwater, but this will only mitigate the challenges of underwater puzzles, not remove them entirely.
As for his personal details, he is a relatively accomplished naturalist from a seaside town in Varisia. He joined the expedition primarily to prove some obscure theory of his about island-based parasites, but he also relishes the chance to explore a new land. He has worked extensively with archaeologists before, and while he doesn't speak any ancient languages, he has a decent grounding in history and the principles of linguistics.
During the journey, he developed friendships with Lyra Heatherly, with whom he shares many interests, and Alba Divenvaar, who he often shares tales of travel with.
I tried to answer several of the background questions, which I have placed under the various subheadings of his profile.
So I have an idea brewing, but I want to double check some race and class approval before I start number crunching and the like.
I was thinking a Deep One Hybrid Warpriest of Cthulhu with the Cult Leader Archetype. There's definitely some weird stuff (Cthulhu worship and weird races) that I wanted you to sign off on.
I'm bringing in a character I had from a previous recruitment page. Lily Le, female human sorcerer of the psychic bloodline who becomes the cheery therapist for the group.
Crunch:
Lily Le
CG female (Tian-Shu) human sorcerer (psychic bloodline) 1
Init +2
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp:7 (1d6)
Fort +0, Ref +3, Will +3;
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Quarterstaff +0 (1d6x2)
Ranged: Light crossbow +2 (1d8/19x20)
Statistics
--------------------
STR 10
DEX 14
CON 11
INT 10
WIS 13
CHA 18
Base Atk +0; CMB 0; CMD 12
Sorcerer Spells Prepared (CL 1st; concentration +4)
At 1st level, you can overwhelm the minds of those nearby. You can target one creature within 30 feet that you can see; that creature must succeed at a Will saving throw (DC = 10 + 1/2 your sorcerer level + your Charisma modifier) or it takes 1d6 points of damage + 1 point for every 2 sorcerer levels you possess and becomes shaken for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Vasia Catarina Miklosovici, a human spiritualist. Accompanied by the spirit of her great-great-great-great grandmother, Jenica - an adventurer of some renown.
Background Fluff which answers a number of questions ...:
Vasia is a young Varisian woman of about twenty summers. She stands a slender 5' 5" tall. She has feminine curves, but they're quite understated. Her midnight-colored hair is typically cut short, but loose, leaving it to fly about at its leisure. Her honey-gold eyes are always watching; Though whether they're seeing things in this world or the next is hard to determine. She normally wears a plain dark dress that does nothing to accentuate her slight curves. The only nod to her Varisian heritage is a necklace of turquoise and gold that belonged to her mother.
Vasia was raised as a 'Child of the Family' in the Gilca clan. That meant that she was an orphan. The Varisian clan would never give up on one of their own, though. So when her parents died of a fever that swept through the clan, her life didn't change tremendously. Where she slept varied from night to night and who was responsible for her meals changed weekly, but she was still around those that cared about her.
That changed, though, when puberty hit and her 'Abilities' began to manifest. It was announced by the clan 'Wise Woman' that Vasia was plagued by a dark spirit that resisted all efforts by their magic to dismiss it. So when the clan left the small, nameless village outside of Magnimar, they left the twelve-year-old girl behind. Vasia was devastated. Everything that she'd come to depend on had been pulled from under her feet. She was taken in by 'Mama' Merula, the ancient woman that taught all the village children to read and write. She sensed within the girl a sharper than normal intellect and didn't wish to see it go to waste delivering drinks or satisfying men's carnal urges, which would have been her fate. Mama Merula taught her to read and write as the other children and then the girl began to read in earnest; everything she could get her hands on.
As Vasia grew and her head filled with knowledge, her understanding of the spirit that plagued her grew as well. Eventually, she learned to communicate with it. To her surprise, the essence that continually hovered about her was the last earthly essence of her great-great-great-great-grandmother, Jenica Miklosovici. Somehow she had left a portion of her soul on the material plane to watch over her descendants. Sadly enough, Vasia was the last. With that revelation, Jenica had begun attempting to make herself more and more known to her sole descendant and at the very least encourage her to continue the family line. Vasia had no interest. To Jenica, a woman that had lived life to its fullest and never refused a desire, this was unthinkable.
Ignoring her ancestor's pressure to at least bed a handsome man and give her a great-great-great-great-great grandchild, Vasia took up Mama Merula's studies of ancient Azlantian lore. This has led her to various places in the world to study and catalog some of the things left behind by the ancient culture. So when she was contacted by the Bountiful Venture Company, there was no hesitation before accepting the offer.
While quite knowledgable about many things, relationships between people - romance in particular - have always seem obscure to the thoughtful girl. And no amount of prodding from her ancestral shadow has managed to spark an interest in investigating that aspect of human interaction.
In an attempt to prod her progeny along, Jenica has pointed out how handsome and friendly Eamon Caranth has been during the voyage and has encouraged her at every opportunity to engage the man in conversation. While the talks have been pleasant, there's been nothing about the man that has really interested young Vasia. On the other hand, the expected leader of the new colony, Ramona Avandth, has attracted the spiritualist's eye. Towards the end of the voyage, Vasia has also noticed that the stern looking woman, Morgana something-or-another, has been watching her and she's not sure how she feels about that.
(Vasia has begun the Ruins of Azlant AP previously along with Nikolaus de'Shade's character, Morgana of House Deverin, and managed to make it to 2nd level before the campaign ended. I would really enjoying bringing her to life again and seeing the conclusion of their story.)
And as foretold, here is Morgana - ready for action!
There is a full story background in her profile so I'll leave that there and just do answers for the background questions here. I think a fair number are covered in the background so this will just be the rest.
Background Questions:
2. How old is your character? Early 20's, although right now she looks older thanks to the lingering effects of her illness.
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? Human, female, tall, black hair, pale skin. She is completely covered below the neck, long sleeves and gloves even in warmer weather.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? She speaks very well, obviously the product of an expensive education.
7. Do you have any other family or friends? Three older brothers and one sister. Arthur, Guinevere, Gawain and Merlin.
9. What is your character’s alignment? NG. She was a paladin but has rather lost her faith thanks to her 'illness'.
10. What is your character’s moral code? Having only just recovered Morgana hasn't given much thought to things like morals or long term plans. Her life has changed drastically and that's going to have an impact but its too early to say how exactly.
11. Does your character have goals? Short term: get better. Long term: See 10.
12. Is your character religious? See 9.
13. What are your character’s personal beliefs? Complicated and confused - see 9.
18. How does your character get along with others? Formerly Morgana was the life and soul of any group. Now she's much more withdrawn.
20. Is there anything that your character fears? There's a lot of trauma left over from the 'illness' which could manifest in any number of ways.
Eamon Caranth is someone Morgana likes already. She needs his cheerful and friendly disposition in her life right now.
Carver Hastings meanwhile raises Morgana's hackles somewhat. His aloof and serious nature makes her feel like she's constantly being judged and she's already self-conscious enough.
@GM: do drawbacks have any mechanical effect since you're already allowing 3 traits? I took one last time to get the third trait and I'll probably keep it regardless since its very fitting to her appearance, but thought I should check with you first.
Ah, it looks like Mokmurian already submitted an aquacyhmist before I had a chance to fix Dolgrin up.
I like the background listed in his profile, but I don't want to replicate another complete submission. Consider Dolgrin the alchemist withdrawn until I can come up with another mechanical way to fit with his background.
And as foretold, here is Morgana - ready for action!
There is a full story background in her profile so I'll leave that there and just do answers for the background questions here. I think a fair number are covered in the background so this will just be the rest.
** spoiler omitted **
Eamon Caranth is someone Morgana likes already. She needs his cheerful and friendly...
I don’t see any reason to penalize you for a character personality trait. I’m not allowing drawbacks for a third trait, so no, they don’t have any mechanical effects.
Ah, it looks like Mokmurian already submitted an aquacyhmist before I had a chance to fix Dolgrin up.
I like the background listed in his profile, but I don't want to replicate another complete submission. Consider Dolgrin the alchemist withdrawn until I can come up with another mechanical way to fit with his background.
Apologies, I hadn't realized your character was an aquachymist. I can withdraw my submission, if you'd like.
Not at all. Bylines don't show in recruitment pages like they do in gameplay or discussion and I hadn't made it explicit in anyway. Enjoy Dr. Ramada! The aquachymist seems like a fun class.
I'm tooling around with a drowned channeler spiritualist build now--still an academic focused on his Quest for Deep, but likely for different initial motivations. I'll see what I can come up with.
1. What is your character’s name? Leif "Elsewhere" Leifson
2. How old is your character? 26
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Tall blond Ulfen warrior, extremely white teeth.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Speaks quite intelligently, partly with a taldane accent
5. Where was your character born? Where were you raised? By who?
Born as a 4th son by a very minor Ulfen chieftain, inherite the sky so to speak, joined a longboat, got to Taldane. Was raised by his father and trained by the villages warriors and his elder siblings.
6. Who are your parents? Are they alive? What do they do for a living?
Both parents are alive, father is a Barbarian, Mother an Oracle, both are "minor nobility" although it doesnt quite work like that in the Ulfen lands
7. Do you have any other family or friends?
3 elder siblings, all stronger then him. One "Uncle" who is a bit of a father figure
8. What is your character’s marital status? Kids?
Single, no kids
9. What is your character’s alignment?
Chaotic Neutral trending true neutral. More on the good side, but certainly selfish in terms of glory and rewards.
10. What is your character’s moral code?
"My warbands triumphs are my own, my own triumphs are my warbands"
"I protect the lives, liberties, possessions and honors of my warbands as I protect my own"
"My word, given freely, is as good as my steel, woe to those who abuse it."
11. Does your character have goals?
Become rich, powerfull and famous
12. Is your character religious?
Worships Gorrum, tolerates nearly everything.
13. What are your character’s personal beliefs?
See 10. He also belief that quality of triumph is more important then quantity of triumphs.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Optimistic, energetic, reckless
15. Why does your character adventure? Why did your character accept the job?
He was too green for the Ulfen Guard, and also a part "were-crocodile" and the Ulfen guard is supposed to be human. Andoran however saw his aquatic prowress as an unique selling point.
16. How does your character view his/her role as an adventurer?
First to the battle, last out of it, first to the feast.
He is quite socially capable, and an able fighter, while he has some skills in some specific aspects of lore, he isnt worth much as a scout or in a library.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Several scars, tatoo of a greatsword cleaving an inverted horned goatskull on his back.
18. How does your character get along with others?
He is a teamplayer, he may clash with very cautious characters.
19. Is there anything that your character hates?
Disease, mind control, having to bite attack disgusting things
20. Is there anything that your character fears?
Disease, mind control.
Campaign trait: Eagle Knight RecruitHired axe
Not wishing to have a formal Eagle knight on board (both for political reasons and to keep leadership within their own ranks), but very much wishing to have someone skilled in violence, the eagle knights and the company came to an excellent agreement. The Eagleknights would offer/recommend a skilled mercenary, in this case Leif, and the company would take him on retainer. The Mercenary will occassionally write home to the company about miltiary matters, and understands that there reports should be polite.
Mechanically, it is exactly like eagle knight recruit.
He would get along great with Lyra Heatherly, due to their shared fondness of danger and risk.
He feels a need to impress Anya Sandstrider, but so far has not managed to do that. Lyra may or may not egging him on on that. Anya may well think he is a overgrown idiot who is however usefull in a fight and can swim incredibly well.
Alteration: I dont really think that being a crocodile in the land of the linnorm kings is fun (coldblooded and temperatures), so well, were-shark here we go!
Leif is an Abyssal Bloodrager, although he thinks its totally just a "yeah I get to be an even STRONKER wereshark!" thing. His archetype is a bloody knuckled rowdy, if the GM allows some retraining at level 6, he can probably have the full Blood Frenzy syle available at level 7 which is fun.
Is it ok to leave some skill choices and item open? Due to Eagle knight recruit trait, I have effectively 480 gold (200 breastplate +100 extra gold + full starting wealth) and I would love to pack some healers kits etc. provided we get someone who can use them!
Órama tou Méllontosgreek–vision of the future
Class: Wizard Diviner 1
NN Medium Humanoid (f) Samsaran (often perceived as Undine) CR 2 XP -
Init +3; Senses: low-light vision; Perception +3
DEFENSE
AC 20|16|13, tch 16|16|12, flt-ftd 18|14|11 (shld & mag armr|mag armr|+2 Dex +1 armr)
HP 5 (1d6) NL HP: _____
Fort +0, Ref +2, Will +4 +2[dth, neg enrg, stblz]
Background: Órama was born to elemental casters whom were helping the local wayang in Atus Pulu Minata in southeastern Tian Xia. Ratfolk are also common in the area and not to be trusted without retaining something they want. Órama gained insight into fire spells from her parents and her wayang mentor showed her how to use sonics against the rats. Once she was 16 and an adult she started traveling and was told the lands Qadira were civilized so it was her first stop. After a year and a half in the employ of the sun worshipers she found the Society in Absalom, the city at the center of the World. She applied in the local desert lodge but for some reason they advised she come here. She’s been working in the area and keeping here adventures and options open. She’d like to open a small establishment to sell her small magics or spoils from adventuring. She still wants some fine things from Minata but that will cost real gold, like a beautiful silk robe, aesthetic training with monks in their temple, or an antique divining implement with an authoritative provenance. She’s only seen the harrow deck used by old varisian gypsies but acknowledges that sometimes they exude a twisting power.
===end===
basically
Wizard 4 Zeroth, 6 First level spells but can cast Cure Lgt Wnds and a few others. A lot of very handy options not taken yet due to lack of cash or feats...
+3 (2d8+1)P with her hvy crossbow.
I left a choice of 2 campaign traits as Resourceful can be handy.
Lang: Azlanti as well as others.
Presenting Ankha Brushbender, a cheery human alchemist raised by halflings. With the Internal Alchemist archetype she should be safe from drowning, and eventually she’ll learn appropriate extracts to temporarily help with swimming. All the necessary info is in her profile. Please let me know if you have any questions or need me to expand on anything. Looking forward to a wonderful journey!
Presenting Tiar Jain, sailor extraordinairre and follower of Gozreh.
Background Questions:
1. What is your character’s name? Tiar Jain 2. How old is your character? 24 3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? Tall and lean with blond hair and green eyes; light on his feet wearing very finely crafted studded leather armor, carrying a axe with a spike on the back of it's head, a kukri on his belt and a crossbow on his back; 4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? [/i]
5. Where was your character born? Where were you raised? By who? [i] Born in Magnimar, he was raised by his father's sister on the island of Mordant Spire. 6. Who are your parents? Are they alive? What do they do for a living? Both of his parents are dead, his mother (who had direct Azlanti ancestry) died giving birth to him, and his father killed by pirates. His Aunt, an elf from the Mordant Spire raised him and taught him the ways of the sea as well as the wilderness. 7. Do you have any other family or friends? He has a couple of elven cousins who dislike him for his half-breed nature, as well as a couple of human cousins he has never met. 8. What is your character’s marital status? Kids? Single, no kids. 9. What is your character’s alignment? Neutral Good 10. What is your character’s moral code? TBD 11. Does your character have goals? Someday he would like to command his own merchant ship. 12. Is your character religious? Strong believer in and follower of Gozreh. 13. What are your character’s personal beliefs? [/i]
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? [i] Withdrawn and quiet among those he doesn't know, joyful and boisterous among friends and companions. 15. Why does your character adventure? Why did your character accept the job? He's been a sailor several years, and familiar with the sea for all his life. He's more than willing to help any in need, and the thought of visiting a land that features so greatly in his personal history has him intrigued. He sees it as an opportunity to earn his own ship. 16. How does your character view his/her role as an adventurer? Help those in need, and enjoy the freedom of going here and there 17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? faded scar running from above his left eye to the corner of his mouth. It's a reminder of when he failed to keep focused on his job on board ship
18. How does your character get along with others? [i] After a while, initially he's a bit quiet and aloof. 19. Is there anything that your character hates? Bullys, Slavers 20. Is there anything that your character fears?Being trapped where he can't experience the open sky or the ocean.
Tiar Jain,Ranger (Trapper):
Tiar Jain
Male half-elf (Spireborn) ranger (trapper) 1 (Pathfinder RPG Ultimate Magic 65)
NG Medium humanoid (elf, human)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +5
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d10+1)
Fort +4, Ref +6, Will +1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee boarding axe +2 (1d6+1/×3) or
. . kukri +2 (1d4+1/18-20)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks favored enemy (monstrous humanoids +2)
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 12, Int 12, Wis 13, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats Graceful Athlete
Traits healthy, strong swimmer, wharf rat
Skills Acrobatics +5, Bluff +0 (+2 to pass as full drow, elf, or human), Climb +10, Disable Device +9, Disguise +0 (+2 to pass as full drow, elf, or human), Knowledge (dungeoneering) +5, Knowledge (nature) +5, Linguistics +2, Perception +5, Profession (sailor) +5, Survival +5, Swim +10 (+11 vs. nonlethal damage after swimming for more than an hour)
Languages Azlanti, Common, Elven, Sakvroth (Drow Sign-Language)
SQ crossbow training, dusksight, elf blood, hidden half-breed, track +1, trapfinding +1, wild empathy +1
Combat Gear vermin repellent[UE]; Other Gear mwk studded leather, boarding axe, crossbow bolts (20), kukri, light crossbow, bandolier[UE], bedroll, belt pouch, fishhook (5), hammock[UE], mess kit[UE], sack, 6 gp, 5 sp
--------------------
Special Abilities
--------------------
Crossbow Training Reload proficient crossbows 1 step faster.
Darkvision (60 feet) You can see in the dark (black and white only).
Dusksight Ranged attacks vs. foes with concealment, roll miss chance twice (choose best).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs. monstrous humanoids foes.
Hidden Half-Breed +2 to bluff and disguise to pass as full drow, elf, or human.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Track +1 Add the listed bonus to Survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
No formal mechanical or background updates yet, but I wanted to test something out to see what the GM thinks.
Dolgrin is going to be neither an aquachymist nor a drowned channeler, but rather a dwarven scholar! This feels like it maintains the most of who he is as a character (an inquisitive scholar with a hefty dose of wanderlust) without stepping too much on anyone else's toes. Being able to lend out combat feats will also be handy, and I'm thinking about dipping into brawler to pick up martial flexibility for shenanigans.
Shenanigans:
"Ooh, we're in this type of situation. I remember reading about the Great Taargick who encountered the same thing in Nar-Voth ten thousand years ago. I think he dealt with it like this."
Move action martial flexibility, standard action war chant bardic performance, aaaand everyone now has the feat that they need.
I would flavor the brawler dip less as "and now I punch things" and more as bits of fighting lore gained from studying thousands of years of dwarven history. Depending on the need, I could take the exemplar archetype and potentially take up to a three-level dip to get inspire courage anyway. It would never scale above a +1 in this case, but sometimes a +1 makes all the difference.
I would also be interested in picking up the stonesinger archetype, but I'm curious how you would interpret the rules regarding the subsonic vibrations and "unobstructed path of solid earth" bits on sand or in water.
Hydroacoustics:
Real-world hydroacoustics are messy. The speed of sound in different mediums is relevant to a certain degree, but probably doesn't matter quite as much as absorption/attenuation. However, sound waves typically travel fastest through solids and slowest through gases. So liquids are a decent medium as far as speed is concerned.
Much more relevant is how far a wave can travel in a given medium, given the properties of that medium. In liquids, the absorption of sound is most reliant on the frequency (~pitch) of the sound source, the temperature of the water, the depth of the water (and therefore pressure and density), salinity, pH, and viscosity. Like I said, it's messy and gets complicated very quickly.
What I would argue and advocate for is that someone who has learned to produce sounds below the typical threshhold of human hearing (as they put it, "subsonic", or more likely infrasound) has learned how to account for different media properties in sound transmission. So I would hope that this would enable bardic performances to work underwater.
Oh, and wet sand transmits acoustic waves more effectively than dry sand.
Once I get some feedback on this concept, I'll get to work on the mechanics and fleshing out the background to be in line with what you asked in the original post.
No formal mechanical or background updates yet, but I wanted to test something out to see what the GM thinks.
Dolgrin is going to be neither an aquachymist nor a drowned channeler, but rather a dwarven scholar! This feels like it maintains the most of who he is as a character (an inquisitive scholar with a hefty dose of wanderlust) without stepping too much on anyone else's toes. Being able to lend out combat feats will also be handy, and I'm thinking about dipping into brawler to pick up martial flexibility for shenanigans.
** spoiler omitted **
I would also be interested in picking up the stonesinger archetype, but I'm curious how you would interpret the rules regarding the subsonic vibrations and "unobstructed path of solid earth" bits on sand or in water.
** spoiler omitted **...
For your question, do you mean the Stone Song ability?
Stone Song wrote:
A stonesinger’s bardic performance is a subsonic vibration that resonates from his body and travels through solid rock.
It says solid stone, so water and sand wouldn’t count as solid rock.
That's why I explained a bit about acoustics to show that, from a theoretical real-world POV, the same mechanics ought to work underwater more or less as on land. I don't expect that Paizo's authors are experts in acoustics, so I was hoping to open a conversation about whether it would work mechanically. But I don't want to needlessly hamper my prospective PC to be useless in half of the situations of the game.
I like the stonesinger archetype more for the dwarven flavor than any of the specific abilities, but if you'd rule that it means that his bardic performance would only work on solid ground, then it's a no-go.
Would regular bardic performance work underwater, then? Or would performances with different audible/visual components be affected differently?
Question: Eagle Knight recruit starts me with a free breastplate, and an extra 100 gold, and a free martial weapon. Can I use my remaining funds to alter (for example make the weapon cold Iron, or masterwork the breastplate?)?
My submission - a Child of Acavna and Amaznen. An Azlanti-inspired fighter archetype that trades out possibly too much to get 4th-level casting... but I think it is workable.
Background:
Saminarus (“Sam”) is from an old Andoran family, based in Augustana, that traces its origins to Taldan aristocracy. Family history tells of their founding by refugees from Azlant, and some of their physical traits hint at that being true. Being naturally strong and quick, Sam was trained as a warrior, but he always had an interest in magic, and even some aptitude for it. For both his family’s lineage and his own magical interests, Saminarus has always had a fascination with Azlant, and has studied it extensively.
As to the gods, his family had long worshipped Aroden, the Last Azlanti; after Aroden’s apparent death, Saminarus came to see Nethys, rather than Iomedae, as the natural successor of Aroden. Did not Nethys ascend to godhood through the sheer power of his magical abilities, just as Aroden did?
But Nethys came after Azlant, and did not have access to all the magical secrets of that realm. What if Saminarus could be the one to uncover the ancient magical traditions of Azlant and bring them to the attention of the wizards of this age? Saminarus had long heard rumors of lost Azlanti ruins, and received word that Andoran had discovered some on the island of Ancorato. He applied to join the first wave of colonists, but was rejected. He was then selected for this wave of colonists.
Appearance:
Saminarus is of average height (5’11”) but very muscular, with dark brown hair, a widow’s peak, and violet eyes, showing the strong Azlanti lineage that his family is known for. He is quiet and studious in his demeanor. He wears a tabard of Andoran blue over his breastplate.
Why he was selected:
This is a competitive process supported by the Government of Andoran and the Bountiful Venture Company. With many loyal Andorans clamoring to join the voyage, it would be unusual for a large number of non-Andorans to be granted spots. Fortunately, that is not a concern here - Saminarus would be a trusted Colonist. Sam’s family, although aristocracy, had the savvy to see that the People’s Revolt would succeed. They threw their support to the rebels early, and as a result were allowed to keep their manor house. They have reacquired some of their old lands through mercantile dealings, and Sam’s older sister Jessifar serves in the People’s Council. It is possible that his sister had some influence over his selection for the second wave of colonists, although it is just as likely that his Azlanti knowledge earned him a spot.
The life aquatic:
No, he’s not aquatic. The Company is not, after all, recruiting for pearl divers, but rather colonists. He is a fairly good swimmer, and when he gets spells (starting at level 5) he will have far more options for exploring and fighting underwater. He doesn’t carry a trident or longspear, but then he doesn’t know that he will be going underwater. Once that comes to pass, he will adjust (he isn’t locked in to the longsword by any means).
The archetype:
This is an archetype that optimizers will scream all day long is terrible. Certainly it doesn’t hold up compared to the bloodrager; a Steelblood Arcane Bloodrager is going to be a lot better in most cases. So what? The bloodrager is an extremely powerful class – when I played one through all of Strange Aeons, I was holding back most of the time and the GM still had to increase the difficulty of the AP to compensate. My goal is to be good enough to take on the AP as printed while not forcing the GM to scale up the difficulty. “A bit weaker than a bloodrager” is probably fine. And no archetype is as focused on Azlant as this one. Mechanically, I will focus on what makes the Child of Acavna and Amaznen distinctive; Int-based, with good Knowledge skills and prepared casting. Sam can function as the party’s Knowledge expert, while also being a solid fighter with good AC and an eventual selection of utility spells.
Relationship with NPCs on the ship:
If the Peregrine has docked in Augustana before, then Sam might know of the crew. His family restored some of their lost noble fortune by savvy business deals, largely in shipping, so he has spent some time around the docks. He respects Alba Dinevaar’s quest for knowledge, though he is not familiar with alchemy. Sam is on very good terms with Carver Hastings, as Sam’s knowledge of and curiosity about Azlant aligns with Carver’s interest in the history of the region. Perrell Beys is also a historian and Sam is quite fond of her. Unfortunately, Sam is rather shy and tongue-tied and is unlikely to ever make a move in that regard.
Sam dislikes Harcourt Carrolby; his family’s social circles overlap with those of the wealthy horse-breeder, and Carrolby made a rather insulting comment about Sam’s sister Jessifar after she turned him down.
Saminarus:
Init +2; Perception +0
-----------------
DEFENSE
-----------------
AC 20, touch 12, flatfooted 18 (+6 Breastplate, +2 Dex, +2 Shield)
HP 11 (1d10+1)
Fort +3, Ref +2, Will +3
-----------------
OFFENSE
-----------------
Speed 20 ft.
Melee Longsword +5 (1d8+4/19-20) or Warhammer +5 (1d8+4/x3) or Dagger +5 (1d4+4/19-20)
Ranged Javelin +3 (1d6+4/x2)
-----------------
STATISTICS
-----------------
Str 18, Dex 14, Con 12, Int 14, Wis 10, Cha 8
BAB +1; CMB +5; CMD 17 (18 vs Trip/Grapple)
Feats Iron Will, Skill Focus (Knowledge - Arcana)
Traits Azlanti Scholar (Knowledge-History), Sea-Souled, Indomitable Faith
Skills (6 per level)
Swim 1 +9 (-4 ACP, can always Take 10)
Knowledge (Arcana) 1 +10
Knowledge (Dungeoneering) 1 +7
Knowledge (Local) 1 +4
Knowledge (Religion) 1 +7
Spellcraft 1 +6
I have to remake this profile but I'm looking at an Archon Blooded Aasimar with the scion of humanity trait who is a Hunter Flood Flourisher with a wolf to go along with his Archon type (thinking hound archons).