
GM Frost |

For this mission, we are using the following effect, Fair Winds and Following Seas: The ship has avoided the worst of the hurricane’s wrath, making life easier for all aboard. All PCs gain a +1 circumstance bonus to all skill checks.

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"Thank you for the supplies, and yes I certainly don't need any help getting around in the water, so I'll let those of you who really need the help getting in front take those. But I may hold on to one of these elixirs."
--
Tk'lali heads out and tries to make some new pirate friends, first by buttering them up with a soft siren song in Thassalic and then by schmoozing further about the whereabouts of the crew
Performance: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Diplomacy: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16

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Thieves can't help but want to make a quick buck. Knuckles sits down with his deck of cards and begins offering to play a few hands for some coin. During the event he works his investigation into casual conversation.
Deception: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Once he thinks he has the suspect corned, the claws come out. First he accuses the thief of cheating and then tries to intimidate him into confessing to the theft.
Intimidation: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Hero Point
Intimidation: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25

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Button Bright saunters up to a potential witness. "Don't worry, your secret is safe with me. I'm sure the captain didn't see anything at all."
Deception: 1d20 + 7 ⇒ (20) + 7 = 27
He then tries a different tactic, designed around being nice and friendly to the sailors and making sure to stay out of their way because he respects that they're busy. First, he tucks himself into an out-of-the-way corner, then stays perfectly still like a Harmless Doll. Then as soon as one of them takes a break or a pause, he can quietly whisper his questions unobtrusively.
It's nice to be nice! =)
Intimidation: 1d20 + 7 ⇒ (20) + 7 = 27
Well dang.

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"Thanks Mogwenni, someone else should take life elixirs while I take other sea elixir."
----
"Anyone who knows anything about this theft should speak now." Tsuko-chin first tries to interrogates suspects and uses then more subtle approach
Intimidate: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Deception: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
"My contacts could pay well for those nautical charts. I'm willing to share the profit."

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Melenia privately asks one of the crew member regarding the recent theft.
Deception: 1d20 + 1 ⇒ (12) + 1 = 13
As she continues to interrogate the crew member, sharp claws start coming out of her fingers and... are those fangs?!
Intimidation: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8

GM Frost |

After your investigation, the Pathfinders learn the following from other sailors:
> If the thief was a Pathfinder, it was a woman, but if it was a pirate, it was a man.
> The thief was in the cabin immediately before or after someone who was green.
> The goblin lookout said it was definitely a longshanks (medium-sized creature).
> The thief had feathers (like tengu) or fur (like vanara).
Who is the thief?
"Have you determined who is the thief?" Calisro asks them when she finds them discussing about who is the suspect.

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T'klalì puts on her Wizard's thinking hat and thinks over the clues again.
"Well given the order the people came into the room the only person that meets all these criteria seems to be Tsakara..."

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Button Bright goes over the suspect list, crossing out the names of any people who couldn't have done it. "There's only one left! I agree with T'klalì, it has to be him."

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5. Maspad (female vanara Pathfinder trailblazer) is a mischievous Jalmeri monk with golden-colored fur and short, spiky hair. She has a dripping leaf tattooed on one cheek.
6. Tsaraka (male tengu pirate) is a black-feathered beauty, whose talons are adorned with rings and painted the bright colors of sunset.
"Um... I can't tell! Are we sure it can't be Maspad?" Cirri looks worried.

bigrin42 |

**HOUSE GM ANNOUNCEMENT**
A sighting from the goblin lookout brings a jolt of energy to the ship’s sailors, who quickly begin striking the sails and preparing the anchors as the Snapdragon arrives at its destination.
Table GMs, Ship Ahoy! Quickly finish your current mission and proceed to Encounter A!
Having avoided the worst ravages of the storm, the ship is quickly secured in the sunken island’s natural harbor. With little need to help, the Pathfinders prepare to leap into action once the exploration begins
Table GMs, the Ship Shape condition is in effect!

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"Maspad wasn't before or after a green person!" says Button brightly.
"Oh, the suspects are listed in order of appearance..." Cirri's left wing twitches. "Yeah, that narrows it down. Tsaraka it is!"

GM Frost |

After the group has determined the suspect, the venture-captain orders the Pathfinders and sailors alike to find the thief.
Once the thief is found, they find the missing documents in Tsaraka’s belongings. Afraid of having to walk the plank (the likely punishment on his pirate ship), Tsaraka offers to tell everything he knows if the Pathfinders let him return to Quent. The tengu explains he was reporting telepathically to a succubus pirate named Enava. Tsaraka explains she
promised to leave her current captain and serve him on a ship of his own.
Navigation Success for this Mission!
------
Moments later, the ship comes to a halt near a wreckage-strewn sunken island. But as the venture-captains begin marshaling Pathfinders to explore, a ripping sound suddenly overwhelms the noise of the storm. Reality itself seems to tear, and another ship emerges from the rift, slamming into the Snapdragon!
Horrific sailors with shark heads and octopus tentacles instead of arms line the railings of this new ship, ready to board the Pathfinder vessel. Its prow is adorned with a figurehead in the shape of a demon, whose horns combine to form a deadly looking bowsprit. The figurehead’s eyes suddenly glow red, and its mouth opens to emit a yell:
“For Enava!”
In response, the awful sailors on the new vessel roar in unison,
“For Enava!” and leap to attack!

GM Frost |

Grapples are fired at Snapdragon ship! DC 17 Reflex save or be grabbed (Escape DC 17) from everyone!
Ship Shape in effect: The Snapdragon arrived at its destination in good time, letting the PCs prepare to leap quickly into action when needed. The PCs become quickened in the first round of this encounter. They can use the extra action to draw an item or Stride.
Knuckles's Initiative using Avoid Notice: 1d20 + 9 ⇒ (18) + 9 = 27
Tk'lalì's Initiative using Detect Magic: 1d20 + 9 ⇒ (3) + 9 = 12
Cirri Merryweather's Initiative using Avoid Notice: 1d20 + 7 ⇒ (17) + 7 = 24
Tsuko-chin's Initiative using Scout: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20
Button Bright's Initiative using Search: 1d20 + 6 ⇒ (3) + 6 = 9
Sharky, Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Salty, Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Briny, Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Demon Launch, Stealth: 1d20 + 3 ⇒ (15) + 3 = 18
⬤ Between the Demon and the Deep Blue Sea! Round 1 ⬤
Party Condition(s): The PCs become quickened in the first round of this encounter. They can use the extra action to draw an item or Stride.
Terrain Feature(s): Windy and Rainy (imposes –2 circumstance penalty to Perception)
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard
🚩 BEFORE YOUR TURN 🚩
❗ Melenia Nightbreeze: DC 17 Reflex save or be grabbed (Escape DC 17) ❗
❗ Knuckles: DC 17 Reflex save or be grabbed (Escape DC 17) ❗
❗ Cirri Merryweather: DC 17 Reflex save or be grabbed (Escape DC 17) ❗
❗ Tsuko-chin: DC 17 Reflex save or be grabbed (Escape DC 17) ❗
❗ Tk'lalì: DC 17 Reflex save or be grabbed (Escape DC 17) ❗
❗ Button Bright: DC 17 Reflex save or be grabbed (Escape DC 17) ❗
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Melenia Nightbreeze (AC 16) (HP 14/14) | Quickened (to draw item or Stride) | 2☘️ |
➤ Knuckles (AC 19) (HP 26/26) | Quickened (to draw item or Stride) | 1☘️ |
Briny (Blue) (HP -) |
Cirri Merryweather (AC 18) (HP 32/32) | Quickened (to draw item or Stride) | 2☘️ |
Tsuko-chin (AC 18) (HP 30/30) | Quickened (to draw item or Stride) | 2☘️ |
Salty (Yellow) (HP -) |
Demon Lauch (Hazard) | see ◆◆ Disable (options) below |
Sharky (Red) (HP -) |
Tk'lalì (AC 16) (HP 22/22) | Quickened (to draw item or Stride) | 2☘️ |
Button Bright (AC 16) (HP 17/17) | Quickened (to draw item or Stride) | 1☘️ |
EFFECTS & CONDITIONS REFERENCE

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Reflex: 1d20 + 4 ⇒ (14) + 4 = 18
To his own complete surprise, Button Bright is not snared. Perhaps he's just to short to be hit by that.

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Reflex: 1d20 + 10 ⇒ (20) + 10 = 30
Easily dodging, knuckles strides over to one of the planks and tries an old sailor's rhyme to try and distract the demonic presence.
◆ Stride
◆◆ Disable Sailing Lore: 1d20 + 4 ⇒ (5) + 4 = 9
He then readies to cause some havoc with his cards.
◆ Fane's Fourberie. Playing cards function as darts.

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"I thought demons liked to trick people... I think you fell for it." Cirri bows to Tsaraka. "Seems we have Enava and Captain Sharkskin's attention. Why would they try to sabotage a rescue mission?"
Cirri receives a partial answer when pirates board the ship and start attacking. A net flies overhead-
Reflex: 1d20 + 8 ⇒ (11) + 8 = 19
and Cirri quickly scoots aside to avoid it.
"Be careful everyone!"

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Reflex: 1d20 + 4 ⇒ (19) + 4 = 23
Melenia dodges and joins Knuckles in dealing with the demonic presence.
Intimidate: 1d20 + 3 ⇒ (15) + 3 = 18
She then brings out her staff.
◈Stride, ◈◈Disable, ◈Interact

GM Frost |

Button saves himself from being hit by the grapple. The same goes for Knuckles but fails to dispel the piratey hazard so he draws his cards instead. Cirri dodges the grapple aimed at her too. So is Melenia and she manages to frighten some pirates of the enemy ship before drawing her staff. Success vs hazard Tsuko-chin is as quick as his allies too.
Briny gets closer and gives Tsuko-chin a fright with words! "I will eat you and all will be left is feathers!"
Intimidation to Demoralize: 1d20 + 7 ⇒ (13) + 7 = 20 vs Tsuko-chin's Will DC 16 (Success, Tsuko-chin becomes Frightened 1)
Briny feels invigorated by the bullying attempt. Briny gains 1d6 ⇒ 4 temp HP
It also scares Cirri! "And you, I will break you to pieces!"
Intimidation to Demoralize: 1d20 + 7 ⇒ (2) + 7 = 9 vs Cirri's Will DC 14 (Fail, Tsuko-chin becomes Frightened 1)
But she hasn't gotten scared.
⬤ Between the Demon and the Deep Blue Sea! Round 1 ⬤
Party Condition(s): The PCs become quickened in the first round of this encounter. They can use the extra action to draw an item or Stride.
Terrain Feature(s): Windy and Rainy (imposes –2 circumstance penalty to Perception)
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard
🚩 BEFORE YOUR TURN 🚩
❗ Tk'lalì: DC 17 Reflex save or be grabbed (Escape DC 17) ❗
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Melenia Nightbreeze (AC 16) (HP 14/14) | 2☘️ |
Knuckles (AC 19) (HP 26/26) | 1☘️ |
Briny (Blue) (HP -, +4 tHP) |
➤ Cirri Merryweather (AC 18) (HP 32/32) | Quickened (to draw item or Stride) | 2☘️ | Immune to Briny's Demoralize
➤ Tsuko-chin (AC 18) (HP 30/30) | Quickened (to draw item or Stride); Frightened 1 | 2☘️ | Immune to Briny's Demoralize
Salty (Yellow) (HP -) |
Demon Lauch (Hazard) | see ◆◆ Disable (options) below | 1/2 Disabled
Sharky (Red) (HP -) |
Tk'lalì (AC 16) (HP 22/22) | Quickened (to draw item or Stride) | 2☘️ |
Button Bright (AC 16) (HP 17/17) | Quickened (to draw item or Stride) | 1☘️ |
EFFECTS & CONDITIONS REFERENCE

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Reflex: 1d20 + 6 ⇒ (12) + 6 = 18
Tk'lalì just barely manages to shuffle out of the way of the net. All that training to stay out of fishing trawlers pays off!

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Cirri squeals a "Whee!" as she Quickly scoots across the deck towards the enemy ship.
"Speaking of breaking, did you know that ships can break wind?" Cirri chirps. "Uncle told me about a ship that carried so many beans it was lopsided, so when waves threatened to capsize it they crew quickly threw it overboard. But it fermented in the meantime so all of the gas popped out and made a huge bubble underneath! My clan could smell it for days."
Sailing Lore: 1d20 + 4 ⇒ (14) + 4 = 18
Cirri begins blathering on about a funny anecdote to confuse the ship.
Then she raises her kinetic aura. The sea surges and releases bubbles that swirl around her. She flicks a bolt of water at the pirate in Blue, Briny.
Water Blast: 1d20 + 8 ⇒ (2) + 8 = 10
Bludgeoning Damage: 1d8 + 2 ⇒ (6) + 2 = 8
"Well, that didn't work."

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Despite feeling little afraid, Tsuko-chin decides to enter the enemy ship and attempts to knock Briny's weapon off.
Disarm: 1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20

GM Frost |

Tk'lali manages to evade the assault. Cirri seems to trigger something with the demon pirates of the enemy ship that they all run around aimlessly.
"Our ship's gonna explode! Throw the beans!" exclaims one of the them and eventually they disappear. What is left in the ship are the shark-looking enemies they have to deal with.
Cirri attempts to blast Briny but she misses. Tsuko enters the enemy ship but finds that Briny has no weapon but tentacles.
Salty scares Tsuko-chin. "What will be left from you are feathers!"
Intimidation to Demoralize: 1d20 + 7 ⇒ (1) + 7 = 8 vs Tsuko-chin's Will DC 16
Failing to unnerve him, Salty meets Tsuko-chin and give the swash a tentacle smack.
Tentacle Attack: 1d20 + 7 ⇒ (8) + 7 = 15 Tsuko-chin AC 18
Sharky swings from a nearby rope moving up to twice its Speed and ignoring any terrain or lack of surface beneath it and make a tentacle
strike at Tsuko-chin as well.
Tentacle Attack: 1d20 + 5 ⇒ (12) + 5 = 17 Tsuko-chin AC 18, -2 OG (flanked)
Damage: 1d6 ⇒ 5 B damage
It then throws expletive against the swash to scare him.
Intimidation to Demoralize: 1d20 + 7 ⇒ (1) + 7 = 8 vs Tsuko-chin's Will DC 16
Tsuko-chin is unaffected.

GM Frost |

⬤ Between the Demon and the Deep Blue Sea! Round 1 and 2 ⬤
Party Condition(s): The PCs become quickened in the first round of this encounter. They can use the extra action to draw an item or Stride.
Terrain Feature(s): Windy and Rainy (imposes –2 circumstance penalty to Perception)
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Round 2
➤ Melenia Nightbreeze (AC 16) (HP 14/14) | 2☘️ |
➤ Knuckles (AC 19) (HP 26/26) | 1☘️ |
Briny (Blue) (HP -, +4 tHP) |
Cirri Merryweather (AC 18) (HP 32/32) | 2☘️ | Immune to Briny's Demoralize
Tsuko-chin (AC 18) (HP 25/30) | 2☘️ | Immune to Demoralize (Briny, Salty, Sharky)
Salty (Yellow) (HP -) |
Demon Lauch (Hazard) | 2/2 Disabled
Sharky (Red) (HP -) |
Round 1
➤ Tk'lalì (AC 16) (HP 22/22) | Quickened (to draw item or Stride) | 2☘️ |
➤ Button Bright (AC 16) (HP 17/17) | Quickened (to draw item or Stride) | 1☘️ |

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In a rush of instinct being a mermaid faced now with sentient shark foes Tk'lali wheels herself forward and summons up an orb of flame into her palm.
"My studies have all lead to this moment. Taste my fire, shark fiends!"
Ignition at Briny Blue: 1d20 + 8 ⇒ (17) + 8 = 25
Fire: 2d4 ⇒ (2, 1) = 3
Then remembering she is supposed to be a student of knowledge and the academic arts she tries to actually figure out what these creatures are.
I will try Occultism or Arcana at +8 but if neither of these skills are applicable just assume I learn nothing from them since I don't have Religion :( But no other interesting one action options right now so may as well try.
Stride, Cast Spell, Attempt to Recall Knowledge

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Button Bright pulls his spear from the loops on his back. He doesn't approach the planks--he sees no need to actually cross when he can work from here (and the demons are scary).
He hum as he readies the weapon. The notes seem discordant at first, but that's because he's working a secret chord. The notes come together, and the magic worked into the music empowers the Pathfinders.
It especially empowers Button's own words. He glares at the closest shark demon. "Hey shark guy--you're ugly!" It wasn't even true. There was something to be said for the way the horrific compilation of fish bits and humans came together in a strangely appealing composition.
But it didn't really matter how true the insult was, nor how clever. The important part was that his magical melody had enabled his voice to hit with physical force.
◇ Lingering Composition Performance: 1d20 + 7 ⇒ (20) + 7 = 27. Critical success. The composition Button casts with his next action will have a duration of four rounds.
◆ Courageous anthem. Button and all allies w/in 60 (everyone) gain +1 circumstance to attacks, damage, and saves vs fear.
◆ Draw dancer's spear.
◆◆ Cast biting words. Attack Briny Blue Spell Attack: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17 for sonic damage: 2d6 + 1 ⇒ (5, 2) + 1 = 8

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Melenia runs to the side of the ship and backs up Tsuko-chin by blasting electric currents to Briny and Salty.
Electric Arc DC 17 Basic Reflex Save or take Electricity Damage: 2d4 + 1 ⇒ (4, 3) + 1 = 8
◈Stride, ◈◈Electric Arc

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Knuckles moves to help Tsuko-chin.
◆ Stride
◆ Feint (Sharky) Deception vs Perception DC: 1d20 + 9 ⇒ (4) + 9 = 13 Fail
◆ Strike Fist: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30Bludgeoning: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6

GM Frost |

Tk'lali burns Briny with magical fire! 3 fire damage
Button easily encourages his allies with his humming! 4 rounds of CA After drawing weapon, he mocks Briny with words that penetrates senses. The enemy is somewhat insulted. "What did you say?!" he growls.
Melenia moves and electrifies some enemies.
Briny: DC 17 basic Reflex save: 1d20 + 10 ⇒ (4) + 10 = 14 Fail, 8 E damage
Salty: DC 17 basic Reflex save: 1d20 + 10 ⇒ (17) + 10 = 27 Crit Success, no damage
Briny is electrocuted but Salty manages to totally evade it. Knuckles fails to trick Sharky with his hidden move but he manages to land a solid punch to the enemy! 12 B damage Sharky falls to the sea and gets washed away. Sharky eliminated
"I'll deal with when I am done with this chicken!" Briny tells Button, trying to scare the something out of him.
Intimadtion to Demoralize: 1d20 + 7 ⇒ (9) + 7 = 16 vs Button's Will DC 15
The words is enough to scare button and boost confidence of Briny. Button becomes Frightened 1, Briny gains 1d6 ⇒ 2 temp HP
Briny then smacks Tsuko-chin with his tentacle!
Tentacle Attack: 1d20 + 7 ⇒ (9) + 7 = 16 vs Tsuko-chin AC 18
Tentacle Attack, MAP: 1d20 + 7 - 5 ⇒ (9) + 7 - 5 = 11 vs Tsuko-chin AC 18

GM Frost |

⬤ Between the Demon and the Deep Blue Sea! Round 2 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 2 to 5): +1 status bonus to attack rolls, damage rolls, and saves against fear effects
Terrain Feature(s): Windy and Rainy (imposes –2 circumstance penalty to Perception)
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Melenia Nightbreeze (AC 16) (HP 14/14) | 2☘️ |
Knuckles (AC 19) (HP 26/26) | 1☘️ |
Briny (Blue) (HP -15, +2 tHP) |
➤ Cirri Merryweather (AC 18) (HP 32/32) | 2☘️ | Immune to Briny's Demoralize
➤ Tsuko-chin (AC 18) (HP 25/30) | 2☘️ | Immune to Demoralize (Briny, Salty, Sharky)
Salty (Yellow) (HP -) |
Demon Lauch (Hazard) | 2/2 Disabled
Sharky (Red) (HP -12) |
Tk'lalì (AC 16) (HP 22/22) | 2☘️ |
Button Bright (AC 16) (HP 17/17) | Frightened 1 | 1☘️ | Immune to Demoralize (Briny)

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"Four Winds, guide me and my friends to victory!" Cirri calls upon the elemental lords to blow herself, Knuckles, Melenia and Tsuko-chin across the deck. The winds push Cirri closer.
RIGHT NOW, Knuckles, Melenia and Tsuko-chin can Stride half their speed. They have to do this before starting their turn since it's happening during my turn.
She conjures a rock made of water and hurls it at Blue Briny. Button's music kicks in at just the right time.
Blast: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Bludgeoning Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
◆◆ >Four Winds<
◇ Cirri Strides 10 feet across the top plank
◇ >Weapon Infusion<: Range increment 20 feet and the thrown trait.
◆ Elemental Blast vs Blue

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Tk'lalì yells over the sounds of battle. "It seems these things are a kind of shark demon. If you have cold iron or something aligned to the celestial planes they won't like it!"
She briefly holds up a cold iron ball that she intends to fling soon as an example before letting it drop back into her supramarine chair.

GM Frost |

Cirri moves with her allies (if they want to) and blasts water at Briny that knocks them out of the enemy ship to be gone forever. Briny eliminated
⬤ Between the Demon and the Deep Blue Sea! Round 2 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 2 to 5): +1 status bonus to attack rolls, damage rolls, and saves against fear effects
Terrain Feature(s): Windy and Rainy (imposes –2 circumstance penalty to Perception)
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Melenia Nightbreeze (AC 16) (HP 14/14) | 2☘️ |
Knuckles (AC 19) (HP 26/26) | 1☘️ |
Briny (Blue) (HP -24) |
Cirri Merryweather (AC 18) (HP 32/32) | 2☘️ | Immune to Briny's Demoralize
➤ Tsuko-chin (AC 18) (HP 25/30) | 2☘️ | Immune to Demoralize (Briny, Salty, Sharky)
Salty (Yellow) (HP -) |
Demon Lauch (Hazard) | 2/2 Disabled
Sharky (Red) (HP -12) |
Tk'lalì (AC 16) (HP 22/22) | 2☘️ |
Button Bright (AC 16) (HP 17/17) | Frightened 1 | 1☘️ | Immune to Demoralize (Briny)

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As Briny is finished, Tsuko-chin spots opening in his opponents defense and drives his rapier through. While Salty recovers from the wound, he quickly dives to other side.
rapier: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
critical piercing: 2d6 + 2 + 1d8 + 1 ⇒ (6, 4) + 2 + (1) + 1 = 14
rapier: 1d20 + 6 - 5 + 1 ⇒ (2) + 6 - 5 + 1 = 4
acrobatics to tumble through: 1d20 + 7 ⇒ (13) + 7 = 20

bigrin42 |

**HOUSE GM ANNOUNCEMENT**
“Good job, Pathfinders,” Eando calls out over the din. “We’re forcing them back! Now finish clearing the deck of demons!”
Table GMs, They’re Striking Their Colors. Bring the encounter to a close and allow one hour rest before Act 2 begins. Table GMs, this is your 1-day warning before we move to Act 2.

bigrin42 |

**HOUSE GM ANNOUNCEMENT**
Calisro grimaces as a Pathfinder agent applies bandages to her wounds. "It’s nothing," she mutters. "Go bother Eando." She turns her attention back to the assembled Pathfinders. "Well, that was exciting. It seems there are demons interested in something here. And if demons want it, we don’t want them to have it. So, let’s go find it and get it back to safety!" she says in a ringing voice.
She pulls out a pearl from a pouch. "This is Tessa Fairwind’s pearl of depths. It will let you breathe underwater. For those of you who can’t swim... well, you should learn, but this will help for now. Its effects only last for a couple hours, so be quick, Pathfinders." The small gem flashes and a lustrous wave ripples out as its magic activates.
Table GMs, please begin Act 2.

GM Frost |

Many apologies. Got unexpectedly swamped at work and life that I did not have the chance to update this game.
Other sailors join the fight that forces back the enemy forces to back off!
COMBAT OVER!
Knuckles (26/26 HP) [1☘️]
Cirri Merryweather (32/32 HP) [2☘️]
Tsuko-chin (25/30 HP) [2☘️]
Tk'lalì (22/22 HP) [2☘️]
Button Bright (17/17 HP) [1☘️]
EDIT: You have twenty minutes before Act 2 happens. We can retcon if you wish to perform healing or Refocusing.

GM Frost |

ACT 2: THE WRECK OF THE WHIPPOORWILL
For Act 2, kindly head over to the Handout: Underwater Combat that gives the rules for underwater combat. Also, like for Act 1, kindly vote which Missions in order for Act 2 that you would like to do first in this Act #2 Encounters.
In this act, PCs explore the wreck of the Whippoorwill. Because the pearl of depths has a limited duration, the PCs have time to take a 10-minute rest between each mission, plus one hour-long rest at a point of their choosing. Once activated, the pearl of depths lets PCs breathe and speak underwater for two hours. In addition, when they make an Athletics check to Swim, they treat their proficiency rank is if it were one better. This means a character that is untrained in Athletics becomes trained (adding their level +2), while any character that is trained or better effectively gains a +2 bonus to their check. A PC also moves 5 feet even if they fail or critically fail an Athletics check to Swim. Lastly, if a PC has a swim Speed, they gain a +5-foot status bonus to it.
To keep things moving, we will start doing Mission: Cat O'Nine Tales.
Mission: Cat O'Nine Tales
“Well, Pathfinders,” Eando says, pulling a spyglass away from his eye. “It wouldn’t be a Society mission if something didn’t go wrong. We spotted the ship’s wheel caught between a couple of rocks near the surface. But when we sent a sailor to collect it, he came back white as a ghost. He said he—and I quote—‘saw the Seawraith.’ Since we’re still here, I’m going to assume it wasn’t actually Besmara’s ship, so it was probably something else. Which means we need you to investigate.”
The Pathfinders immediately make their way to the site. As they approach, sea foam billows out of the ship’s wheel, quickly coalescing into the shape of a catfolk woman. Where not covered by her puffysleeved blouse and flapping cape, her striped fur appears drenched. Her mouth falls open, revealing a pair of long fangs, and it’s not immediately clear if it’s a smile or a threat. “I’m Venture-Captain Kimma Atyi,” she says. “I don’t know why you’ve come looking for the Whippoorwill, but you would do well to sail away while you still can.”
You can attempt a DC 15 Pathfinder Society Lore or DC 17 Diplomacy check to convince Kimma that you too are Pathfinders. I am looking for half of the group to succeed.

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PFS lore: 1d20 + 5 ⇒ (8) + 5 = 13
"Prove that you are a Venture-Captain. Show us your wayfinder. We are on a mission and report to Calisro Benarry and Eando Kline." the tengu confidently states
Perception, straveika bonus to Sense motive: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12

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"The Pathfinders sent me and my fellows out to recover on of their old ships, we certainly don't mean any trouble to you!"
PFS Lore: 1d20 + 8 ⇒ (2) + 8 = 10

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"We seek the Whipporwill for she is lost, and what do Pathfinders do but seek lost things? Especially when they're ours! We're with the Society, and we've arrived in force because we have a lead, and it's an opportunity we could not pass up. It seems you've been here a very long time, and we are thrilled to find you alive. What can we do to help you, Venture-Captain?"
Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27

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"Is anyone hurt?" Cirri peeks her head out, feeding water to anyone wounded. It seems to quickly heal her wounds.
But when she reaches Tsuko-chin, she hesitates. "Um... maybe I shouldn't try to help. This water is healing in nature but some people have allergic reactions."
The only person wounded is injured by Vitality effects.
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“Hello Venture-Captain Kimma Atyi! You know us Pathfinders. We love to explore AND we love to cooperate. What are you doing out here?”
Pathfinder Society Lore: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21