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Cannonball Sal's page
310 posts. Alias of DeathQuaker (RPG Superstar 2015 Top 8).
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NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
==A Requiem for Nocturne==
"And what happened next, you might ask? Did our brave Captain Threnody thrust her blade into the heart of the last cyclops, avenging her own near-death at the hands of those brutes months before?" Sal Fisher, hair growing silver, takes a long swig from her tankard. Though the years have weathered her skin, and her hands shake a bit, she still has an exuberant light in her eyes to rival many an optimistic youth.
"Or mebbe, here's where I tell you it all stops. That it had never happened at all. That Threnody died on Brightglass Island at the hands of the cyclops hunter Arakh, and this was all a vision of a time that never was." She pauses, and chuckles as some of her audience of young mariners begin to blink.
"Nah. She got the monster good. She won. In stories like these, the hero always wins. They won, they got the island, they saved the Shackles from the Chells. I know that spoils it all, but it's gettin' late, and these bones are screamin' for a hammock, so I'mma end the story here for now. But in case I don't get to tell you the rest tomorrow, I'm gonna leave you with what I learned from sailin' with Captain Threnody... and Lark, and Lee, and Emberar and Luna and all the others... but especially Thren:
"You live life to the fullest, because you never know when the end's gonna come. You run that race to win it, you sing that song to pour your heart out, you dream big, and you dive into that fight headlong as it may be your last, but gods willin', ya take the monsters with ya. Always keep your crew happy, your family--wherever you find'em, blood or no--cared for, and you be grateful for whatever brief moment of beauty or freedom or love life hands your way. Always remember, fortune favors the bold...
"And the sun never sets on those who sail into it."

NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Sal just grins and lunges her ranseur at the cyclopes. "Geez, you're dumb."
Full Attack 1, Enlarged, Inspire Courage, Power Attack--Furious Focus: 1d20 + 15 + 1 + 2 ⇒ (3) + 15 + 1 + 2 = 21
Full Attack 2, Enlarged, Inspire Courage, Power Attack--Furious Focus: 1d20 + 7 + 1 + 2 ⇒ (20) + 7 + 1 + 2 = 30
Crit Confirm, Enlarged, Inspire Courage, Power Attack--Furious Focus: 1d20 + 7 + 1 + 2 ⇒ (20) + 7 + 1 + 2 = 30
Do I now confirm the crit that confirms the crit? ;) Anyway, that's x3 damage, I'm just going to paste the damage roll three times.
Damage 1: 2d6 + 17 + 2 + 2 ⇒ (3, 5) + 17 + 2 + 2 = 29
Damage 2: 2d6 + 17 + 2 + 2 ⇒ (5, 5) + 17 + 2 + 2 = 31
Damage 3: 2d6 + 17 + 2 + 2 ⇒ (4, 5) + 17 + 2 + 2 = 30
I'm pretty sure he's dead, based on prior damage they took
Sal drives the triple-pronged spear through the cyclopes gut up through its neck into the head, and then pulls her ranseur out with rapid ferocity. "An' that's few what yer people did ta Thren."

NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Riori delayed until Ekote and Sal went. Then spent a standard action to dismiss the spell. It should have gone away at the end of her turn, which, because she delayed, would be the start of the cyclopes' normal turn.
Can you take a five foot step with a readied action? Because if that's the case a lot of GMS have screwed me over over the years. *reads rules* Ope, you can.
Not that it matters. The cyclopes can just go after the fog clears (that was the intention) and he could just take a normal turn, with a 5 foot step and full attack, if he wanted. If he takes his readied action, he actually loses the opportunity to take a full attack. So you want to revise that and hit me another time?
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Sal nods at Riori and breaks into a run to get around the tower and up into it.
Both Sal and Riori are in position where they should be by the end of all this. If difficult terrain prevents Sal from running to where I have her, then she would try to pole-vault herself onto the steps using Acrobatics.
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Feeling less like an overgrown pincushion, Sal steps forward five feet and thrusts her ranseur twice at the cyclopes engaging Thren.
Full Attack 1, Enlarged, Inspire Courage, declaring Power Attack + Furious Focus: 1d20 + 15 + 1 + 2 ⇒ (10) + 15 + 1 + 2 = 28
Damage, Inspire Courage, Enlarged, Power Attack: 2d6 + 17 + 2 + 2 ⇒ (3, 1) + 17 + 2 + 2 = 25
Full Attack 2, Enlarged, Inspire Courage, declaring Power Attack + Furious Focus: 1d20 + 7 + 1 + 2 ⇒ (12) + 7 + 1 + 2 = 22
Damage, Inspire Courage, Enlarged, Power Attack: 2d6 + 17 + 2 + 2 ⇒ (6, 1) + 17 + 2 + 2 = 28
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Does the big "no" symbol on Cyclops 1 mean he's down for the count?

NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Lathiira, just let me know next time what spell you're planning to cast, as I had no idea you had telekinetic charge or wanted to use it. It would have been a good tactic! I thought you wanted to dimension door me.
All of those arrows with your weird die rolling luck hit enlarged Sal (note my altered statblock). I'm not sure of the bow type or any bonuses you have so you'll have to roll that damage.
Assuming she is still standing after getting pincushioned by giant arrows, Sal gets an attack of opportunity on axe wielder (#1) as it approaches the reach of her enlarged weapon.
Attack of Opportunity, Enlarged, Inspire Courage, Power Attack, Furious Focus: 1d20 + 15 + 1 + 2 ⇒ (9) + 15 + 1 + 2 = 27
Damage, Enlarged, Inspire Courage, Power Attack: 2d6 + 17 + 2 + 2 ⇒ (1, 2) + 17 + 2 + 2 = 24
Screaming in a mixture of victory and pain, Sal sidesteps (5 foot step) and follows up striking the axe-wielder again.
Full Attack 1, Enlarged, Inspire Courage, Power Attack, Furious Focus: 1d20 + 15 + 1 + 2 ⇒ (18) + 15 + 1 + 2 = 36
Damage, Enlarged, Inspire Courage, Power Attack: 2d6 + 17 + 2 + 2 ⇒ (3, 4) + 17 + 2 + 2 = 28
Full Attack 2, Enlarged, Inspire Courage, Power Attack, Furious Focus: 1d20 + 7 + 1 + 2 ⇒ (20) + 7 + 1 + 2 = 30
Crit Confirm, Enlarged, Inspire Courage, Power Attack, Furious Focus: 1d20 + 7 + 1 + 2 ⇒ (5) + 7 + 1 + 2 = 15
Probably did not confirm but definitely hit so normal damage
Damage, Enlarged, Inspire Courage, Power Attack: 2d6 + 17 + 2 + 2 ⇒ (3, 6) + 17 + 2 + 2 = 30
That's 82 damage total with a magical adamantine weapon
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
"Uh, if you got one o' them hasty spells, that'd be fine, but I was gonna whack'em as they come..." She tries to whisper the last part as she feels like it is much easier to be louder with twice-sized lungs.
They're not that far away, so she was going to just see if they approach her and then AOO the first one that comes along. If you did something to drop her in the middle of them, she still couldn't act after they do, so that would just open her up to getting hurt before she could retaliate.
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Before their approach, Sal retrieves her rope and stows it back in her haversack.
As they spot the cyclops and converse and decide to attack, and as Thren is singing very loudly, Sal says, "Welp, guess we're not sneaking up on'em. We'll as we say, guess they'd better pick on someone their own size..."
She quaffs one of her potions of enlarge person and the once diminutive chunk of muscle becomes a 10 foot wall of muscle. She steps forth from the trees, readying her ranseur effortlessly. Reach is now 15 feet; +2 to Str and -2 to Dex and -1 to AC, +1 to CMB, etc. "Ahoy! This is our island now. Run if you want to live!"

NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
After squinting at the cliff and looking up and down, Sal says, "Well conveniently the cliffs are about as high as my magic rope is long." She pulls out her rope of climbing, commands it to snake up the cliff face, where it attaches Automatically "securely" and able to hold up to 3,000 lbs at the top. She then cuts 20 more feet off her spare rope and ties it to the end she is holding, tying the nonmagical end first into knots so that it becomes climbable (becoming a 10 foot long climbing rope). She then commands the magic rope to also knot itself in increments so it too is easier to climb; it bunches upwards. (So now the magic rope is 50 feet but with a -10 DC to climb, attached to it at the bottom is a 10 foot knotted rope that is also easy to climb).
She then climbs up the rope. Taking 10; with the knots in the rope that should be an autosuccess
When she gets to the top she looks around.
Perception: 1d20 + 16 ⇒ (9) + 16 = 25
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
How high are the cliffs? We've got plenty of rope, plus Sal's rope of climbing. Unfortunately Riori is 1 level away from being able to fly (she just hovers). Sal has a potion of fly but may as well check the more obvious route first.

NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Nah, I think your calculation is fair, just trying to get a sense of speed and space. I wasn't thinking we'd camp right under the statue, from your earlier description I got the sense we were looking at it from further up the beach, like 1000 or 500 ft or so away depending on its size. I've moved the star to where I thought we might camp.
"Wow! Look at them terano-whatsits. Big lizard bird things. Good to see so many different things living here... despite the weirdness we found at the fortress, seems like normal life can survive here, which suggests no broad-range magical juju or hauntings."
Sal checks to be sure on this narrower part of the beach they won't be swamped by high tide. If it looks like they will she suggests climbing the cliffs to camp at the edge of the wood that is casting shade over them from above.
Survival: 1d20 + 16 ⇒ (17) + 16 = 33
Knowledge Nature: 1d20 + 14 ⇒ (19) + 14 = 33
Sal locates a spot to build a spa near their campsite, complete with bar that serves maitais
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
So distance from K to F along the beach is about 24 miles, give or take?
After a long day of walking and looking and getting a sense of the island, Sal squints at the shadow of the statue.
"Looks like that statue is further up onto the grass rather than down on the beach, so it's not likely to harm us either way. But it might be good to explore it fresh-eyed. Camp it is."
Sal will help build a similar camp to last time, nestling against the cliffs to help block unwanted winds.
Need to go to bed but if you need more details or a roll LMK or you are welcome to roll for me.
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
I know the stealth checks aren't super impressive but I am hoping the Survival check to id a path safely away from the anaconda might help...
If not Sal will console herself with another giant monster fight...
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
So if we don't got buns, we should be okay, right?
As much as it is enormous, Sal wants to fight it, but she also knows they have bigger fish, so to speak, to address as they continue exploration. So she tries to identify a path where she can lead the party out of the interest-range of the snake.
Survival, find a path, vs animal: 1d20 + 14 + 4 ⇒ (17) + 14 + 4 = 35
Stealth: 1d20 + 14 ⇒ (3) + 14 = 17
If this counts as "water" terrain, add +6 to rolls

NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Prepped spells; swapped Owl's Wisdom for Summon Nature's Ally II.
"Food, yeah. Wood, I wouldn't. Mangroves help prevent inland flooding during tropical storms," Sal observes. "I once heard of a mythical peninsula where almost everyone there were total d+$#*s, except for their ratfolk plutocrat ruler, and they had cut down all the natural mangrove forests on their coasts and they had their homes wrecked and drowned in storms every year but never once thought to replant them." She shakes her head. "Of course I don't think anyone in real life could be that stupid, but anyways, the mangroves are servin' a purpose I wouldn't mess with. Better for the wildlife they attract."
Speaking of wildlife, Sal keeps an eye out for anything unusual. Perception: 1d20 + 16 ⇒ (6) + 16 = 22
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
PS: this is basically what Sal is going for in terms of shelter, but located in a less treesy area. [https://www.dreamstime.com/jungle-camp-tourists-jungle-camp-tourists-madid i-national-park-bolivia-image131535379 With added mosquito netting. All wood she is using is fallen wood/dead wood/salvage.

NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Per Sal's statement earlier in this conversation, Sal is aiming for a spot near the bridge you see on the map, near where they currently are, further back on the beach, sheltered by the nearby hill, not in the trees, near but not directly next to fresh water. She will aim for the grassy area over the sandy area (because tent stakes don't hold well in sand), but still sheltered by the higher elevations nearby. I have put a star on the map in the rough area where she is looking.
She will be using the equipment she pulled from the ship to build the camp. She is avoiding relying on any living trees, so will use poles from gaff hooks and broken wood salvaged from the dock (the treants themselves wrecked the dock so clearly they have no reverence for the corpses of their brethren, they just don't want the cyclopes there) and rocks to anchor a large canvas shelter over the four of them. She will use both supply of cord she got from her ship as well as her own rope to guy out the canvas to keep it sturdy, both to help support the poles holding up the canvas as well as keeping it safe in the wind (though hopefully the shelter from the nearby hills will protect it from too much winds). As her rope of climbing also will stay wherever it is anchored, she will use it if necessary to keep the shelter in place.
People with bedrolls can sleep on the ground. Anyone with hammocks (Sal) will need to use poles partly buried in the ground to support the weight of their hammocks. If she needs to she'll use her ranseur as one of her poles.
Once the canvas shelter is secure she will hang mosquito netting from the canvas, securing it with her own extra fishing line to the extra eyelets along the canvas. Rocks will hold down the mosquito netting at the floor level. There will be one area where party members can enter or exit through the gap in the netting. And just in case, she'll sprinkle holy water around the edges of the shelter.
She will probably not cut up branches to camouflage the shelter so as to not cut any living vegetation, but is hoping that by being tucked in the shadow of the hills they won't be too noticeable. She will urge using minimal light sources at night, which will probably only be a problem for Ekote, but as he'll probably be last person on watch in the early dawn that shouldn't be too much of an issue.
She has a traveler's anytool she can use as needed to dig pole-holes, poke holes in canvas, cut rope and cords, cut the broken pieces of wood, etc. (Riori also has a traveler's anytool if they need more than one tool at a time.)
As any seasoned camper knows to do when camping in bear/giant octopus/treant territory, she will set up food preparation at least 100 feet away from the tent site, probably on the sandy part of the beach nearer the fresh water. Sal will go fishing to give them some fresh protein.
Profession Fisher: 1d20 + 10 ⇒ (5) + 10 = 15
They could leave it raw, but she will probably cook it in the coals of a small cook fire that she will thoroughly put out and bury before going to bed. Said cookfire will also drive away bugs while they are eating. With a reminder that said fire will be at least 100 feet away from where they are sleeping, down on the beach. Sal will send Riori to collect firewood, as she's noticed Riori does not leave tracks when she walks. (One of Riori's mysteries)
Riori and Sal may also dip into their wandermeal stores for some extra sustenance. Sal will be sure all signs of their meal are cleaned up and buried in the sand a further 50 feet from the buried remains of their campfire.
Fortunately as they can all store their food extradimensionally, they do not need bear bags or vaults to hide its presence/scent.
They will not need a fire near their shelter/bedding area because they are in a tropical environment and will not need anything to stay warm.
They will set up a night watch, and Sal will defer to Captain Threnody to determine the rotation. Thren and Riori have darkvision (though bear in mind Riori's limited vision), and Sal has low-light vision and Scent.
Do you need any other information? Please feel free to make any additional Survival checks for Sal as needed related to this post.
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
How long ago were the treants here?
Also, can we confirm nothing is under the boats? Sal checked underneath them
"Cyclopes were here couple days ago. They went up that ancient road there." She points.
"Since they haven't returned, yeah, I guess we can camp here. I'll see to getting us started."
Sal looks for a suitable spot and then works with whatever help is offered to pitch canvas shelter over hammocks and bedrolls.
Survival: 1d20 + 14 ⇒ (7) + 14 = 21

NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Sal tries to determine from the tracks how long ago the treants were here, and in what direction they came from and left. She also looks for tracks of the creatures who owned the boats.
Survival=Tree tracking: 1d20 + 14 ⇒ (2) + 14 = 16
Survival=any other tracks or signs of creatures who are not trees?: 1d20 + 14 ⇒ (15) + 14 = 29
If the canoes are lying face down on the beach, she also taps them with her ranseur and then, if nothing sounds out of the ordinary, uses the weapon as a lever to tip them onto their side to see if anyone is hiding within. Not that a treant would be, but she doesn't any other surprises after the strongbox incident. Or maybe she's just looking for Korok seeds.
"Sun's getting low. We should probably find camp as well. Preferably without damaging vegetation. I'd say if we find a clear spot closer to, but not right next to, the creek flowing into the sea over there, sheltered by the hill." She points in the direction she is thinking of.
"Ekote or Riori, you familiar with those style of canoes and such? You think you'd know who built'em?"
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
"Given one would probably feed the whole crew it'd be an easy meal... problem is if we attracted the attention of multiples." She blinks. "What? I like to hunt monsters, but I'm not that crazy. Now if we take this island and then come up with some clever trapping systems... giant net woven from spider-silk maybe...?"
Sal trails off, muttering about how to anchor a giant net system in the water, while leading the party around the crab nests to leave the critters be for now.
Survival: 1d20 + 14 ⇒ (4) + 14 = 18
Continue moving on?

NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Loot sheet updated
(You will not be able to edit directly but you can add comments).
Only Ekote can use scroll of transmute rock to mud, and assuming the scrolls of water breathing are with it, they are probably all arcane, so all should go to Ekote.
None of us really use cutlasses, but Sal is proficient and could certainly hold onto it while they are adventuring on the island in case she runs into yet another disarm-happy foe. Then it seems like a good thing to hand to an NPC on the ship unless we need to sell it for the money. Sal likes her ranseur best but is happy to hack at monsters with whatever she has to hand.
Looking at the loot we never divvied out from the fight on the Chelish ship (now on loot sheet very belatedly), I was thinking she probably should have taken the Headband of Intellect +2 (sense motive). She doesn't have a headband, and the extra skill points don't hurt. She'd probably also grab the three masterwork handaxes, they are better throwing weapons than her two ordinary daggers. We should hold onto the Chelish signet ring in case we'd like to forge a document. The +2 Heavy Darkwood shield could go to Riori... she has a +1 quickdraw light darkwood shield I'm half tempted to prefer since it is easier to draw and has no ACP, but more AC is never a bad thing. Not that we would have access to this loot pile at the moment (presumably it's on the ship) but just don't want to keep forgetting about it.
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Sal will take 20 on breaking the lock open.
Added to loot sheet. I also added the loot from the fight with the Chelish ship.
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Sal keeps an eye out for trouble as they drag the box to shore and then examines it for any unwelcome surprises before opening it.
Perception: 1d20 + 16 ⇒ (16) + 16 = 32
Perception: 1d20 + 16 ⇒ (10) + 16 = 26

NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Knowledge Dungeoneering vs Aberrations: 1d20 + 10 + 4 ⇒ (1) + 10 + 4 = 15
Fortunately that doesn't affect my bonus to other rolls against it
Sal is too surprised to come up with the name of the creature, but she knows it's something she wants to stab, and in the end, isn't that all that matters?
"Just pretend it's an owlbear that swims!" She says helpfully, but she gestures to the others in a way that directs timing of attacks that is actually helpful if you pay attention to her.
Move action to activate Hunter's Bond. Everyone gets a +2 Favored Enemy bonus vs the creature.
As both her hands were already grasped around the rope, she tries to swing the strongbox into the creature's head.
Attack, Improvised Weapon, Favored Enemy Aberration: 1d20 + 13 - 4 + 4 ⇒ (8) + 13 - 4 + 4 = 21
Guessing at an appropriate damage die, GM if you don't like my choice feel free to roll
Damage, Two Handed, Favored Enemy: 1d8 + 6 + 4 ⇒ (5) + 6 + 4 = 15
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Sal retrieves her rope of climbing and commands it to tie each end to the strong box's handles and then uses that set up to tow it out of the water and drag it to shore.
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Sal swims about halfway back to signal to those waiting on shore that they've found something.
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Sal is about to agree to Ekote's challenge when Riori interjects. "Uh... maybe she has a point. Racin' around a reef'd likely draw attention from more giant hunters anyways. But soon as we get this place settled, yer on."
After any further conversation is established, Sal puts anything that might rust into her haversack (primarily three of her four daggers) and slides her goggles down and dives into the water.
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Riori nods. "Can't hurt for them to look. What do you think, Captain?" She turns to Threnody. "If they find something that requires a bit of diving, I can cast an air bubble on us to help if needed."
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
"I was first mate on a salvaging ship for several years. That's a wreck if I ever saw one," Sal says. "I can swim out there in a couple minutes or so. If I see somethin' of interest I can signal."
Sal claps Ekote on the shoulder. "Ya wanna join me? We can go fer a quick sprint so ta speak"
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Sal nods eagerly at Sefina, "Yes, friends, absolutely!" She points down the beach in the direction they had originally been heading and heads off.
When the party regroups and she feels they are far enough out of earshot from the nereid's grove, she says to the others, "Ya know, I think she liked me!"
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Cannonball Sal wrote: "Uh, tree guardians like walking trees, or pretty girls--less pretty than you of course--who're sorta woodsy?" That was a question for Sefina, BTW. Sal would expound upon the abilities of either once answered.
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
"Uh, tree guardians like walking trees, or pretty girls--less pretty than you of course--who're sorta woodsy?"
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Knowledge Nature: 1d20 + 10 ⇒ (14) + 10 = 24
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
I think Ekote had a question for Sal?
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Sal is eager to please, especially someone so pretty who is speaking so kindly to her. So she marches up the beach dutifully. "Is this okay?"
As she turns and looks, she feels a little less overcome. She flushes, this time more embarrassed at her behavior. She certainly doesn't stop finding the nereid attractive but finds herself more able to concentrate. "Uh, was there somethin' else you wanted me to do?"

NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Mythologically they were just nice, very beautiful ladies who were the daughters of Oceanus, god of the sea. Though I think some broader nymph myths refer to men being beguiled by the Nymph's beauty.
I believe there was a myth of someone who was blinded because they witnessed a goddess bathing (Googles...)--ah, yes, Tieresias, blinded by Athena because he saw her bathing. But she gave him the gift of prophecy in compensation.
I expect it's a matter of the monster designer trying to fold too much into one monster concept, and/or making them more threatening. A lot of D&D (and ergo Pathfinder) monsters often blend stories together to create a monster profile.
BTW I remember at some point someone saying that monsters with aura capabilities can choose to suppress their aura. But that might be a house rule. I'd say if it was (Su) they could suppress it and (Ex) they can't.
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
BTW will be slow over the weekend. Got a lot going on!
Sal will drool and Riori will play it cool. Bot as needed.
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Sal flushes, totally not paying attention to the rest of the conversation. "Oh. Well. That was me. I took care of that. That octopus." She felt quite dizzy. "I'm a monster hunter, y'know."
And Sal dives into the nereid's pool, never to be seen again. ;)
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Sal blushes deep red as the nereid talks to her and doesn't seem to know what to do with her hands, steepling her fingers one moment, putting them in her pockets the next before immediately taking them out again. "Oh! Uh, I mean. Gosh I hope that octopus... I mean... I have gills, y'know...."
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
I honestly hadn't thought about either's sexuality much, but let's say Sal is queer and Riori is ace.
Will save DC 23: 1d20 + 7 ⇒ (8) + 7 = 15
Sal just goes slackjawed and stares like an idiot. Charisma of 8 FTW
Also, any result on that Knowledge check on my previous post?
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Knowledge (nature) - Fey: 1d20 + 10 ⇒ (15) + 10 = 25
"Mmm, a girl? Mmmm... no, fey. Nymph or something. We can go say hi, Cap, but let's be careful. I wonder why she's been goin' back and forth from here..."
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Sal observes the increasing size of palm trees as they grow uphill. "Mmm. Old volcano here, probably. Makes the soil rich."
As they walk down the beach, she lifts a hand as she spots the footprints.
"Somethin' human-shaped walkin' to and fro from shore..."
Survival to recognize type and details of tracks: 1d20 + 14 ⇒ (3) + 14 = 17
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Sal points to a map to show where she suggests landing. I have put a star on the map. Plan is to go from there east ans south along the shore toward N.
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
I thought I knew where the ship was but don't remember. Please remind me so I don't send us on a wild goose chase. My initial thought was that, presuming the fortress is area B, we would explore instead the shore east and south of that area (going toward N followed by O and P). If we need to take the longboat to get to the other side of the river next to the fortress that's fine.
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
In the morning, Sal watches the sky to be sure they're in for fair weather as they explore the island.
She also makes sure her haversack has the camping supplies they need. Should I specify what I am taking? I'm figuring in addition to what she has on her character sheet, obvious things like things to make a shelter with, mosquito nets, etc. Stuff I'm pretty sure there is plenty of in the ship's stores.
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Thank you! Yes, at the moment it's a "viewers can comment but not edit" setting. I can change this as needed later, but wanted to restrict group editing until I was sure it was set up properly.
I've added the 11 Plunder (which counts the 8,000 gp purse from the Regatta as 8 Plunder). I was pretty sure not all of the party's plunder was spent, even if they did spend a chunk of it. (And fine to spend it! No point of it if we can't use it.)
NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
Knowing the fortress is not a safe place for shelter, Sal packs a good amount of canvas, mosquito netting, wandermeal (aka hardtack), and some other basic supplies in her handy haversack in case they need to camp away from the ship.
I can specify what I take further but it's basically stuff that would make sense to be on a ship in a tropical area.
She also retrieves the 10 foot length of spider-silk rope she used to tie up Ed once they are able to deposit him in the infirmary.

NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min
To Threnody's question, Sal digs into her experience as a monster hunter to think of any creature that might consume someone's wits, who also could be found on an island like this.
Knowledge Dungeoneering, relevant creatures, oozes and aberrations: 1d20 + 10 ⇒ (12) + 10 = 22 Add +4 for aberrations
Knowledge Nature, relevant creatures: animals, fey, monstrous humanoids, plants, vermin: 1d20 + 10 ⇒ (18) + 10 = 28 Add +4 for animals
Knowledge Arcana, Untrained but can use unhindered for magical beasts only, magical beasts bonus: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9
To Ekote, she nods along and replies, "He was tough enough to take a decent hit from me. Maybe he don't know a lot of magic, but, no offense, most young wizards I've met couldn't have survived that. Wore armor, too, which I don't see most mages do. Magically enhanced too, so he's been a man of enough fortune to equip himself nice. Ain't a bard, as I've never seen a bard with a spellbook, but something like, dabbling in fightin' as well as magic. Makes sense he might have decided to pick up some spellwork while sailing, maybe? I mean, he had to have got here somehow." Sal pauses.
"We should look for the wreckage of his ship while we walk along the shore tomorrow. For other survivors too, but I doubt there's any. But there might be something of value or of information if we find it."
She grows thoughtful. "I know what it's like firsthand, to be the only survivor on a ship, and due to the Eye no less, which as we're not far from the Eye, could be what blew him off course here. Part of me don't like that I got close to killin' him. Part of me worries I was right the first time. Just 'cause he's alone and addled doesn't make him a good man automatically. Could be he got here by his own makin'... or was marooned here out of punishment. Be careful, Quinn, as you tend to him."
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