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Please dot (add a post) in here and then delete your post to add yourself to this campaign.
1) I am based in Southeast Asia (UTC +8) so my posting hours may be unusual (especially for those in North America). I usually update at least one or twice per day. Just to keep the game moving, please post at least once every day and at least once during the weekend.
2) Please keep all posts and communication in all channels limited to a PG-13 level and be both positive and inclusive.
3) Please label all three of your actions. Even if you think what you are doing is obvious.
4) If I am unavailable for longer than 24 hours, I will let you know in the Discussion Tab. Out of respect for your fellow players and myself, I ask that you do the same. Real life happens, and real life will always take priority over the game, but out of fairness for your fellow players, please let us know if you will be unavailable for an extended period of time.
5) Please note that on the following days, my posting can get unpredictable:
Tuesday/Thursdays - all day, as they are the 2 busiest days of my work week
6) Please complete the Macros and the Slides linked at the top of the page.
7) Questions, concerns? Feel free to share them in the Discussion tab.
8) Let's have some fun and tell a great story together! After all, that's what we are here for.

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Zenari Benarry is a distant relation to Calistro on a family branch that intersected with planar outsiders. As a consequence Zarina is a half orc undine as well as having a piratical background, This is why she is very keen to go and search for sunken treasure.
She wears her pirate tricorne hat, the same sort of style as Calistro's hat but not as fancy, coral armour and carrying a trident as a weapon. This mission, she's leaving the great sword at home.

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Llwen is a fairly young human woman, who has been wearing the robes of a Calistrian priestess the entire trip. Her blonde hair and blue eyes would almost be stereotypical....no, scratch that, she almost immediately comes across as the stereotype of her religion. Mercurial, haughty, and a demeanor that seems almost untouchable in public, although she frequently drops that at meal times or other social occasions where it's 'just her fellow Pathfinders.'
Also, somewhat unusually, she is accompanied by a man who seems the perfect picture of 'hired thug.' She's just been referring to him as 'the help' the whole time they've been on the ship.

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Mokka is a young brownish-grey goblin with unusually long arms and ears. He is dressed in mismatched pieces of studded leather armor. He sports a heavily-pocketed leather vest, and a multi-pouched belt around his waist. Despite being well-groomed and clean, he has a crazed look on his face marked by a permanent smirk. His eyes are bigger than most of his kind, always darting in every direction.
He proffers a sharp-toothed impossibly-wide smile at anyone who looks at him.

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A large humanoid creature with the head of a bull, crowned with long, powerful horns, arrives on the scene. His muscular body, encapsulated inside a shiny breastplate and sculpted by years of labor in the lumberyards, is on full display. Large weapons are stowed behind him, adding to his imposing presence. His piercing gaze seems to reach into anyone’s soul, as if a storm of emotions is churning within. He sniffs the air, but the overwhelming saltiness makes him sneeze as he tries to adjust.

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Lisandre is an young-looking Elven woman with light blue hair tied in twin ponytails, as slender as the elven curve blade hanging down her back.
She appears to be wearing leather armor that looks positively plain compared to to the loosely flowing vest underneath. She's spent most of the voyage belowdecks, having staked out an area for 'practice' in the cargo hold, but has emerged now that the trip appears to be nearing its completion and is standing near the prow, looking out over the waves as if willing the ship to move faster.

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Your adventure begins in Ravounel’s capital city of Kintargo as you cross Bleakbridge, the bridge that connects the northern and southern halves of the city and also serves as a thriving hub of commerce. The marketplace’s slender, wooden storefronts dissipate into tents and pop-up vendors. As you pass a lively tavern called Clenchjaw’s, you spot a sandwich board sign with the silhouette of a swashbuckling figure with silver ravens flying behind them.
"Fortune and glory await daring adventurers. Ask Laela Vost about exciting opportunities. Experience on boats and at sea is a bonus!"
Inside the lively tavern, you have no trouble finding people who can point you to Laela Vost, a bronze-skinned Taldan woman in fine embroidered clothes, sitting at a table within view of the band playing on stage. Laela begins by offering you some mint tea and butter mints, as well as a seat at her table. She briefly interviews each of you, asking about your adventuring experience individually and how you work together as a team.
"Step up and have a seat. The tea and mints are pretty good here. So, you wanna go on an adventure, eh? What have ya done so far? How long have y'all been workin' together?"
Why don't you also introduce yourselves to your employer :)

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Llwen gives the employer her best charming smile as she takes her seat with the grace of a noblewoman, confidently taking a sip of the tea. "My name is Llwen Veritas, hailing from Cheliax although more recently I have been spending time in Absalom before being asked to come here. I must admit that, in terms of adventuring I have little experience on the road per se, although the Pathfinder Society does offer training in such arts I have yet to be fully confirmed. Indeed, this would be part of that process. I have not yet met most of our companions....much as I'm looking forward to getting to know them." The last is said in a rather flirty tone.
"Oh, but there was some rather nasty business at a party on Kortos. Dreadful, some cultist decided that it was somehow appropriate to murder one of the guests and unleash devils upon the affair. Took care of that right quick." The girl . . . well, she doesn't look like she 'took care' of anything herself, but she does quickly clarify. "All right, the others assigned to the party did most of the work, but I took care of my share by keeping them...ship shape, is that the term?"

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"Lisandre Arethis, formerly of Brevoy," Lisandre introduces herself with a courteous bow before taking a seat and slipping into her chair with all the casual ease of someone to whom taverns are her natural habitat.
"Like my esteemed colleague-to-be," she continues with a nod of her head in Llwen's direction, "I'm a formal member of the Pathfinder society, and as my training in sword forms is essentially complete, my mentor believed it was past time I spread my proverbial wings and make my own way in the wider world."
For a moment it looks like she's considering elaborating, but then she shrugs, leans back and helps herself to a cup of tea, her eyebrows rising as she confirms its quality.

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The last to come is a dwarf, short posture is even more noticable due to wide posture. THe newcommer has firey hair and a symbol of Angradd on his breastplate. He is carrying a long chain with two large weights at it's ends.
"Drokki, Drokki Goldenoak at your service, I heared that there is a job to be done. I am new to this ..."

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"Heyo harro ebberyone! Mesa name es Mokka Knutt. Notsa mocha liken da chocolate gup. M-o-k-k-a. Mesa las name's notsa nut, or nutty. Its notsa notsa. Its k-n-u-t-t. If mesa may lookee un sound liken loconut ta youza... youza right!"
Mokka thinks about Laela's question then replies "My've notsa met any of dees bozos. Dissen da firstest time Mesa assigned ta jobbin wit any of dem. Boot theysa do lookee melli, mui mui da ones witda nice coconuts. Notsa mesa types though. Theysa notsa goblin liken mesa."
He suddenly plops on the ground cross-legged, and listens to the briefing. His eyes continue to dart everywhere. He tries to hide a chuckle.
Hey hello everyone. My name is Mokka Knutt. Not mocha like the chocolate drink. M-o-k-k-a. My last name is not nut, or nutty. Its not notsa. It's k-n-u-t-t. If I sound and look like I'm crazy to you, you're right!
I've not met any of these bozos. This is the first time I'm assigned to work with any of them. But they do look pretty, especially the ones with the nice coconut drinks. Not my types though. They're not goblin like me.

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Zenari raises an eyebrow at Llwen's tone but her expression seems to suggest she wouldn't be adverse to the idea.
I'm Zenari, and thanks for the tea and mints, they're really delicious. No, I've not met many of these scallywags before but it's not the first time I had to work with lubbers. Used to sail the seas but now, I'm following in Cap'n Calistro's footsteps. Part undine, part orc I be.

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Laela scratches her head. "Hmm. Ok. You'll do, I guess. I got this opportunity for alls of ya to liberate some treasure from the Infidius. It's a Chelaxian ship that's off the coast. Y'see, I worked aboard her as part of her crew when she ran aground. The merchandise still on the ship would be my severance pay and help me start my own business. Now you go in and liberate some o' that there treasure and we split it fair n' square. So far, nobody's gone to the wreck, but I figger that when all this wranglin' over n' done with, ev'ry man's gonna try to get that treasure offa the wreck. If y'all agree to muh terms, I'll take y'all on me skiff. Water's choppy and dang'rous like so ya better not be dressed like an anchor with all them heavy armor an' all. So y'all agree? Y'alls ready ta go?"
Llwen Veritias's Nature (U): 1d20 + 4 ⇒ (20) + 4 = 24
Lisandre Arethis's Nature (U): 1d20 + 0 ⇒ (8) + 0 = 8
Zenari's Sailing (T): 1d20 + 4 ⇒ (8) + 4 = 12

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"Well, of course I agree. I wouldn't be here otherwise. And yes, I am ready to go." She stands up. "Oh, I suppose I could dress a little more practically, although I don't see much problem beyond my robe being ruined..." She turns to her thug. "Come along..." The man follows, seeming completely expressionless, as she follows the sailor to their boat...
"I do not mean to tell you how to do your job, but I believe the storm may be about to abate, so if you keep it steady into the waves I think it will be fine, despite current appearances."

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"Inda breastplate! Youza crazier dan my. Boot, mesa do liken youza. Youza brave!"

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"I'd prefer not to have to but I can usually keep my head above the water," Lisandre comments, giving Llwen a look. "You may be right. Good eyes."
She shrugs, and lifts the pack she'd only just dropped by her chair. "Everything I own I've with me. I'm ready to go if you all are."

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When Laela mentions, "not be dressed like an anchor with all that heavy armor an' all," he glances down at his gleaming breastplate.
"I think this thing won't sink me," he assures her, though his tone wavers.
"Let's get down to business. Brutus Hornstrike, by the way," he adds.

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Laela leads you down to the wharf where a small skiff is tied up. You all manage to board without getting wet and Laela rows you out to the wreck.
What’s left of the Infidius lies broken upon a rocky outcropping jutting from the harbor a short distance away. Laela maneuvers her small skiff toward the wreckage; you can assist by rowing. The further out from the docks that you travel, the rougher the waves become. One particularly large wave rocks the boat pretty hard.
DC 14 Reflex to keep from being dumped overboard

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DC 14 Reflex: 1d20 + 4 ⇒ (11) + 4 = 15
The minotaur isn't agile enough to react quickly to the large wave that tosses Laela's skiff. Just as he thinks he's gaining control of the situation, he realizes he's already airborne and about to be thrown into the sea.
"What the?!" are the only words he can say before plunging into the water.

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Lisandre watches the byplay with some interest, but then shrugs and smiles as the conversation ends and work begins. She boards the boat with the rest of them and tries to make herself comfortable for the journey.
DC 14 reflex: 1d20 + 9 ⇒ (10) + 9 = 19 When the wave hits her hand snaps out to grab the side of the boat and brace herself. She turns to Llwen, her mouth already opening, but whatever witty comment she had in mind turns into a curse when the minotaur goes overboard.

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Lisandre appears to be an extremely inventive and creative curser and she goes through her entire repertoire in rapid fire as she pulls the rope from her pack and finds a place to securely tie it to -- she's a decent but not great swimmer and jumping in will only complicate Zenari's rescue efforts more, but providing the half-Undine a handhold she can lead the others to may actually help.
(OOC: That's an Aid action for whatever Zenari's about to do to rescue the others. Let me know what skill to roll for it)

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Reflex DC14: 1d20 + 8 ⇒ (1) + 8 = 9
Mokka is so light, the boat's motions throws him overboard. He yells "Dissen rediculous!"

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Wow... what lousy dice rolls... :)
The wave hits and, apart from Lisandre and Brutus, everyone else goes overboard, though Zenari went over willingly. Laela roars with laughter as her boat is suddenly lighter. Fortunately, the water isn't really that deep and, apart from being cold, wet and embarrassed by having Laela pull you back in, you're fine.
Laela navigates to the mostly intact bow of the Infidius.
"Here's where I drop ya. Recover whatcha can and bring it back here. I can't stay too close or my boat'll be wrecked and we'll all be stranded here."
She hands you a signal whistle. "Take this. I'll be back in half an hour before the tide comes in. But I'll be close enough that I'll hear that if ya need me to come getcha early."

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Surprise! It's skill check time. I know you are all shocked and amazed that there is a whole section specifically on skill checks and/or socialization. The listed skills are the obvious ones for each location, but creative solutions may be rewarded!
Recovering cargo plays out over 2 phases, each representing 10 minutes of activity. During each phase, each PC can attempt one DC 15 skill check to scavenge or identify items:
Athletics to Swim
Thievery to Disable Device
Perception to Seek
A PC who succeeds at one of these checks manages to recover chests, barrels, or other floating items in the murky water.
If swimming to recover items isn't your speed, a PC who succeeds at an Arcana, Crafting, Nature, Religion, or Society check (or an applicable DC 13 Lore check) to Recall Knowledge identifies valuables in the scavenged chests. (assuming, of course, there are already items that have been recovered by your more athletic companions)

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Lisandre helps Laela and Brutus drag everyone back onto the boat, keeping her commentary to herself for now.
"Not much chance of any of us getting dry until we're safely back on land, but if we want to keep warm our best bet is to get moving and keep moving."
Once they're all dropped off at the bow she looks around, surveying the wreckage for likely scavenging spots and ways to get there.
OOC: Two questions in the Discussion thread; I'll pose Lisandre's actions and rolls once those have been clarified

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Zenari helped get the others back in the boat as best she could.
"I may as well stay in the water" she said" "Everyone okay?"
She then goes diving to see what can be found
athletics: 1d20 + 7 ⇒ (2) + 7 = 9 ((Natural 10ft Swim speed))

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Lllwen does her best to get the water out of her robes, before giving up and stripping them off to reveal some underthings that manage to preserve . . . well, enough of her modesty. "I'll be fine. Let's get to work..." Passing the robes off to The Help, she begins looking around.
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Perception Reroll (Use hero point.): 1d20 + 7 ⇒ (6) + 7 = 13

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Lisandre nods at Zenari and Llwen, then only slightly reluctantly resumes surveying the wreckage for likely cache.
A likely-looking structure a bit off the main chunk of the wreck catches her eye...
Acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17
... And with a short jump and a very careful trot along a very narrow but still intact length of timber, she manages to reach it. "This seems promising... she murmurs, more to herself than anyone else as she starts exploring the area.

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Drokki says to Lisandre "Watch out, the water is a bit chilly"
As they begin to look for loot he tries to swim
Athletics, DC15: 1d20 + 7 ⇒ (12) + 7 = 19
"Hey I found something ... "

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Ashamed that he'd been thrown overboard, Mokka goes off skulking and finds a chest... he does what he does best...
"Mesa notsa'd wanten ta paddlewomp, much less take a bath. Bleck! Now mesa smell liken fishy."
thievery: 1d20 + 6 ⇒ (9) + 6 = 15

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Llwen spots something at the bottom of a pool and directs Zenari to it. Zenari easily swims down but realizes that it's a rather large rock that she can't lift.
Lisandre finds something stuck in a high spot and with some acrobatics, reaches it. She returns with a small cask. Drokki finds a chest floating in the sea and swims for it, returning to the wreck. Mokka goes off to sulk but finds a chest and opens it, finding some loot.
You have 3 chests. You can either go back for more or try to id what you have.
Brutus, give me two checks please

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Lisandre looks over the loot gathered so far and decides to push her luck a bit further. There's another likely looking door on a different chunk of wreckage that's hard to reach, but if she just skips along those stones and that bit of broken mast...
Acrobatics: 12d1 + 7 ⇒ (1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1) + 7 = 19
... That'll teach me to check my roll code before hitting post.
Acrobatics: 1d20 + 7 ⇒ (16) + 7 = 23
A hop, a skip, and a possibly unnecessary forward flip with a one-foot landing, and she's across.

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Brutus goes for the chests underwater, swimming and bringing them back for the group to look into.
Athletics: 1d20 + 7 ⇒ (16) + 7 = 23
Athletics: 1d20 + 7 ⇒ (2) + 7 = 9

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Llwen and Drokki break open the crates they find and try to identify the contents but have no such luck. Zenari heads back down to the sea floor and finds another crate. Brutus finds a nice looking chest floating nearby and swims out to get it. Lisandre finds another hard to reach box and easily retrieves it.
Mokka tries to get into the captain's cabin to see what he can find.
Mokka Thievery: 1d20 + 6 ⇒ (17) + 6 = 23
Mokka rejoices as he finds a nice looking chest in a cabinet.
As you put your loot together, a large wave suddenly washes over you, threatening to knock you off your feet.
Riding the waves you see small squidlike creatures who take the opportunity to attack you!
Brutus Hornstrike's Initiative using Search: 1d20 + 6 ⇒ (5) + 6 = 11
Mokka Knutt's Initiative using Avoid Notice: 1d20 + 7 ⇒ (13) + 7 = 20 (Twitchy)
Llwen Veritias's Initiative using Detect Magic: 1d20 + 16 ⇒ (17) + 16 = 33
Drokki Goldenoak's Initiative using Scout: 1d20 + 6 ⇒ (7) + 6 = 13
Lisandre Arethis's Initiative using Avoid Notice: 1d20 + 7 ⇒ (4) + 7 = 11
Zenari's Initiative using Scout: 1d20 + 6 ⇒ (7) + 6 = 13
Initiative, Red: 1d20 + 7 ⇒ (7) + 7 = 14
Initiative, Pink: 1d20 + 7 ⇒ (10) + 7 = 17
Initiative, Black: 1d20 + 7 ⇒ (2) + 7 = 9
Initiative, Yellow: 1d20 + 7 ⇒ (10) + 7 = 17
Initiative, Smilglen: 1d20 + 7 ⇒ (20) + 7 = 27
Please roll a DC 14 Fortitude save first (except for Zenari)
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COMBAT TRACKER
Round: 1
Tactical Map
Terrain:
The water is deep enough that the following terrain conditions are in force:
Medium Creatures: Difficult Terrain
Small Creatures: Greater Difficult Terrain
Tiny Creatures: Need to pass DC 15 Swim check to move
Creatures with a swim speed are unaffected. The exposed areas of the hull are considered regular terrain.
Before your Turn:
DC 14 Fortitude vs getting knocked prone: Everyone except Zenari
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Those with ** may go
**Llwen Veritia - AC 15 16/16
**Mokka Knutt - AC 17 19/19
Smilglen
Pink
Yellow
Red
Drokki Goldenoak - AC 17 23/23
Zenari Benarry - AC 18 22/22
Lisandre Arethis - AC 17 15/15
Brutus Hornstrike - AC 18 24/24
Black

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Lisandre seems to find little difficulty retracing her steps even with the box in her hands, and is not quite able to show off her prowess by adding an entirely unnecessary back flip to the final dismount...
Fort Save: 1d20 + 3 ⇒ (17) + 3 = 20
... Which proves fortunate, as it means she's still in the air when the wave hits, and manages to land on her feet.
"Not a bad haul altogether, depending on what we find ins--" her cheerful banter is interrupted as the creatures left by the wave make their presence known.
I'll pose her attack when it's her turn.

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Llwen is actively grumbling when she can't identify any of the 'junk',, which gets worse when she is suddenly re drenched just as she was thinking about putting her robe back on.
Fortitude: 1d20 + 3 ⇒ (3) + 3 = 6
...and, grumbling still more, she gets to her feet. Perhaps surprisingly, she doesn't scream or anything. She just grips her holy symbol and murmurs as a sound like an angry wasp echos, 'stinging' the two closest squid with lightning...
Stand (one action), then cast Electric Arc (two actions). Need a Simple Reflex save at DC 17 for 2d4 ⇒ (3, 1) = 4 damage to blue and pink.