
GM Frost |

Dot in and delete.

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You see a male Fetchling with chalk-white skin. His eyes and shoulder-length hair are black, and he has several black piercings in his face and ears. A small silver skull hangs around his neck, the black chain looped through the eye sockets. He wears studded leather armor, but his forearms are bare. Stylized chains are branded around both wrists, with circular scars on the backs.
”The name’s Shalosar”, he says in a raspy voice. ”Acolyte of the Midnight Lord, and metal kineticist. I rip folks apart, and sometimes put ‘em back together”

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A young Tian Min teen enters the room, clad in soft leathers with numerous buckles. While he does not seem to be armed in much more than a small bandolier of throwing spikes, he moves with a grace of someone accustomed to combat. The young man grins at you all before introducing himself with a crisp bow, Ohayou! My name is Ebiten! Happy to be here! I hope to help in this mission in any way that I can!

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A rather pudgy catman comes rushing up, panting for breath. "Sorry I'm late - musta overslept again goshdarnit - but I'm here now and ready to help - what needs bashing?" He pauses as he realizes that the group are engaged in polite conversation. "Oh um beggin' yer pardon. What I mean to say is: at yer service." He starts to wipe sweat from his brow before realizing that, as a catfolk he probably doesn't sweat, and instead takes the opportunity to loosen the gorget on his full plate mail. He speaks with a noticeable Tien accent, "Oh there I go with my rotten manners again - Razzm's the name, Razzm Tazzm for those with the patience to say it. Most pleased to meetcha!"

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"Hiiiiiideeho, neighbor-inos!" Thevenin, a small leaf leshy, bounds in and waves frantically at everyone before giving everyone a big hug - the small-sized Zorensk around the shoulders, and the medium-sized teammates around the knees.

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"Hiiiiiideeho, neighbor-inos!" Thevenin, a small leaf leshy, bounds in and waves frantically at everyone before giving everyone a big hug - the small-sized Zorensk around the shoulders, and the medium-sized teammates around the knees.
Shalosar’s brow furrows. ”Whoa there…*sigh* whatever…”

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Thevenin notices Shalosar's pale skin.
"You need more sun! Come one, let's all get some more sun!"
Thevenin tries to convince everyone to run around in the sun outside. If nobody joins, they'll still run around in the sun outside like a headless chicken, yelling, "WheeeEEEEEEEEEEEEEEEEEEEEEEEE!"

GM Frost |

The Pathfinders find themselves on the deck of the Grinning Pixie, where Venture-Captains Eras the Needle, captain of the Pixie, and Calisro Benarry of the Horizon Hunters have called them to investigate sightings of a “ghost ship.”
A brisk wind cuts across the deck of the Grinning Pixie, the impressive, three-masted carrack that serves as one of the Pathfinder Society’s most famous mobile lodges. Venture-Captain Eras the Needle, a half-elven man who looks as much a scholar as a sailor, greets the agents assembled on the ship’s sterncastle with a calm smile. Beside him stands Venture Captain Calisro Benarry, a half orc woman equally dressed in the outfit of a seasoned captain. She’s tapping her foot impatiently and seems about to start the briefing herself when Eras clears his throat.
“Welcome aboard Pathfinders,” Eras begins. “Several months ago, we received reports of a ghost ship sailing these waters. We made plans to investigate and, in the weeks since, my crew and I have confirmed that something strange is going on. Every seven days, the ship disappears from its current location, only to reappear where it was sighted seven days previously. In the intervening time, it takes no set course; rather, it appears to drift upon the currents. Strange tidings indeed, and the reason why we want you to investigate this ‘ghost ship’ further.”
At this point, Calisro, whose impatient foot-tapping has continued unabated, interrupts. “Ghost ship might be something of a misnomer. We’ve confirmed that there are living souls aboard, or at least souls who appear to be living. The crew isn’t in distress—they hardly acknowledge our approach, in fact—but they don’t seem bothered that they’re adrift either.” Catching herself, Calisro hands the briefing back to Eras. “Apologies, Captain. Please continue.” She lets out a small sigh, barely audible.
Eras nods patiently, though his brow shows a slight furrow at the interruption. “Ghost ship or not, we’d like you to board this vessel and find out what is going on. We have no reason to think the ship or its crew is up to any trouble, but we’d like to determine the cause of this strange teleportation. And if you can find a way to stop the anomaly, all the better.”
Calisro breaks in again, “If doing so won’t harm the crew, of course! I’m more concerned with the well-being of those aboard than I am whatever with whatever’s causing this weirdness. Make contact with the sailors and, assuming you don’t meet resistance, render any help they need.” She pauses again. “That is, if you agree Captain.”
Eras taps fingers along the Pixie’s rail, a subtle yet unmistakable sign he’s losing patience with Calisro. But he nods curtly. “Indeed,” he says. “Any questions?”
Razzm Tazzm's Society (U): 1d20 - 1 ⇒ (17) - 1 = 16

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"Do we know what ship it is?" Thevenin asks.
They wonder if the sailors are just adrift, sailing in circles, because they're getting some sun. "Those guys just ain't right," they say, thinking it's some sort of kayal compliment.

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Perception DC 10: 1d20 + 10 ⇒ (1) + 10 = 11 Lol. Well, I guess it's good to get those out of the way early!
"I seem to recall that Yesterday’s Tide was a merchant ship that went missing in 4719 ar. Efforts to locate the Tide were halfhearted at best, as its disappearance coincided with the sudden return of the city of Xin-Edasseril. At the time, many believed the two events were somehow connected. Maybe they were?"

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Sorry for the late intro...
Malark Evenwood surveys the room with a warm, knowing smile, his deep brown eyes twinkling with intrigue. His dark, wavy hair is loosely tied back, a few strands escaping to frame his tan face.
With a dramatic bow, he addresses his soon-to-be companions, his voice smooth and melodic.
"Ah, what a fine assembly we have here. Fortune must truly favor me today! Malark Evenwood, maestro of melody, weaver of words. I do hope you all appreciate a bit of theatrics—I find that even the gravest of quests benefits from a well-placed flourish."

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Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Yeah, I remember something about Yesterday's Tide too, so I can confirm what Razzmatazz recalls, Ebiten says with a grin at the catfolk.
After a brief pause, the young magus pipes up again, Do we know what port of call the Tide was coming from? Where it was going? I don't seem to recall its port of origin... It may help in entreating with the crew...

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Perception: 1d20 + 7 ⇒ (20) + 7 = 27
It would seem that tensions are high between the two of them.
Malark fiddles with his flute while taking in the mission briefing. "I have no more questions. When do we board and set sail?"

GM Frost |

”So other than popping in and out, there’s nothing weird about it?”, asks Shalosar.
"Nothing else than what we know so far. It is up to your group to find out more>' Calisro replies.
"Do we know what ship it is?" Thevenin asks.
Eras nods. “We believe the ship to be a merchant vessel called the Yesterday’s Tide, a fitting name considering the current strangeness. The Tide disappeared from these waters several years ago, but we haven’t had time or resources to gather more intelligence than that. Perhaps you know more?”
Do we know what port of call the Tide was coming from? Where it was going? I don't seem to recall its port of origin... It may help in entreating with the crew...
Calisro answers before Eras can reply. "We do not have information at hand about their route. In the meantime, we’ve studied the Tide’s course well enough to know approximately where it should be. We’ll bring the Pixie alongside the vessel and deploy grappling hooks. Our people will remain here should anyone try to board, but once affixed we’ll drop anchor to keep both ships in place.” She slaps the Pixie’s rail: “The old girl should handle the job.”
Eras glances at Calisro, “Some powerful magic is clearly involved, and if the Pixie or its crew become caught up in it, we could’ve been as lost to history as they are now. But the sailors aboard the Tide don’t seem to be in immediate danger, giving us time to call you in.”
Everyone begins with one hero point each, except for Zornesk, Ebiten, and Marjim's PC who will have two each.
You have a few hours to prepare before you board the other ship if you have changes to make.

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Apologies, for some reason, I thought that the Perception check was attached to the GM Screen and the spoilered results.
"I'm ready to board a sailing vessel constructed from the corpses of my dead brethren, perhaps pulled by the entwined entrails of other brethren!" Thevenin says, confidently.

GM Frost |

As Yesterday’s Tide comes into view, the Pathfinders confirm the ship drifts on the waves without direction, despite there being an active crew on deck. The boarding of the Tide proceeds as Calisro proposed.
When the Pathfinders step aboard, the crew of the Yesterday’s Tide seem as uninterested in the Pixie’s arrival as they are about their duties. Most of the sailors give only a brief glance before heading below deck or returning to staring out at the sea. At the ship’s waist, a group of rough-looking sailors have gathered for a card game, while a dwarf—the ship’s cook, judging from her apron—tosses a fishing line from the aftcastle. Meanwhile, a lone goblin sits atop a messy coil of rigging, staring at you with curiosity as he munches on a herring.
Before the Tide’s sailors agree to answer questions, you must earn the trust of key members of the crew by convincing them to overcome their hopelessness. This lasts 4 rounds. There are four key NPCs that you can Discover or Influence to gain their trust.
⬤ Round 1: REKINDLING THE ASHES OF HOPE ⬤
INSTRUCTION(S): Choose an NPC to Discover/Influence. Roleplay, then specify the skill if Discovering or roll if Influencing. Indicate two pieces of information you'd like to learn if you succeed or critically succeed in Discovering, prioritizing your first choice: lowest DC skill, resistance, weakness, or personal bias.
NPC: Troyus (male human shiphand)
Discover (Secret): Perception, Society, Sailing Lore
Influence (Open): ???, ???, ???, ???, ???
INFLUENCE POINTS: 0
NPC: Marda Bonehook (female dwarf cook)
Discover (Secret): Perception, Society, Cooking Lore, Sailing Lore
Influence (Open): ???, ???, ???, ???, ???
INFLUENCE POINTS: 0
NPC: Pog (male goblin stowaway)
Discover (Secret): Goblin Lore, Perception, Sailing Lore, Society
Influence (Open): ???, ???, ???, ???, ???, ???
INFLUENCE POINTS: 0
NPC: Captain Fidero (male gnome ship captain)
Discover (Secret): Nature, Perception, Society, Sailing Lore
Influence (Open): ???, ???, ???, ???
INFLUENCE POINTS: 0
NPC: Troyus (male human shiphand)
Resistance: ???
Weakness: ???
Personal Bias: ???
NPC: Marda Bonehook (female dwarf cook)
Resistance: ???
Weakness: ???
Personal Bias: ???
NPC: Pog (male goblin stowaway)
Resistance: ???
Weakness: ???
Personal Bias: ???
NPC: Captain Fidero (male gnome ship captain)
Resistance: ???
Weakness: ???
Personal Bias: ???
INFLUENCE POINTS
Troyus (male human shiphand): 0
Marda Bonehook (female dwarf cook): 0
Pog (male goblin stowaway): 0
Captain Fidero (male gnome ship captain): 0
CHARACTER IN ➤ BOLD TYPEFACE CAN DISCOVER OR INFLUENCE!
➤ Ebiten
➤ Shalosar
➤ Razzm
➤ Thevenin
➤ Zornesk
➤ Malark
You can open the NPCs to Discover/Influence and Other Info about NPCs spoilers to keep track of your progress, and the Discover (Concentrate, Secret) and Influence (Concentrate, Linguistic) spoilers for the rules of Discovering and Influencing.

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Unfortunately Razzm is a typical dumb fighter: almost bereft of skills. He's not going to be much help here...
Razzm likes food so he stands off to the side a bit and watches the cook's activity, trying to see what sorts of approach might persuade her to give them some information, or at least a few scraps.
Perception (+10), first choice: lowest DC skill, second choice: weakness

GM Frost |

Despite the hopelessness of the situation, Razzm perceives that Marda puts passion into her cooking and fishing. Anyone can Influence Marda with DC 15 Cooking Lore to help her cook a meal, or DC 15 Fishing Lore to help her catch a fish, or other substitute skill that is appropriate to influence her at a higher DC.
Others are up for Round 1!

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It's very likely that Razzm is only going to be able to help with Perception (unless Athletics, Acrobatics, Stealth, Warfare Lore, or Crafting come up as options) so he'll focus his attention each round on trying to use Perception to learn skills or other information that could be helpful to the others.

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Shalosar approaches Fidero.
”Ahoy, captain”, he says. ”How’s the weather been faring?”
He tries to chat him up about the weather, recent sea life sightings, etc.
Nature +6, lowest DC skill, weakness

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Malark will help out in Discovering in the early goings.
Malark observes Troyus's daily routine and tries to find ways on how to get him on their good side.
Perception +7

GM Frost |

Malark Evenwood's Perception (E): 1d20 + 7 ⇒ (7) + 7 = 14 (w Average Vision)
Ebiten PFS's Perception (T): 1d20 + 5 ⇒ (15) + 5 = 20
Zornesk's Perception (T): 1d20 + 3 ⇒ (6) + 3 = 9
Captain Fidero currently languishes in his cabin. Shalosar finds that the gnome ship captain is exposed to the Bleaching, perhaps because of the years spent sailing the same waters over and over. Now, he’s weak in both body and spirit. You can inspire the captain with a song or story using DC 23 Performance or other appropriate skills at a higher DC.
Malark finds that Troyus is expert in card games with other sailors, but they are playing the same games over and over that it is kinda boring to them now, but still plays just to pass time. You can teach Troyus a new card game that he can learn with DC 17 Gambling Lore or other appropriate skill at a higher DC
Ebiten finds Pog is dressed in ragged trousers, threadbare vest, and dirty straw hat, Pog looks like the stereotypical cabin boy. He can sense that he might be a fragile goblin, so talking to him might be better. DC 13 Diplomacy to Influence Pog.
Zornesk finds the goblin somewhat busy with a little book he is holding, and making incantations out of it. Maybe you can teach Pog with a magic trick using DC 18 Arcana / Occultism.
Thevenin is up for Round 1 Everyone can proceed for Round 2 to Discover/Influence the NPCs.
⬤ Round 2: REKINDLING THE ASHES OF HOPE ⬤
INSTRUCTION(S): Choose an NPC to Discover/Influence. Roleplay, then specify the skill if Discovering or roll if Influencing. Indicate two pieces of information you'd like to learn if you succeed or critically succeed in Discovering, prioritizing your first choice: lowest DC skill, resistance, weakness, or personal bias.
NPC: Troyus (male human shiphand)
Discover (Secret): Perception, Society, Sailing Lore
Influence (Open): ???, ???, Gambling Lore (to teach the sailors a new card game), ???, ???
INFLUENCE POINTS: 0
NPC: Marda Bonehook (female dwarf cook)
Discover (Secret): Perception, Society, Cooking Lore, Sailing Lore
Influence (Open): Cooking Lore (to help Marda cook a meal), Fishing Lore (to help her catch a fish), ???, ???, ???
INFLUENCE POINTS: 0
NPC: Pog (male goblin stowaway)
Discover (Secret): Goblin Lore, Perception, Sailing Lore, Society
Influence (Open): Arcana (to befriend Pog with a magic trick), Occultism (to befriend Pog with a magic trick), ???, ???, ???, ???
INFLUENCE POINTS: 0
NPC: Captain Fidero (male gnome ship captain)
Discover (Secret): Nature, Perception, Society, Sailing Lore
Influence (Open): ???, ???, ???, Performance (to inspire Fidero with a song or story)
INFLUENCE POINTS: 0
NPC: Troyus (male human shiphand)
Resistance: ???
Weakness: ???
Personal Bias: ???
NPC: Marda Bonehook (female dwarf cook)
Resistance: ???
Weakness: ???
Personal Bias: ???
NPC: Pog (male goblin stowaway)
Resistance: ???
Weakness: ???
Personal Bias: ???
NPC: Captain Fidero (male gnome ship captain)
Resistance: ???
Weakness: ???
Personal Bias: ???
INFLUENCE POINTS
Troyus (male human shiphand): 0
Marda Bonehook (female dwarf cook): 0
Pog (male goblin stowaway): 0
Captain Fidero (male gnome ship captain): 0
CHARACTER IN ➤ BOLD TYPEFACE CAN DISCOVER OR INFLUENCE!
➤ Ebiten
➤ Shalosar
➤ Razzm
➤ Thevenin
➤ Zornesk
➤ Malark

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Hearing that the Captain is in need of some inspiration, Razzm urges him onto the deck and then demonstrates a skill that would be very handy for any sailor: he climbs high up into the crow's nest and then - gasp - JUMPS down to the deck!
Athletics: 1d20 + 12 ⇒ (10) + 12 = 22
Using Catfolk ability "Land on Your Feet" - when you fall, take half damage and don't fall prone.

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Malark aids Razzm's attempt to influence Captain Fidero by playing an uplifting tune that would go well with his stunt.
Aid (Performance): 1d20 + 8 ⇒ (13) + 8 = 21
Aiding using Uplifting Overture

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Umm, sure... I might have to wait for next round, unless I can use that roll for my Arcana, instead. This would make it a dirty 20 for the Arcana. Both DCs meant that I would have to roll the same number to make the check... XD If you have Diplomacy, you could aid my roll too... I am not sure how to share that, but I am sure that you could see what I was trying to do and follow my lead...

GM Frost |

Ebiten introduces himself to the goblin, of whom returns a friendly grin, as well. "Hi, I'm Pog! Hmm, it looks like you are new to this ship. A new friend actually!" he says happily. Success, 1 Influence Point to Pog
"Well, I just hope you don’t end up like the others." his thoughts is too loud.
Captain is too weak to follow Razzm but he brushes him off to go out instead as long he can see from inside what he wants to show him. Razzm demonstrates a skill of strength and grace, which the Captain finds amusing, especially when Malark compliments the act with encouraging music. +1 from Aiding the skill to show off and will use the same DC, so I will count that as Success. 1 Influence Point to Captain Fidero
Shalosar observes the captain while Razzm performs to make him inspired, but only finds it gives the fighter a weak smile for the effort. Fail to Discover anything
@Zornesk, Diplomacy is allowed to Influence an NPC.
⬤ Round 2: REKINDLING THE ASHES OF HOPE ⬤
INSTRUCTION(S): Choose an NPC to Discover/Influence. Roleplay, then specify the skill if Discovering or roll if Influencing. Indicate two pieces of information you'd like to learn if you succeed or critically succeed in Discovering, prioritizing your first choice: lowest DC skill, resistance, weakness, or personal bias.
NPC: Troyus (male human shiphand)
Discover (Secret): Perception, Society, Sailing Lore
Influence (Open): ???, ???, Gambling Lore (to teach the sailors a new card game), ???, ???
INFLUENCE POINTS: 0
NPC: Marda Bonehook (female dwarf cook)
Discover (Secret): Perception, Society, Cooking Lore, Sailing Lore
Influence (Open): Cooking Lore (to help Marda cook a meal), Fishing Lore (to help her catch a fish), ???, ???, ???
INFLUENCE POINTS: 0
NPC: Pog (male goblin stowaway)
Discover (Secret): Goblin Lore, Perception, Sailing Lore, Society
Influence (Open): Arcana (to befriend Pog with a magic trick), Occultism (to befriend Pog with a magic trick), ???, ???, ???, Diplomacy
INFLUENCE POINTS: 1
NPC: Captain Fidero (male gnome ship captain)
Discover (Secret): Nature, Perception, Society, Sailing Lore
Influence (Open): ???, ???, ???, Performance (to inspire Fidero with a song or story)
INFLUENCE POINTS: 1
NPC: Troyus (male human shiphand)
Resistance: ???
Weakness: ???
Personal Bias: ???
NPC: Marda Bonehook (female dwarf cook)
Resistance: ???
Weakness: ???
Personal Bias: ???
NPC: Pog (male goblin stowaway)
Resistance: ???
Weakness: ???
Personal Bias: ???
Influence (1): Pog is delighted to make some new friends. He hopes out loud that the PCs don’t end up “like the others.”
NPC: Captain Fidero (male gnome ship captain)
Resistance: ???
Weakness: ???
Personal Bias: ???
INFLUENCE POINTS
Troyus (male human shiphand): 0
Marda Bonehook (female dwarf cook): 0
Pog (male goblin stowaway): 1
Captain Fidero (male gnome ship captain): 1
CHARACTER IN ➤ BOLD TYPEFACE CAN DISCOVER OR INFLUENCE!
Ebiten
Shalosar
Razzm
➤ Thevenin
➤ Zornesk
Malark
Thevenin is still up for Round 1. Thevenin and Zornesk to act for ROund 2.

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Thevenin will talk to the goblin!
Round 1: Diplomacy: 1d20 + 13 ⇒ (2) + 13 = 15 vs DC 13 (? this seems low)
Round 2: Diplomacy: 1d20 + 13 ⇒ (7) + 13 = 20 vs DC 13

GM Frost |

Thevenin joins Zornesk and Ebiten with the goblin Pog. The goblin is happy that he is joined by new friends.
Pog explains the situation. He was hiding in the Tide’s hold when the ship became stuck in the time loop. Since then, he’s become something of a mascot for the crew. "I don’t mind being stuck on the ship, I have made good friends here, and the ship's supply of pickled herring refreshes every week. And I can have you here on the ship as my new friends!" he happily tells them.
But then, his mood changes. "Well, I don't want any of my friends to lose, I'm scared for that to happen. Well, except Arjol Parkit." he adds.
"I usually find Arjol walking with a demon dog, and I think that dog is what makes some of my friends missing. I try to hide when Arjol's around, but he is mostly in his cabin, anyway."
That's 2 + 1 Influence Points from the two of you. You have learned enough info from Pog and can't get more from him. He mentions about Arjol Parkit.
⬤ Round 3: REKINDLING THE ASHES OF HOPE ⬤
INSTRUCTION(S): Choose an NPC to Discover/Influence. Roleplay, then specify the skill if Discovering or roll if Influencing. Indicate two pieces of information you'd like to learn if you succeed or critically succeed in Discovering, prioritizing your first choice: lowest DC skill, resistance, weakness, or personal bias.
NPC: Troyus (male human shiphand)
Discover (Secret): Perception, Society, Sailing Lore
Influence (Open): ???, ???, Gambling Lore (to teach the sailors a new card game), ???, ???
INFLUENCE POINTS: 0
NPC: Marda Bonehook (female dwarf cook)
Discover (Secret): Perception, Society, Cooking Lore, Sailing Lore
Influence (Open): Cooking Lore (to help Marda cook a meal), Fishing Lore (to help her catch a fish), ???, ???, ???
INFLUENCE POINTS: 0
NPC: Pog (male goblin stowaway)
Discover (Secret): Goblin Lore, Perception, Sailing Lore, Society
Influence (Open): Arcana (to befriend Pog with a magic trick), Occultism (to befriend Pog with a magic trick), ???, ???, ???, Diplomacy
INFLUENCE POINTS: 4
NPC: Captain Fidero (male gnome ship captain)
Discover (Secret): Nature, Perception, Society, Sailing Lore
Influence (Open): ???, ???, ???, Performance (to inspire Fidero with a song or story)
INFLUENCE POINTS: 1
NPC: Troyus (male human shiphand)
Resistance: ???
Weakness: ???
Personal Bias: ???
NPC: Marda Bonehook (female dwarf cook)
Resistance: ???
Weakness: ???
Personal Bias: ???
NPC: Pog (male goblin stowaway)
Resistance: ???
Weakness: ???
Personal Bias: ???
Influence (1): Pog is delighted to make some new friends. He hopes out loud that the PCs don’t end up “like the others.”
Influence (2): Pog explains the situation but remains skeptical that things need to change. He’s fond of the friends he’s made aboard the Tide and is scared to lose them—everyone except Arjol Parkit, that is.
Influence (4): Pog admits he remembers Arjol walking alongside the “demon dog” that has been the killing the crew. Thankfully, Arjol mostly keeps to his cabin.
NPC: Captain Fidero (male gnome ship captain)
Resistance: ???
Weakness: ???
Personal Bias: ???
INFLUENCE POINTS
Troyus (male human shiphand): 0
Marda Bonehook (female dwarf cook): 0
Pog (male goblin stowaway): 4
Captain Fidero (male gnome ship captain): 1
CHARACTER IN ➤ BOLD TYPEFACE CAN DISCOVER OR INFLUENCE!
➤ Ebiten
➤ Shalosar
➤ Razzm
➤ Thevenin
➤ Zornesk
➤ Malark

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Thevenin will watch the gnome to see if there are any other opportunities.

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Razzm probably has some damage from jumping from the crow's nest if it matters
Razzm turns his attention to the shiphand Troyus, trying to see what his interests are or if perhaps he could help out with Athletics or a bit of brute strength.
Perception +10

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Malark approaches Pog and starts a conversation.
"So, how's life on the open seas so far? You enjoying every minute of it?"
Diplomacy: 1d20 + 8 ⇒ (1) + 8 = 9 Must...befriend...goblin...HP reroll that
Diplomacy: 1d20 + 8 ⇒ (16) + 8 = 24

GM Frost |

You can no longer Influence Pog the goblin. I suggest you try other NPC using the skill check you rolled.

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Razzm probably has some damage from jumping from the crow's nest if it matters
”Yeah, that was a hell of a bump you took”, says Shalosar. ”Lemme see”
Medicine: 1d20 + 6 ⇒ (8) + 6 = 14
Healing: 2d8 ⇒ (1, 2) = 3

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Ebiten continues to converse with Pog, showing off with his figment cantrip, What can you tell us about the others?
Try discovery against the deck hand, Troyus. Society or Perception are both +5.

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Oops. I did not notice Pog already has enough Influence Points. Will Incluence Captain Fidero instead using Performance, which has the same modifier. Thanks for making me keep the roll, GM.
Malark approaches Captain Fidero, flute in hand. "You know, captain? I've heard many inspiring stories from the places I've been too. Let me share with you one of a captain who has traveled far across Golarion."