| GM rainzax |
Pathfinders,
I do hope you’ll join us at the Grand Lodge for the celebration to congratulate the most recent group of initiates. I have to say, I’m proud of how far you’ve come since you were an initiate, and I look forward to seeing you support the next generation of Pathfinders. Besides that,gatherings like this are an excellent opportunity to rub elbows with the Society’s leadership and get to know them. That means you’ll always be quick to know about the best opportunities as soon as they arise. I hope you’ll take advantage of the event to put your best foot forward.
I’m looking forward to seeing you there!
-Janira Gavix, Pathfinder Society Head Initiate
The day arrives and you make your way to Absalom for the event. It seems as though the entire Grand Lodge has the air of a celebration. The great gates are flung wide, and the phoenix trees lining the entryway are in full flame. The halls of the main tower of Skyreach, normally somber and reserved, echo with the sound of voices and music. The great ballroom is decked for a celebration, with colorful banners and bunting along the walls, tables replete with food and drink, and a jovial cacophony of conversation rising from Pathfinders of all ancestries, nations, and backgrounds.
After a quick scan of the room, it’s obvious that many of the attendees have gathered in small groups here and there. A half-orc woman in an iconic ship captain’s hat stands near the punch bowl, handing cups to anyone who passes within reach, and a dark-skinned half-elf leads a small group of new agents around the room, introducing them to other attendees. Several senior agents stand in quiet conferral with a dark-haired Taldan man with a distinctive chin strap beard, while a scholarly dwarf tells a rousing tale to a growing audience.
A familiar blond halfling woman bounces over, bubbling with excitement. Janira Gavix, Head Initiate of the Pathfinder Society, grins, “Oh, I’m so glad you made it! After all, the celebration is for you. Have you gotten drinks? Snacks? Be sure to spend some time getting to know everyone—it’s best to be on good terms with the movers and shakers in the Society, that’s how you learn about the latest opportunities. I’ll be here if you need me to help you with anyone’s names or to make an introduction. Just let me know how I can help!” Janira gestures everyone forward into the room, beaming all the while.
Please Introduce yourselves!
Black Molly
|
”Much obliged!”
A fair-skinned female aiuvarin, with long red hair under a tricorn hat, looks around the room. She wears a black sailor’s outfit, and has a dagger and hand crossbow at her hip.
“Good day t’ye”, she says, doffing her hat. ”Black Molly’s the name”
Spotting the dromaar by the punch bowl, she smirks. ”Cap’n Benarry”, she says. ”Ain’t seen her since Port Peril”
Captain Kullan
|
A hulking nagaji in loose green and red Tien-style robes happens to be following the lady pirate (the aiuvarin, not the dromaar - so many pirates!) through the door to the hall. Towering over Black Molly, he easily sees Janira and greets her in a deep, rumbling voice.
"My pleasure to meet you, Neng Janira," His southern Tien accent is punctuated by his use of the honorific which might loosely translate as "Lady," but without the connotations of nobility. "And you, Black Molly."
"I go by Captain Kullan," he says with a bow to each of the women. "On account that mispronouncing my true name the way most Avistani do results in a severe insult." As if to emphasize why, he flicks his long snake-like tongue out.
A shield with the flag of Nagajor emblazoned across it is strapped to his broad back, and tucked under the shield rests a long trident.
At Black Molly's remark, he nods and suggests that meeting (another!) Captain would be amenable to him also.
Black Molly
|
At Black Molly's remark, he nods and suggests that meeting (another!) Captain would be amenable to him also.
”This is yer lucky day, then”, Molly replies. ”Cap’n on deck!”
The space beside her wavers, and a greenish-blue apparition appears. It looks like a human pirate, with a long gray beard and an eyepatch. One hand holds a cutlass, while the other has been replaced by a shadowy hook. A skull and crossbones appear on his hat, as well as Molly’s.
”Avast, me hearties!”, he proclaims. ”Silverbeard walks again!”
”Cap’n Kullan, meet Cap’n Silverbeard”, says Molly. ”He was the head of my old crew, ‘fore the mutiny, that is”
”Aye, tis a tale of treachery on the high seas!”, Silverbeard declares. ”Me crew turned against me, the scurvy dogs, and cut me down!”
”But our new sea witch here earned her keep” At this, he nods toward Black Molly. ”She grabbed me soul and jumped ship. So now we’ve joined yer crew, and me legend lives on!”
Captain Kullan
|
"Ôi trời!" Cap'n Kullan exclaims in surprise at the sudden appearance of yet another Captain. As the spirit of the pirate talks, the nagaji regains his composure. "An honor to meet you, Captain Silverbeard," he says with a respectfully deep bow. "I am fortunate that none of my troops ever mutinied against me, but it is good to hear that Black Molly ... 'had your back' ... as they say here."
"I take it you never worked the rivers and coastal seas of Nagajor?" he asks as if making small talk. "As I do not recall hearing your names when I was a Marine in the anti-piracy patrols there." He finishes with an expression on his broad snake-like face that is probably supposed to be a cheeky smile.
Jasper Orc
|
You see an orc in her early twenties accompanied by a boar approaches you all. Staring at you all a bit awkwardly she says,"Uhhh... Hi. I think Im supposed to be here. My name is Jasper and I'm a member of the Burning Sun tribe out in Belzeken."
Taking out what appears to be a pair of shears she adds," Not sure if you've heard but a lot of weird stuff has been happening out there and you all have been helping us immensely."
Grabbing an apple from a nearby serving tray she gently hands it to the boar saying,"This here is Tiny. I rescued him from a bunch of evil cultists and we've been best friends ever since."
Black Molly
|
You see an orc in her early twenties accompanied by a boar approaches you all. Staring at you all a bit awkwardly she says,"Uhhh... Hi. I think Im supposed to be here. My name is Jasper and I'm a member of the Burning Sun tribe out in Belzeken."
Taking out what appears to be a pair of shears she adds," Not sure if you've heard but a lot of weird stuff has been happening out there and you all have been helping us immensely."
Grabbing an apple from a nearby serving tray she gently hands it to the boar saying,"This here is Tiny. I rescued him from a bunch of evil cultists and we've been best friends ever since."
”Welcome aboard!”, says Molly. ”Maybe they’ll assign you there; get to play hometown hero”
Captain Kullan
|
"Chào em," the huge snake-man says in greeting to the young orc lady. He nods at Black Molly's comment. "Representing one's homeland with honor is the highest calling," he says with great pride as he reaches up over his back to pat the shield with the Nagajor flag on it.
"I have not heard of these troubles, as I am still fairly new to the Society." Seeing another tray go by, he grabs (something - he's not sure what) and tries it. His face betrays the fact that he doesn't particularly like whatever it was. "And I am still a little unfamiliar with Avistani geaography. Belkzen is ... to the north?"
Jasper Orc
|
Jasper blushes a bit at the kind words. "Yeah its a bit complicated. I'm not too sure about what's going on. Hell one day people just woke up with shears. Don't know why. Don't know how.," she adds while still weirdly eyeing the shears.
After indulging in her curiosity she puts away the shears and starts petting Tiny who is squeals in satisfaction from the apple and the attention.
Just for context sake. The shears are from a boon.
| GM rainzax |
Part 1: Party
Anchor Post
During the celebration, the PCs are expected to mingle and meet with each of the Pathfinder Society’s major faction leaders. Each faction leader gives the PCs one mission, and possibly some additional context or items, if they weren't each currently distracted by other Society personalities of some import...
3d10 ⇒ (1, 6, 3) = 10
4d10 ⇒ (1, 6, 6, 9) = 22
Former captain of the Grinning Pixie and faction leader most likely to be mistaken for a pirate, Calisro Benarry leads the Horizon Hunters, but she doesn’t stand on ceremony. Her leadership often boils down to pointing out blank spots on the map to her agents. Although the half-orc can get serious in a crisis, this certainly isn’t that time. During the celebration, she maintains a boisterous center of attention near the refreshments table and enthusiastically offers to “spice up” any Pathfinder’s beverage from her own personal hip flask (which features a detailed engraving of a sizeable sailing ship—the Grinning Pixie).
She offers the following quest:
Flotsam Graveyard
A wrecked ship has recently cycled to the surface in the Flotsam Graveyard, with signs that it might date back to the original Silent Tide invasion—a centuries-past naval operation by Taldan operatives known as the Black Echelon attempting to take control of Absalom. Calisro points out that a newly uncovered vessel from that era would be a great discovery for a group of new Pathfinder agents—however, it seems that the people who informed her of the ship got scared off by something on board. While she doesn’t explicitly direct the PCs to steal the ship, she does hint that it would make a grand impression on the other Pathfinders were the party to return “in style.” Barring that, she encourages them to visit the ship and either verify or disprove the ship’s rumored origin.
But is currently distracted by:
Aaqir al-Hakam
Aaqir is a well-groomed, clean-shaven man of Qadiran descent, dressed finely and flashing a charming smile. Having formed a substantial trading consortium known as the Exchange with the Pathfinder Society’s help, Aaqir has decided the time’s right to step back from coordinating adventures to instead focus on running his business and spending more time with his husband Emir and their three daughters. He’s maintaining his connection to the Society so as to serve as a steady supplier of adventuring goods.
He can be distracted with Diplomacy, Society, Guild Lore, or Mercantile Lore!
Eando has a long history with the Pathfinder Society, and only recently has he settled into his position as leader of the Vigilant Seal faction. He’s the least friendly of the faction leaders, but he puts a great deal of faith in the rank-and-file agents. He’s assigning these missions because he believes the people that he’s giving them to can make the right call about how to handle what they find—more so than the Society leadership and even possibly himself. Eando is a stern human man of Taldan descent with tan skin, dark hair, and a distinctive chin strip of facial hair.
He offers the following quest:
Westgate
Some time ago, a whistleblower revealed a possible threat to Absalom related to one of the siege castles. In response, however, that individual was silenced and eventually petrified during the Charge of the Gorgon. Eando suspects foul play; he has leveraged his contacts to get a writ allowing the victim to be restored, and he would like the PCs to do so and learn about this alleged threat to the city. He gives them a greater salve of antiparalysis with explicit instructions that it be used only on the target.
But is currently distracted by:
Tamrin Credence
A halfling man with brown hair, Tamrin gained his several visible facial scars serving as a distraction to facilitate the liberation of several dozen halfling slaves in Cheliax. Ever since, he has worked on behalf of Liberty’s Edge, a largely independent faction that sometimes coordinates with the Pathfinder Society.
He can be distracted with Deception, Stealth, Thievery, Legal Lore, or Underworld Lore!
Friendly but driven, Fola Barun has dedicated herself to growing and nurturing the Pathfinder Society, and she’s been a strong supporter of the recent drive to bring in new members. Therefore, she’s extremely open and welcoming to the PCs when they approach her, asking them about their backgrounds and what they’re excited about doing within the Society now that they’re agents in their own right. This darkskinned half-elf woman takes up a position near the entrance to the celebration so she can be sure to greet the new Pathfinders.
She offers the following quest:
Precipice Quarter
A recent Pathfinder Society recruit who’s still in training lost a relative who tried sneaking into a famed haunted house to learn its secrets. The house has since been slated for demolition, given the number of injuries and casualties that have occurred there. Fola promised the recruit that she would make sure their relative was laid to rest properly, but she needs the PCs to explore the site and retrieve the body. The easiest way to identify the victim is by the spiral-shaped religious symbol of Pharasma that he wears.
But is currently distracted by:
Urwal
The mysterious lizardfolk Urwal has made himself a fixture of life at the Grand Lodge. He is best known for his unrequested yet benign intrusions, whether it be breaking into Kreighton Shane’s office to drop off stacks of Pathfinder Chronicles riddled with corrections and commentary, rearranging disordered collections, or drawing insightful astrological maps on the ground outside of the Lodge. Besides his appreciation for order and accuracy, Urwal feels a deep connection to nature and his place in it, from the smallest insect to the mysterious stars above. As leader of the Verdant Wheel faction, he gathers others who are interested in experiencing and (accurately) documenting natural wonders of all sorts.
He can be distracted with Nature, Survival, or any Lore skill about a specific terrain!
As leader of the Grand Archive, Gorm is impressed by knowledge in all its forms, but he holds a special fondness for tales and jokes that bring knowledge to life. Conversations with Gorm often leave the impression of a lively, fun uncle rather than a stuffy sage—but as he doesn’t have the lived experiences that many Pathfinders have, he enjoys hearing stories from others no matter the topic. He might ignore a conversation about magic theory or even history to talk to someone about their experience as a server at an inn.
He offers the following quest:
Petals District
A scholar at the College of Mysteries has been working on potentially dangerous research. Gorm isn’t sure what the research is, but he knows it’s partially based on nameless scrolls from Nidal. He doesn’t particularly care if the Pathfinder Society gets the original scrolls—they’re probably on human skin anyway—but he would like the party to secure a copy for study.
But is currently distracted by:
Zarta Dralneen
A Chelaxian expatriate once known for hedonism, Zarta Dralneen was betrayed by her country, receiving official condemnation based on false charges. Since then, she has set her old lifestyle aside to focus on other priorities. She has long helped the Society root out dangerous artifacts and uncataloged perils within its vaults. Recently, she was faced with the choice between continuing to pursue her goals within the Society or leaving to pursue vengeance against those who betrayed her. After careful consideration, she has decided to stay with the Society. She has accepted a new position as Head Archivist, granting her official authority over the contents and security of the Grand Lodge’s extensive troves of knowledge and magic.
She can be distracted with Arcana, Occultism, Academia Lore, or Library Lore!
To Do:
1) Choose a Faction Leader
2) Open the Spoiler
3) Roll a Skill Check to Distract the other Society Member talking to them
4) If you Succeed, GM will supply you with an additional Reward
5) Finally, choose one of the Missions (Flotsam Graveyard, Westgate, Precipice Quarter, or Petals District) - we will go with majority vote or GM chooses if tie!
Captain Kullan
|
As Jasper scratches Tiny, Captain Kullan nudges Black Molly and raises his chin towards the other Captain and pirate in the room, Calisro Benary. "Shall we?" he asks, already knowing the answer (he presumes, anyway.)
He makes his way through the crowd, cutting an imposing figure, and approaches Calisro and Aaqir. He listens politely for a few seconds then bows and introduces himself at a break in the conversation.
"Chú al-Hakam," he begins by using the honorific loosely translated as "Uncle." "Your reputation as an importer precedes you. In fact these boots you imported are standard issue for Nagajor Embassy guard troops," he says as he lifts a foot to show them off. "But I wonder if you have found that working directly with the Nagajor government beaurocracy to be too complex? Our very decentralized governmental system can be difficult for Avistani to grasp sometimes."
Society (E) : 1d20 + 10 ⇒ (12) + 10 = 22
Vote for Flotsam Graveyard.
| GM rainzax |
Calisro slips them a small, unmarked hip flask, describing it as “a pick-me-up for when you really need to get back on your feet.”
Identify Magic (any Tradition) DC 15
Captain Kullan
|
After his conversation with Chú al-Hakam finishes, he swaps sea stories with Captain Benary for a bit and then rejoins the rest of his team. He hands the flask to Black Molly and asks her what it might be. "She said it was a 'pick-me-up' but I get the sense that from her it could either be something magical or just some very strong grog."
@Black Molly, if you don't mind, would you please open the Captain Kullan spoiler above to see the magical identification sub-spoiler.
Jasper Orc
|
Sure lets do it.
Jasper casually observes the pirate talking to the merchant. As soon as Captain is free from distractions she says,"Thank heavens he's gone. I could feel my eyes start to glaze over from how boring he was. Anyway, we'll go check this ship out and see if there is anything worth salvaging."
Black Molly
|
After his conversation with Chú al-Hakam finishes, he swaps sea stories with Captain Benary for a bit and then rejoins the rest of his team. He hands the flask to Black Molly and asks her what it might be. "She said it was a 'pick-me-up' but I get the sense that from her it could either be something magical or just some very strong grog."
@Black Molly, if you don't mind, would you please open the Captain Kullan spoiler above to see the magical identification sub-spoiler.
”Yer a sharp one”, says Molly with a grin. She holds the flask up to the light, and takes a sniff.
Occultism: 1d20 + 6 ⇒ (18) + 6 = 24
”Something magical, this time”
| GM rainzax |
A: The Surfaced Wreck
Characters Trained in a skill to Gather Information may do so here!
Walking across the metropolis, the party eventually arrives to the shipwreck.
The weathered boards of the ship’s main deck are cracked, warped, and thoroughly covered in a thick, stinking carpet of algae, seaweed, and barnacles. The sodden mess squashes and scrapes underfoot, while squawking gulls circle overhead. The ship once boasted three masts, but they are now broken off only a few feet above the jagged railings. Whatever other distinguishing features might have once existed on this vessel are either long lost or utterly obscured. Empty doorways lead into cabins to the fore and aft, and a dark opening descends into the lower level.
The party descends to the lower deck, and encounter something strange...
To Do:
1) Place your Token on the Map!
2) Declare your Exploration Activity!
3) Go ahead and roll Initiative!
Jasper Orc
|
| 1 person marked this as a favorite. |
dimplomacy: 1d20 + 10 ⇒ (10) + 10 = 20
initiative: 1d20 + 8 ⇒ (14) + 8 = 22
Searching
"Gee... This ship is a bit old isn't it. I wonder what sort of stuff we are going to find. Thieves probably have picked off everything if its supposed to be that old."
Black Molly
|
Black Molly makes her way down to the lower deck, a glowing green skull and crossbones before her. Silverbeard follows, at once elated to be back aboard a ship, and saddened by the state that it’s in.
Exploration: Cast shield
Initiative: 1d20 + 7 ⇒ (13) + 7 = 20
Captain Kullan
|
| 1 person marked this as a favorite. |
Thanks Mitch
He lets Black Molly keep the potion, wanting to make sure that at least one of the team's medics doesn't go down.
On the way to the ship, Captain Kullan calls in a few favors and finds a couple of ex-marines among the unsavory types by the shipyards. Also on the way, he works with his newest "crew" (the Pathfinders) and drills them on both naval tactics and water survival techniques along with some formation fighting maneuvers.
As they approach, he asks their resident pirate(s), "What do you two think? Can she be made seaworthy again?"
Once aboard, the retired Marine leads the way, his wayfinder shining light so all can see. He holds his shield up with the green and red flag of Nagajor reflecting the light, and his trident in the other hand ready to engage whatever they come across.
Exploration Activity = Defend
Naval Training ◆: Your instructions make it easier for you and your allies to swim through dangerous waters. Signal all squadmates; until the end of your next turn, you and each ally gains a swim Speed of 20 feet.
Form Up ◆: You signal your team to move into position together. Signal all squadmates affected by your commander’s banner; each can immediately Stride as a reaction, though each must end their movement inside your banner’s aura. (Banner's aura = 30 foot emanation)
Also: You and all allies in a 30-foot emanation of the banner (his shield) gain a +1 status bonus to Will saves and DCs against fear effects.
Darwin Vrelam
|
Roleplaying a quick intro since I was tardy :(
At the ballroom, a bald, dark-skinned walks up to the group. He is simply dress, with no visible weapon in sight. He walks with surefooted grace and purpose.[b]"Hello, everyone. It looks like I'm the last to find my way here. I am Darwin Vrelam, pleased to meet you all. An exciting day, isn't it!
Darwin Vrelam
|
Exploration Activity = Scout
Darwin follows the group, bringing up the rear guard. "Seems like at least a few of you know your way around ships. Any idea what we might encounter here?"
Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
| GM rainzax |
Cargo Hold
Sharp beams of sunlight light filter down through cracks in the main deck to cast this cargo hold in a dim light. Though the ship’s original armaments are now little more than rotted ballista mounts, this area shows signs of recent activity, including intact shipping crates, a recently broken crate, a few boxes, and faint trails worn through the slippery vegetation growing over the deck. Wooden doors in finer condition that the rest of the boat stand to the north and south, but the stairs leading further down now lead only into dark, scummy water.
1d6 ⇒ 6
Wretched Creature to Initiative (Perception) w/ Darwin Scout (-1): 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16
Leaping out from behind one of the cannons, a wretched looking creature, humanoid in shape but with one long tentacle protruding, attacks Black Molly, Captain Kullan, Darwin, or Jasper: 1d4 ⇒ 4 Jasper!
↺) Readied Leaping Charge
Fist w/ Leaping Charge (+1) vs Jasper (AC 21): 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 161d10 + 6 ⇒ (10) + 6 = 16
⚔⚔⚔ ⚔⚔⚔ ⚔⚔⚔
Monster ID: Arcana or Crafting (DC ??)
⚔⚔⚔ ⚔⚔⚔ ⚔⚔⚔
You had heard about a wild, enraged, leaping creature was stalking this ship:
Leaping Charge [◆] The wretch Strides up to 10 feet, ignoring difficult terrain as it leaps over obstacles. It then makes a fist Strike, gaining a +1 circumstance bonus to its attack roll.
⚔⚔⚔ ⚔⚔⚔ ⚔⚔⚔
The Party (except Darwin) is Up!
Captain Kullan
|
"Oh, this is the thing I heard about. Sorry, I guess I should have mentioned this earlier." (Cause I only just found out in the spoiler above - please open.) He then goes on to describe what he had heard about the creature rumored to be stalking the ship.
"Excuse me Darwin, coming through on your left," he says to the young monk as he shoulders past and across the starboard-three cannon.
He stabs at the creature from behind as he tries to determine whether it's likely to negotiate.
+1 Trident vs OG: 1d20 + 9 ⇒ (9) + 9 = 18
Damage, magic, P: 1d8 + 3 ⇒ (4) + 3 = 7
Combat Assessment, Warfare Lore: 1d20 + 10 ⇒ (19) + 10 = 29
He then proudly raises his shield.
◆ Move, ◆ Combat Assessment, ◆ Raise Shield
Combat Assessment: ◆ You make a telegraphed attack to learn about your foe. Make a melee Strike. On a hit, you can immediately attempt a check to Recall Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Recall Knowledge. The target is temporarily immune to Combat Assessment for 1 day.
You can use Warfare Lore to Recall Knowledge about most creatures regardless of type, but typically only to determine whether they can be reasoned with, their most notable offensive abilities, and whether one of their saving throws is particularly weak. The GM can decide to allow additional questions to be answered when Recalling Knowledge with Warfare Lore as appropriate to the situation. In addition, as long as you are observing at least one opponent when initiative is rolled, you can use Warfare Lore for your initiative roll.
Jasper Orc
|
Dumbfounded by the solid punch Jasper took she blinks and says,"Ouch... What? Who????"
◆ Courageous Anthem
◆ Strike with fist attack: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26 damage: 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6
◆ Command Tiny
Tiny
◆ Moves
◆ Strike
attack: 1d20 + 11 ⇒ (8) + 11 = 19
damage: 2d8 + 4 + 1 ⇒ (3, 1) + 4 + 1 = 9
If Jasper's strike is successful it lingers for 1 round
Black Molly
|
”Whatever it is, it won’t be for long!”, Molly declares. She casts a spell, and Silverbeard appears a bit more solid. Then he closes with the creature and attacks with his cutlass.
BM: Cast forbidding ward between Silverbeard and the creature
CS: Step to flank, Strike
Attack: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d8 + 4 ⇒ (2) + 4 = 6S
| GM rainzax |
Captain Kullan observes the base creature as he successfully strikes it, wondering if it can be reasoned with...
1d6 ⇒ 4
Molly girds her imaginary friend who misses as well (and is also not flanking...)
But Jasper's punch strikes true, however not "tiny's" vaguely undefined strike - perhaps a claw, jaw, or tail smack, but we'd never know without more exposition!
The creature retaliates against Jasper before backing into the corner, unliking being surrounded!
Wretch
◆◆) Strike x2
◆) Step
Fist (B) vs Jasper (AC 21): 1d20 + 13 ⇒ (11) + 13 = 241d10 + 6 ⇒ (8) + 6 = 14
Tentacle (B, agile) w/ MAP (-4) vs Jasper (AC 21): 1d20 + 13 - 4 ⇒ (18) + 13 - 4 = 271d10 + 6 ⇒ (6) + 6 = 12
Clobbering him brutally!
⚔⚔⚔ ⚔⚔⚔ ⚔⚔⚔
The creature can be "reasoned with" if and only if the method would feasibly satisfy:
Hunger!
Gnawed bones of sea birds lie in a heap in one corner. PCs can distract the creature by offering it a day’s worth of food in any form (such as trail rations, the bodies of other creatures, or fish caught from the deck).
We'll say that performing this action mid-combat costs you two actions (◆◆) and requires a reasonable Skill Check of some kind against DC 18!
Also, you critically succeeded the RK check, and can ask one additional question (within your shared parameters!)
His weakest save is Will!
⚔⚔⚔ ⚔⚔⚔ ⚔⚔⚔
CARGO HOLD
Monster ID: Arcana or Crafting (DC ??)
Terrain: Canons are Difficult Terrain
Appease Wretch: Skill Check vs "Hunger" as (◆◆) vs DC 18
Wretch Weakest Save: Will
Black Molly
& Eidolon @ Forbidding Ward
Captain Kullan
Jasper @ Courageous Anthem @ -26 clobber
& Tiny
Wretch (AC 20) @ -7 stab, -6 punch
Darwin
⚔⚔⚔ ⚔⚔⚔ ⚔⚔⚔
The Party is Up!
Captain Kullan
|
As the creature steps away from Jasper, Captain Kullan notes the stripped remains seabirds and fish in the space where it was hiding. "He's just hungry," he tells his teammates.
The big nagaji drops his trident and carefully pulls out some snackies from his hip pack. He holds the cookies out in offering to the creature hoping that it will understand that they don't really want to hurt it.
Diplomacy: 1d20 + 5 ⇒ (11) + 5 = 16
You know what, let's just hero point this to end it.
Diplomacy : 1d20 + 5 ⇒ (17) + 5 = 22
"We've got more food back ashore. My wife makes the best pandan cake, and we don't live far from the Grand Lodge."
◇ Release, ◆◆ Hunger check, ◆ Raise shield
| GM rainzax |
Wretch approaches Captain Kullan and devours the snacks!
Encounter Over!
The party searches the ship for more clues.
Everyone please roll a Perception check!
Darwin Vrelam
|
Just as Darwin was about to spring to action, the captain calmed the assailant with some food. "Good thinking, Kullan! I wouldn't have thought to feed that creature."
With the wretch satisfied for now, Darwin closely inspects the ship for anything interesting.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
| GM rainzax |
Mission One: Wrap Up
Earlier
Calisro Benarry had said "Make sure to determine whether the ship is in fact a relic of the original Silent Tide invasion!" before seeing the party off.
Now
Methodically, the party searches the now-empty ship. Wretch hangs along to see if there will be more food. It doesn't seem to posses the ability to speak. It's insignia looks strange...
The party takes a moment here to heal their friend.
Please conduct any Treat Wounds or other rest activities, and let me know much Time it takes!
Black Molly @ full
& Silverbeard @ full
Captain Kullan @ full
Jasper @ -26
& Tiny @ full
Darwin @ full
After the Rest
Soon, the PCs reach the Map Room!
This cabin’s floor has been cleared of the algae present everywhere else on the ship, and a simple table has been set up in the center of the room, with a few chairs pulled up around it. The aft wall bears a large carving of a coat of arms, visible even despite the wear of the elements. An antique lantern hangs above the carving, casting a faint light over papers strewn over the table.
Taldan Navy.
And the lantern, upon closer inspection, reveals it is in fact an everburning torch formed into a lantern rather than a simple torch, and the lantern’s glass can be manipulated to change the color of light it sheds. The age of the lantern and its multicolor function, combined with the obvious Taldan insignia carved into the wall here, strongly suggest the ship is in fact a relic of the original Silent Tide invasion—the evidence Calisro Benarry wants the PCs to find!
Inside the Crew Bunks, the party discovers two Crying Angel Pendants. (Who can and will Affix these? To whom? Speak now!)
And soon enough, the party decides it's time to head back to HQ.
Black Molly @ Shield
& Silverbeard @ ???
Captain Kullan @ Defend
Darwin @ Scout
Jasper @ Search
Full Summoners get a second Exploration action. Black Molly, have you considered making a second alias for Silverbeard?
Please return to the Anchor Post and choose another Venture Captain and Mission!
Darwin Vrelam
|
Careful to avoid angering Wretch, Darwin steps softly towards it. "Hmm, that's an interesting insignia. Does anyone recognize it?"
Society on Insignia: 1d20 ⇒ 18
After taking a look, Darwin tosses a small portion a ration pouch to Wretch. "You shouldn't have to go hungry..."
----
Later, Darwin notices Jasper's bloodied wound from the fight. Holding his healer's kit, Darwin approaches. "I could bandage your wounds if you'd like. You or someone else might be a more accomplished healer though."
Jasper, you can roll for the healing if you want the Treat Wounds from Darwin. +4 Medicine; 2d8 healing on a success
----
Darwin searches the ship's map room with the rest of the party and attempts to identify the coat of arms.
Warfare Lore on Coat of Arms: 1d20 + 3 ⇒ (11) + 3 = 14
----
Darwin declines the pendants. "I don't wear any armor, so these are of no use to me."
Jasper Orc
|
medicine: 1d20 + 4 ⇒ (7) + 4 = 11
soothe 2nd level: 2d10 + 8 ⇒ (7, 7) + 8 = 22
Down 4
warfare lore: 1d20 + 6 ⇒ (3) + 6 = 9
Jasper looks at the attempts to heal her and says,"Don't worry. I've got it. Not the first time I've had to heal a swift punch to the face. I'm just glad it got rectified peacefully even if I am spitting up blood."
"Anyway I recommend we talk to Eando. He seems like an interesting person. Been on a lot of adventures and all," she says while adjusting her jaws.
Captain Kullan
|
There were a bunch of overlapping checks there, but it looks like Darwin's Society result of 18 beats the DC of 13 to ID the insignia.
Captain Kullan leads the poor Wretch around the ship as if it was one of his own troops. He gives it a piece of his wife's pandan cake that he'd been saving for later, knowing full well there's plenty more at home.
Warfare Lore (E) : 1d20 + 10 ⇒ (9) + 10 = 19
As they all crowd into the map room, he examines the lamp and the crest on the wall. "I've seen these before. They're very out of date, but I'm certain this ship is a relic of the original Silent Tide invasion fleet." He nods to Black Molly. "Better make sure Captain Benary knows this, it's exactly what she was looking for." He then unclips the lantern from the rusting hook in the ceiling and stows it in his pack where it continues to glow as light seeps out from the stitching.
Picking up the two talismans, he hands one to their resident "sea witch" and the other to Jasper. "Looks like you two get these. He doesn't have anything to affix it to, and I rely on others for healing."
After dropping by his house for more pandan cake for the Wretch and then dropping said Wretch off at the Grand Lodge, Captain Kullan agrees with Jasper that Eando would fine.
Darwin Vrelam
|
"Eando seems like a fine option to me as well. I wonder if we'll find him back at the Grand Lodge as well. Captain, do you have extra cake? I've never had any before."
Assuming Eando is still in conversation with Tamrin, Darwin will attempt to distract them by showing off how easily Darwin can unlock one of the rooms locked doors, only for show of course.
"Tamrin, sorry to interrupt. I heard you like feats of thievery skills. I was hoping I could entertain you for a moment." Darwin leads Tamrin over to a door and attempts to unlock it, before quickly resetting the lock.
Thievery: 1d20 + 6 ⇒ (17) + 6 = 23
Black Molly
|
Silverbeard seems impressed. ”Looks like ye got a proper crew this time!”, he says to Molly.
”Shh!”, she hisses back. Then, to the others, she adds, ”Well done! When this is all wrapped up, first round’s on me!”
| GM rainzax |
With Darwin off showing Tamrin his lockpicking skills, Eando is suddenly free momentarily!
Handing the Salve to Black Molly, Captain Kullan, or Jasper?: 1d6 ⇒ 1 Black Molly, he instructs "Please restore the petrified whistleblower and learn what threatens the city!"
You gain a +2 circumstance bonus to the next roll to Gather Information this scenario!
On the way to Westgate
You learn that a crowd opposed to the whistle-blowers impending actions has gathered along Statue Street, and that it is instigated by a...
3d8 ⇒ (4, 1, 7) = 12
...the unlikely trio of a Charlatan, Barrister, and an Actor!
Choose one: Your intel grants you a +1 to any skill checks against this person! What scuttlebutt did you learn that enables this?
Statue Street
For several blocks, the quiet lanes of Westgate’s residential neighborhoods feature small houses, low-key cafes and taverns, and the occasional specialty shop. The fragrant scent of tended flower gardens in the warm sunlight blends with the low hum of distant conversation over what would normally be a pleasant boulevard. But the stone statues—at first appearing only here and there, like odd decorations—now number several per block, and the otherwise plain square ahead is outright cluttered with stone figures. They take countless forms, from humans and halflings to orcs, lizardfolk, and even stranger, all forever frozen in acts of desperation, defiance, or despair. The quaint, statue-filled square is also filled with people; several dozen townsfolk shout and argue, their voices somehow out of place among the silent statues.
Black Molly @ Repeat a Shield Spell
& Silverbeard @ ???
Captain Kullan @ Defend
Darwin @ Scout
Jasper @ Search
Black Molly @ full
& Silverbeard @ full
Captain Kullan @ full
Jasper @ -4
& Tiny @ full
Darwin @ full
To Do:
1) Place your Token on the Map
2) Discuss amongst yourselves - how will you approach?
3) Any changes to Exploration Mode?
Captain Kullan
|
On the way to Westgate, Captain Kullan spends some time teaching and drilling his new team-squadmates on some different tactics that might come in handy.
Swapping out prepared Tactics per: "You can change which tactics you have prepared from those in your folio by spending 10 minutes to drill, replacing all previously prepared tactics and allies. This does not prevent your allies from performing their own activities during this time frame."
Form Up ◆: You signal your team to move into position together. Signal all squadmates affected by your commander’s banner; each can immediately Stride as a reaction, though each must end their movement inside your banner’s aura.
Pincer Attack ◆: You signal an aggressive formation designed to exploit enemies’ vulnerabilities. Signal all squadmates affected by your commander’s banner; each can Step as a free action. If any of your allies end this movement adjacent to an opponent, that opponent is off-guard to melee attacks from you and all other squadmates who responded to Pincer Attack until the start of your next turn.
Society to Gather, Streetwise (E) : 1d20 + 10 ⇒ (18) + 10 = 28
No bonus for a Crit? Boooo!
At a cafe on the way, he crosses paths with someone that used to be a neighbor of his. They chat for a little while, and the Captain reveals where they're headed. The neighbor, a certain retired Pathfinder named Vanlo, happens to know a little about what's going on in Westgate. He's heard that an Actor is among the instigators, along with a Charlatan, and a Barrister of ill repute. Turns out the Actor was accused of lip-syncing while someone read his lines from off-stage and used a magic spell to make it sound like they came from him.
He rejoins the group, tells them what he learned and suggests approaching the three trouble-makers first to see if they can learn why they're stirring up problems.
What's up with the weird spacing on the map?
Jasper Orc
|
"I agree. Let's see why they are stirring up trouble and see if we can resolve this situation peacefully. Or at least just with another solid punch to the face.," Jasper says looking around the crowd.
No change in exploration activities
Darwin Vrelam
|
As the group makes their way to Westgate, Darwin blends into the crowd, hoping to go unnoticed and overhear conversations that provide information of the situation ahead of them.
Gather Info w/ Stealth or Thievery: 1d20 + 6 ⇒ (15) + 6 = 21
Forgot the +2 from earlier, so that's actually a 23
As Darwin approaches the area, he joins back up with the group. "Did anyone learn anything helpful on our walk here?"
| GM rainzax |
Statue Street
For several blocks, the quiet lanes of Westgate’s residential neighborhoods feature small houses, low-key cafes and taverns, and the occasional specialty shop. The fragrant scent of tended flower gardens in the warm sunlight blends with the low hum of distant conversation over what would normally be a pleasant boulevard. But the stone statues—at first appearing only here and there, like odd decorations—now number several per block, and the otherwise plain square ahead is outright cluttered with stone figures. They take countless forms, from humans and halflings to orcs, lizardfolk, and even stranger, all forever frozen in acts of desperation, defiance, or despair. The quaint, statue-filled square is also filled with people; several dozen townsfolk shout and argue, their voices somehow out of place among the silent statues.
Black Molly @ Search
& Silverbeard @ Search
Captain Kullan @ Defend
Darwin @ Scout
Jasper @ Search
Black Molly @ full
& Silverbeard @ full
Captain Kullan @ full
Jasper @ -4
& Tiny @ full
Darwin @ full
To Do:
1) Decide between rolling against a Leader ("a") or Around the Map ("b"):
then
2a) Leader: Open their spoiler, and roll a Skill Check to Diffuse the situation (bonus for RP!)
3a) Leader: Place your Token on the Map within a reasonable distance to the targeted Leader!
or
2b) Around the Map: Choose a Check that best represents what you are doing and roll it (bonus for RP!)
3b) Around the Map: Place your Token on the Map corresponding to what you are doing and roll it!
-Performance
-Survival
-Theatre Lore
If you have any skill feats that might come in handy, do share!
-Thievery
-Deception
-Underworld Lore
If you have any skill feats that might come in handy, do share!
-Diplomacy
-Society
-Legal Lore
If you have any skill feats that might come in handy, do share!
Jasper Orc
|
"Hey Knivel. You do know that there are better spectacles to see then a bunch of helpless of people turned to stone. Ever hear of the Chelaxian opera before? Apparently they fight and engage in battle in stage. Far more entertaining if you tell me," Jasper says trying to persuade Knivel into engaging in a slightly less dubious form of entertainment.
performance?: 1d20 + 8 ⇒ (15) + 8 = 23
Captain Kullan
|
Kullan lets Jasper deal with the actor for now. He's more concerned about the agitated mob. He's seen exactly these kinds of situations quickly go sideways before. The last time was at the gates of the Nagajor Embassy when he was still the Captain of the Guard there. It was (yet another!) case of mistaken identity when some crazy conspiracy types conflated a cobra-headed nagaji with the ancient and evil serpenfolk - which everyone knows have been extinct for more than 10,000 years. The poor kid had to flee for his life into the Embassy pursued by a mob just like this one. Captain Kullan and his troops had to hold them off until the diplomats could come out and talk them down.
And so, once again, Kullan finds himself scrutinizing an unruly crowd and (hopefully) letting the others do the talking. He makes his way to the back of the crowd, his shield on his arm but his trident stowed so as not to provoke anyone into rashness. His eyes scan the assembled onlookers and rubber-neckers looking for the most likely perps to go off first while assessing how the crowd is likely to move in response. Ultimately, he comes up with a basic contingency plan for how best to deploy his troops squadmates should the situation turn dire.
Warfare Lore (E) : 1d20 + 10 ⇒ (16) + 10 = 26
Note regarding Warfare Expertise: "as long as you are observing at least one opponent when initiative is rolled, you can use Warfare Lore for your initiative roll." (In case it comes up.)
Darwin Vrelam
|
Darwin follows closely behind Black Molly and locks eyes with Toad. Darwin gestures for Toad to watch and points at Molly's quiver.
Darwin addresses Molly. "Yes, a slogan would be a wise choice, indeed. I wholeheartedly agree." Then, Darwin slaps Molly on the back and embraces her. "That's such a good idea!" The embrace lingers just a little too long.
During the embrace, Darwin quietly slides a bolt out of Molly's quiver, waves it in the air where Toad can see, and then slides it back into the quiver.
When he lets go of Black Molly, Darwin gives Toad a wink, hoping the cheeky move was appreciated.
Thievery: 1d20 + 6 ⇒ (8) + 6 = 14