"Hello again! We didn't mean to interrupt your... spot of fishing, I guess, but we were wondering if there was anything you would now about that scroll you fished up or this here map? Elsewise any avian wisdom you could grace us with?"
"You mean that fish you scrolled up and took with you? No. As experienced a fisher as I am I have not seen its like before or since." says Owl sagely.
The party trudges up the stairs once again awash with sea water from above. As they climb they can hear Owl shouting in excitement over the roar of the water, presumably to the Albatross.
"HAHA! DIDN'T I TELL YOU!" He's holding his spear now with a line attached to the end. The other end of the line is in water near the stairwell. As he sees you emerge his exuberance turns into disappointment, and he says: "Oh, it's you again."
"You're the ones who want to talk to that monster. Maybe your friends should have thought about that before going up and getting themselves swallowed." says Owl.
"Better you than us!" says the Owl without hesitation.
Remember, diplomacy usually takes a minimum of a minute to use, and often much more time.
There is water coming down the stair as well but, because it is a metal grill stair most of it just splashes though to the dark sub-basement below. Like the mezzanine has a rail that most of the water pours though so there is only about an inch or two of water up there. None of this hampers anyone's movement (though stairs just by themselves are difficult terrain).
And finally, the stairs on this floor have an elevated two-step stone riser that keeps the foot or so of water your PC is standing in on this floor. Otherwise it all would have drained into the basement, which folks can see (by looking down through the metal grill stair) has about 3 or 4 feet of water in it at present.
Re-engaging the owl and albatross, New friends, we seek the character you described earlier. Where did you last see it?
"Yes, please give us these information! This person that you described is obviously responsible for the grief of this big fish that is pouring water into the library!"
"Well, he's sort of about size of your troglodyte friend." Owl says nodding to Fentar.
The Owl does better, and while it looks like he was about to soar off into the library, he stops short, and casts a familiar spell (color spray Will DC 14) upon Bernard. and Xusius (and Albatross).
Kolris catches Derkhan's signal, and notices the bit of paper. Reminded of Virml's fragment of the poem, Kolris calls out to the pair.
"Say... we have a bit of a poem, that I think might be about you two! How did that go now?" Hoping that it feeds their vanity, Kolris reads it aloud to them... but only the part about them, for now.
The Name of the Fox wrote:
"Cross! Cross was the owl at the albatross
For catching the bulk of the fish
So the owl cast deeper, awaking a sleeper
Who made of both feathers one dish."
"Amateur doggerel." says the Owl. "To think that you would think that that has anything whatever to do with us. Hrumph."
Knowing less than nothing about the natural world, Pau confronts the creatures. ”You there! Do you two know anything about the flooding of our library? We are here to stop all this and dry the place out. Owl, have you caught anything interesting,” he calls out, hoping the dumb poem applied here.
The Albatross hides a smile behind one wing, while the Owl bristles and shouts: "Of course I haven't what with big job, ninnies like you tramping around, and scaring all the fish!"
"I would have caught that much, and more, if it weren't for you lot, and that ninny dog-cat fellow tromping all about the lake here, ruining our fishing spot!" yells the Owl, who is promptly shushed by the Albatross. Both give a nervous look back and up at the waterfall.
Owl shoots him a look, and continues. "Anyhow, after some consideration I decided it best to move to deeper waters and cast our lines there. So off we went. Almost immediately I got a bite, and after a long, and terrific battle, I was finally able to reel the beast in."
Owl pauses for a moment reflecting with pride upon the memory. This goes on for quite a while until the Albatross clears his throat meaningfully.
"Where was I? Oh yes. The Sleeper. One of our lures or sinker must have awaken it from the deep. A huge monster fish as big as the sea itself came galumphing up out of the depths, and SNAP! swallowed us whole."
"I'm not exactly sure I should, considering how they've acted." says the Owl with an air of aloof indifference. At least he, and the Albatross do not seem unfriendly any more.
He chuckles when he sees the small creatures. "Gathlains," he begins, stoically describing the creatures, as if reading a text. "Fey creatures; from the First World, obviously. Those leaf-wings allow them to fly. Mischievous, capricious, and discordant, even for fey." He gives a glance over at Jezu. "It's said that even gnomes find them to be a bit extra."
GM awaits Lezu's reaction to "even gnomes" line.
"Aye? And do those pinty ears tell you that you're A GREAT CLOD-HOPPING NINNY!!" shouts the owl.
"And whoosh, here we are!" finishes the owl in a loud rush to get his words in.
There's a sudden increase in the amount, and the force of the water falling from the mezzanine for a moment. Then after a moment it returns to the a more regular flow again.
"Yes, quite, 'we'. Well, there we were in the gut of the big sleeper, the fishiest fish there ever was. And being trapped in its guts we could tell." the owl begins again.
"Don't be such a feather head! That's what they call reverse headology. This is a woman of character! Obviously she's been spanked before, and it's left an impression upon her. We can tell you all about the water!" says the owl.
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures with no bonuses or penalties due to size.
Average Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any race-related effect.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Water Child: These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the adaptability and multitalented racial traits.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Traits:
Azlanti Scholar
You are familiar with an aspect of Azlanti lore. Maybe you first became enamored with this ancient culture after stumbling across a copy of the first volume of the Pathfinder Chronicles or after learning about Azlant in a university or another type of formal education. Perhaps your parents or guardians were scholars and you’ve grown up hearing about and reading about the ancient Azlanti. For years you dreamed about visiting the continent’s ruins and returning with a discovery that could propel your career. Due to this scholarly bent, the Bountiful Venture Company selected you to join the colony at Talmandor’s Bounty.
You gain a +1 trait bonus on Knowledge (history), Knowledge (local), and Use Magic Device checks, and one of these skills is a class skill for you. In addition, you gain Azlanti as a bonus language.
Criminal (Disable Device)
You spent your early life robbing and stealing to get by. Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Fate’s Favored
The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Background Questions:
1. What is your character’s name?
Torela Pastedos
2. How old is your character?
27
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
At first glance, and second, and even the third, they don’t seem like anything particularly interesting. A half-elf with features that seem to lean more towards her human half. Pale skinned with a rounder face, almond shaped eyes, brown hair pulled back into a messy bun, shaded by a wide brimmed leather hat. Skinny in frame, rugged clothing is worn under tightly strapped studded leathers. With a rapier and buckler at her side, and a backpack on her back, she looks ready for any expedition.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
It wouldn’t take long for someone to notice that Torelia has a tendency to shift about in place. Bouncing from foot to foot, glancing every which way, tapping her fingers on nearby surfaces. An impatient air that sems to follow her everywhere she goes, in everything she does. Even her speech tends to be hurried and quick, even when she starts her long winded rambles about whatever she finds interesting. Leaving her breathless more often than not.
5. Where was your character born? Where were you raised? By who?
Torela, as far as she knows, was born in Almas. It’s as far as she knows, because she never actually knew her parents. She was abandoned at an orphanage at the city at a young age, likely born from some tryst between a barmaid wanting an exotic man. She grew up in the city all the same, in a small orphanage on the docks, raised among the urchins and street rats.
6. Who are your parents? Are they alive? What do they do for a living?
She has no idea, and while she’d love to try and figure it out one day, she doesn’t hold out hope. The closest thing she had to a parent was Matron Margaret. A harsh woman who was strict with rationing out food to her children. Especially to a little half-breed who’d be there for longer than the others. Margaret still runs the orphanage, not that Torela would ever want to see her again. Except maybe to bring the kids some treats.
7. Do you have any other family or friends?
Torela didn’t get along with a lot of kids at her orphanage, growing slower made her an easy target for bullying. There are a few kids who were younger than her though that she thought of like little siblings. Betty, the half-orc who could pick her up at ten. Little Lawrence who seemed to always know what was going on. Victor with his dreams of becoming a knight. If Margaret wasn’t going to look after those kids, she was going to. Now they’re all grown up, and she doesn’t have to look after them anymore.
8. What is your character’s marital status? Kids?
Unmarried and doesn’t have any kids, though she has considered it in the past. Relationships tend to not go super well for her.
9. What is your character’s alignment?
Chaotic Neutral
10. What is your character’s moral code?
Torela’s moral compass was formed at a young age. She doens’t view theft in of itself as a bad thing, that’s dependent on context. Nor does she view lying as something inherently wrong. Really it all depends on who gets hurt by the action. If it’s a minor inconvenience, or no one gets hurt at all, then no harm no foul. She cannot stand bullies though, or the idea of having someone lording control over her.
11. Does your character have goals?
She wants to become some great adventurer! See the world, become famous, get rich! Get all the things she lacked growing up. People will learn to respect the name Torela Pastedos, or she will die making then learn it!
12. Is your character religious?
She is no religious in any way, at best paying lip service to whatever God makes sense for the given situation.
13. What are your character’s personal beliefs?
She has a severe hatred for those who’d abando’ their kids. It’s one thing if they die and couldn’t control it. Those who willingly would give their kid over to an orphanage however, earn her deepest scorn. She of course also has a soft spot for orphans, even if she know they can be little monsters like anyone else. They need more help than anyone else, and she’s more than willing to steal some food to feed the little munchkins. Its what she spent most of her childhood doing after all.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Torela is an odd combination of impatient, optimistic, and oblivious. With her, something always needs to be happening. If something isn’t happening, then she’ll make something happen. It’s bound to turn out in her favor, most things tend to turn out in her favor. The only time she can sit still for any length of time is when reading, a skill she taught herself. She’s less persuades people, and more just bullrushes through conversations so quickly that no one has a chance to think about what she just said. Yet she has no idea of how the way she acts might get on people’s nerves.
15. Why does your character adventure? Why did your character accept the job?
When she was young, she spent a lot of time running around the docks of Almas. Stealing things, diving into the waters to get away, working alongside other orphans. Then one day, she happened to steal something new. A book, not the stuffy books that she’d seen before. A First Edition Pathfinder Chronicle. She tucked it away where none of the other kids could find it, and slowly taught herself to read on it. And fell in love with the story of adventure, the danger, the wonder, the ancient ruins.
After that day, she knew she wanted to become an adventurer. To be just like Durvin Gest. Traveling the world, finding treasure, going on great adventures. Wealthy, happy, famous, respected. She was quick. She was smart. She was lucky. She had the stuff to manage it, she just needed to get taught what she was missing and find an adventure. She slowly put together the skill set she thought necessary over the following years. Until eventually she heard tell of a company searching for those who wanted to take part in an expedition to Lost Azlant. How in the world could she turn that chance down? She might have lied a little during the interview.
16. How does your character view his/her role as an adventurer?
She’s the scholar! The one who looks at the ruins, tells people what they are, when they’re from, and why that’s important. The Archaelogist, who knows how to get around ruins without breaking everything of value and triggering every trap! Sure she isn’t super amazing in a fight, but that shouldn’t be a problem right? Right?
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Hidden underneath her armor, along one of her arms, Torela conceals a fairly nasty burn scar. It wasn’t even given to her on purpose. During a fight with one of the other kids at her orphanage, she fell and her arm landed in the fireplace. It still itches sometimes. Besides that, she has some other scars. The kinds of scars you’d expert someone to acquire during a rough childhood.
18. How does your character get along with others?
Torela herself, tends to have very little issue with people in general as long they don’t fall under one of the two things she dislikes. She tends to be too oblivious to social cues to really notice if people even dislike her. So unless someone says to her face that they dislike her, she’s more than likely just going to be neutral on people. She does however greatly appreciate those who’ll sit and listen to her rambles.
19. Is there anything that your character hates?
As mentioned before, she absolutely cannot stand bullies of any variety. Or people who’d abandon their children. Outside of that, a random assortment of things. She has a dislike of bells, Matron Margaret having used a very large and very loud one to wake all the children up and signal for meals. Slimy things such as eels and slugs earn a deep disgust from her, having had to work around them when diving around the docks in Almas.
20. Is there anything that your character fears?
Fire. While she hides the scar, falling into that fire place at a young age left more than just a physical one. She makes sure to stay away from fireplaces wherever possible, and even keeps her distance from torches.
NPC Relationships:
Eamon Caranth would have caught her interest right away, as another half-elf. Even if their actual morals are likely very opposed, his friendly nature provides what’s more than likely an accepting ear for her ramblings. Something she’ll definitely always want to seek out.
Anya Sandstrider would have caught her interest as very obviously being a wilderness explorer type. If there’s one important thing she herself can’t do, it’s survive in the wilderness! So, making sure she knows the person who handles that was a top priority. If it turns out that the woman is willing to put up with her, then well, pleasant surprise!
Carver Hastings is arguably the exact opposite of the other two. Where she sought those two out, once she learned who Carver was, she actively avoided him. He’s her rival, the other scholar who she’ll inevitably have to either share her discoveries with her compete with. And as the more experienced one, she feels a bit threatened.