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The Roost Isles

A Pathfinder 2e game In the world of Midir
September 7th, 2019 | Full
Supporting Cast
  • Adney Willis
    A mysterious wandering woman that was found near Mythgulch. She aspires to adventure and as such joined the crew of The Finch hoping to find that. Although she looks absent minded she just tends to have her mind on multiple things rather than just one at a time.
  • Blue
    That's their name. They come from a goblin tribe from Kaos, where one day an Emergence Storm came through and they were caught outside. When all cleared away they had magic powers and their skin had turned a distinctive blue color. Now serving on The Finch they seek to find more experiences on within the Isles.
  • Bonnie
    Lieutenant for the Madame that arrived to the isles. Given a second chance by the Wanderers she now seeks to find a new way free of her old self.
  • Bud
    Bud is a very easy going man. He's in his 40's and likes to smoke cigars. Very a well traveled sailor he sought new adventures at sea. He seemed alright so you hired him as your Boatswain.
  • Julian del Bosque
    Is Sandra's Swift Technologies regional manager. Helped organize the race and is trying to expand the business into research and development of travel. He's been a local of Vulcrom and got his way to this job and is trying his best to keep his employees secure, however with the recent pressures he's not sure he can beat the Mast Weaver's monopoly over the Isles. With the recent merger with Fizzlecorp and Sandra's being his most recent success he has managed to lead what seemed to be two companies doomed to fail into a prosperous business. His work is in no short supply and is constantly needing to meet new deadlines and new movements to try and turn a profit.
  • Margot Price
    Violent hobgoblin that came along with the Madame. Known in Bandar as the Red Butcher, she relishes in murder and pain far more than the Madame herself. Covered in self inflicted scars that she uses to empower her deathly bone sabre, Bloodthirster.
  • Martin Greyhood
    Gilded Devil of masterful deceit. Has the preferred form of a rich dwarven merchant embellished with elegant jewelry. After the attack in his old business "Masterwork Masonry" he has hatched up some new plans with an even greater scale.
  • Madame Maui Richard
    Madame Maui, well known smuggler of anything and everything, predominantly in Bandavar but has lots of connections in almost all major cities and runs an expansive empire of providing what should be impossible to those with enough coin. Her network connections are why Bo chooses to leave to explore a dangerous and mostly unexplored place; safer than staying. Now she's in the isles and is making very strong and bold moves in this place. She will crush all that stand in her way, and she'll paint the canal red by the time she's done.
  • Mia Carvalho
    The eldest daughter of the Carvalho family, orphaned after the incident in the plantation. She seeks to right the harm that her parents did with the malpractice in the management of the plantation. Although she isn't quite sure on how to go about it, she believes that the Wanders and the crew of the Finch have their hearts in the right place.
  • Michael Bailey
    Ex-Fizzlecorp employee looking to simply maintain a mechanical repair shop in Vulcrom. Acknowledging the changing times he's begun to set up professional services around the city, but the recent uproar on the presumed death of Orryn Fizzleriddle has caused complications in his future.
  • Moldal Tlin'iir
    Storm Survivor and Underdark Survivor. Moldal's past few years have been rough but he's still fighting. Being one of the few gunsmiths and engineers in the world have made him valuable, and advantage he's keen to use.
  • Mördren Hori
    Mördren is an anxious tiefling that currently runs the magic shop known as "Preventive Magic". Has the ability of foresight alongside being a powerful divination wizard. Her services are for purchase at the moment although the party does come around and gives her some strong stress.
  • Naafoora el-Baluch
    Nafoora is a well connected spy working for the Regencies. Originally from somewhere in the middle east, she has been loyally serving the crown for five years gathering information on the current state of affairs of the old world. Now her skill set is being put to use to topple the reign of the council in the prosperous south of the Roost Isles.
  • Ramón Carvalho
    The middle son of the Carvalho family, orphaned after the incident at the plantation. Has far stronger convictions and was more outspoken than his sister, he is disgusted by his family and seeks to start anew. Despite this he still finds himself troubled that the change that he wanted came at the cost of his family's blood. He hopes that the Wanderers and the crew of the Finch will do what's right in the end.

Sessions Archive

21st Nov 2020

Session 39: Last Day of Tradehollow

7th Nov 2020

Session 38: Drinking on the Cove

17th Oct 2020

Session 37

10th Oct 2020

Session 36: The Heist of the Mill's House

Finding about the goings on, they decide to steal the information that Harvey Mill may have in his house, but things may be more complicated than they seem.



Journals
19th Sep 2020

Session 35: Tradehollow

The party arrives at Tradehollow and has a scuffle learning of Meryll's past. Then they went and investigated the goings on in Tradehollow.



Journals
12th Sep 2020

Session 34: Travel at Sea

The party spends its days travelling across the sea to Tradehollow, eventually arriving and finding themselves at a bar fight.



Journals
5th Sep 2020

Session 33: A Kraken Start

The party makes their way back to their ship in Mythgulch and begins their journey over to Tradehollow to begin their investigation on Nafoora and the Madame.



Journals
15th Aug 2020

Session 32: What's Lost in the Storm


Journals
23rd May 2020

Session 31: A New Age

The Wanderers are finally about to enter the party, where the future of the isles will be determined.



Journals
16th May 2020

Session 30: Relationships and Robots

Bo opens up to Cascade about a terrible plot that is soon to undertake in the Cohedron and the party investigates a missing robot.



Journals
9th May 2020

Session 29: The Undersail


Journals
2nd May 2020

Session 28: Amazing

I worry about Covenant. I wonder if it was the right call to just send him out with the Wanderers since they're all dealing with their own issues it seems. Especially since the last time they came over it seemed that a lot of their issues are getting to them. Hopefully they can come ahead despite all of it and work it out. I believe in them and their capacity to be good, they seem to have the best intentions at the moment and that should be more than enough.



Read the Report
Journals
18th Apr 2020

Session 26: Old City New Memories

I never thought I'd go back to Vulcrom so soon. Only came here before once with my family to sort out some business deals. It seemed like a very nice place but it was so vastly different to Mythgulch that I was never sure what to think about it, now it just feels haunting. No one had to die, we had more money back here, yet father and mother decided to die on that hill. For as rotten as this whole ordeal is I'm still thankful that I got a chance to live past them but now I'm not sure what the haunting memories will leave me to deal with.

  • Mia Carvalho


  • Journals
    11th Apr 2020

    Session 25: A New Tide

    With the crysis at the Cravalho Plantation resolved at the cost of their companion Sanna Finch, the party has taken a rest before making a choice on what they do with the plantation after learning many of its secrets. Afterwards they seek to make their way back to Vulcrom and deal with Michael and Sparkos as well as catch up with some of their acquaintances.



    Journals
    4th Apr 2020

    Session 24: Parte Numero Dos


    Journals
    28th Mar 2020

    Session 23: Verminous Bloodsuckers

    The Bounty in the Carvalho Plantation is still open and you doubt the situation has gotten any better during this time. Whatever lies ahead in these lands must be of great haste for such a bounty to be placed on a seemingly simple task...



    Journals
    21st Mar 2020

    Session 22: Robbery and potential horor

    The Party decide to blindside the creepy alchemist named Dogi by robbing the valuables in his isolated lab in the flooded outskirts of Mythgulch. The odd abominations that await them in the lab are not for the faint of heart and must be treated carefully.



    Journals
    7th Mar 2020

    Session 21: An Arm and a Leg

    While fighting their way through the fire ant hill near Mythgulch the party managed to reach the Ant Queen, however they were caught by surprise by deadly fireball that almost wiped them out and caused Bo's to lose his leg. Now the party retreated and are assessing their damages before deciding what to do next.



    Journals
    22nd Feb 2020

    Session 19: Board

    Mythgulch is a place of adventure, and it might be worth it to get some odd jobs done while your ship gets repaired.



    Journals
    8th Feb 2020

    Session 18: of Love and Cargo

    The crew gets ready to arrive at Mythgulch and conclude their business with the Mast Weavers. Here they find that the city is quite the colorful arrangement of peoples and religion that act quite differently than anything they've seen before.



    Read the Report
    Journals
    1st Feb 2020

    Session 17: Spiral

    After Martin managed to escaped the party has had a fallout. Now the group must decide where to go now.



    Journals
    25th Jan 2020

    Session 16: Martin, Final

    The party seemingly getting to leave Vulcrom for some time. Sparkos, unwilling to let Martin continue rampant on the city, goes rogue and recruits Moldal in an attempt to stop the terrible plan that is in motion.



    Journals
    18th Jan 2020

    Session 15: Lend Me a Hand

    The party tries to deal with temple politics to try and restore ambidexterity to Bo. In the meantime Martin continues his nefarious plot.



    Journals
    11th Jan 2020

    Session 14: Martin pt. 4

    Bo and Grim find themselves in grave danger! Captured by the famed assasin only known as "E" they must find a way to escape with their lives. Meanwhile Sparkos and Sanna try their best to hatch a rescue plan for their allies!



    Journals
    4th Jan 2020

    Session 13: Martin pt. 3


    Journals
    21st Dec 2019

    Session 12: Martin pt. 2

    The investigation continues! The party has found some information on Martin, however their current informant Urvi has been killed and a terrible plant like creature has burst from his body and is seeking to kill everything in its path!



    Read the Report
    14th Dec 2019

    Session 11: Martin

    Many discoveries were made during the last adventure and tensions now run high amongst the party. Interviews with The New World and the slow revelations between the party members makes alliances tenuous, all of this backed by a city being very keen to make money off of you. Yet such things do not phase you, for there is the situation of Martin and Pellanffyn that you seek to investigate with Moldal.



    Journals
    7th Dec 2019

    Session 10: The Party vs Vulcrom

    Infamy is fine, but hatred isn't. Most of the city hates the party and there's not much changing that at the moment. Fixing your name may be something they try to do but they seem to be quite busy doing other projects at the moment, and I don't blame them. They certainly have a lot of money where that they now need to spend wisely.



    Journals
    30th Nov 2019

    Session 9: Should Auld Acquaintance be Forgot?

    About to face off with the terrible wereshark goblin-shark, leader of the tribe in the sewers below, much ahead seems clear, yet many questions are soon to be answered are ahead.



    Journals
    23rd Nov 2019

    Session 8: Among the Dregs

    You've accepted to go to the sewers to help Michael find his friend, Duarina Chaucer, and his specialty tools that are both in the service tunnels of Masterwork Masonry. So far things have gone well, but behind a hidden door you have found a woman with scaly green skin and hair made of snakes. She appears to be blindfolded expecting someone named Martin.



    Journals
    16th Nov 2019

    Session 7: The Free City

    After your long journey you've made it! Meet your destination.



    Journals
    2nd Nov 2019

    Session 6: The Toll

    The Party is closing in the trench of Liflor and Fodon. However, strange rains have been appearing nearby and they find themselves with the path ahead closed. How will our adventurers proceed with their adventure after this?



    Journals
    26th Oct 2019

    Session 5: "She told me survival was a talent."

    The Party has made it out alive from the storm! However now they have two more souls on this small ship. Although they are thankful for the rescue they find themselves uneased by the discord that their introduction has caused in the ship. All of this strife is already added on by the fact that the race is still under way and the party must still work together to survive.



    Journals
    19th Oct 2019

    Session 4: La Inclemencia

    The waters ahead are turbulent and violent, as storms brew in the middle of the Aldis Ocean. Your choices are evident, avoid or ford. Circumnavigating may be safe and even wise, but are you certain that such a thing may be the best when there are other ship and crew that are just as desperate if not more so than you, to win this race.



    Journals
    12th Oct 2019

    Session 3: Shipping up to Vulcrom

    With the smell of the sewers far long washed off and the restful nights at the inn you awaken to the 12th of June 1351 you sail to the Gulf of Epibeuge to begin your quest.



    Journals
    14th Sep 2019

    Session 2: Dog Days

    The party has managed to gather their materials and were on the way to a healthy start to the race, however, they were attacked by dock bandits trying to steal their things. Fortuitously, Sparkos woke up from his sleep and assisted the party. Now with some of their materials stolen, they are trying to get some of their stuff back, so that no more delays can emerge and they can set sail.



    Journals
    7th Sep 2019

    Session 01: "Your story begins in a dock..."

    Your story begins in a dock in the city of Épibeuge. Here is where Sandra's Hasty Intercontinental Transport sponsored race begins.



    Journals
    7th Sep 2019

    Session 0: The Start

    You're finally here, ready to start the long Journey to Vulcrom, yet there are some things that we should clarify...


    The Roost Isles are a recently discovered archipelago within the world of Midir. A land filled with many riches and lost kingdoms, that have been long here since before the linages of any of the kingdoms of the land. Its a place where people escape the past of their homes and seek to start anew. It's a land where pirates roam the seas and take what they please from the desperate and wealthy alike. It's a land for anyone.   The Isles are composed of three major landmarks in this archipelago that define its boundaries. The first of these is The Island of Vulcrom, where the City of Vulcrom lies. The first city founded by the famed explorer named Vulcrom and the heart and soul of the isles. From here she would go and find the many wonders of the isles, until one day she went to explore new lands and was never seen again. The Royal Island where Regencia and the many petty colonies of the Old World lie. Populated by those that wished to retain their influence with the old crowns they flocked to the north seeking to keep the order they once established. Finally The Emergence a perpetual storm that has stayed in the center of the isles since their discovery.   The Island of Vulcrom was the first major discovery done in the first expedition to that found the Archipelago, and they were named by the famed explorer Aldis Autidottir. She was a magnificent sailor that went and explored most of the known world. Her discoveries in the isles is what drove most of the kingdoms to send out droves of colonizers to reap the benefits of the lands. Yet one thing Aldis forgot to mention were the many dangers in these lands. Most of the settlers were just farmers and laborers that didn't know how to defend themselves, and although some rose to become heroes most died before they even arrived to the shore. Seeking new opportunities and never fearing the risks that come from whatever they face, adventurers and mercenaries followed in the spirit of Aldis and came forth to explore the lands and rid of its dangers. With their arrival, The Golden Age of exploration came forth with these brave souls. People from all over the world came to lay claim to their share of the treasure of these isles, and most of it seemed to never end, for small storms came splintering off of the Emergence and changed the landscape of the isles constantly. Creating new islands and changing some entirely, sometimes they brought with them the ruins of civilizations that none had heard of before. The land during these times was rife for those that seeked their opportunities, and although stability was eventually reached, it came at the cost of many more lives.   Eventually 6 of these adventurers established the strongest holds and markets within the city and decided to strike on their own, and rejected the rule that the crowns held in the city. Skirmishes emerged but thanks to the great power they had accrued and Kurtlemath, a Bronze Dragon that joined their cause, they managed to obtain Vulcrom's independence with the Treaty of Gold. This treaty recognized Vulcrom as an independent city-state and promised free trade amongst the Crowns and Vulcrom and in exchange, Vulcrom would allow the nobility and those that wished to leave, to a new settlement that would be founded with the unified support of the Crowns. This settlement eventually became developed into a power of its own in a short time, and became known as the Regencies.   In due time the Isles seemed at peace but this was the end of an era, as shortly thereafter in the 19th of September, 1267 the Emergence began to grow and expand, destroying everything in its path. The very same 6 heroes that established Vulcrom as the cornerstone that it was set off to attempt to stop this turmoil before it engulfed the Isles. On the 21st of September, 1267 The Emergence returned to its normal stage and the Heroes were never seen again.   It is now 84 years after the disappearance of the heroes, and it is the dawn of a new age. What will you do in the Roost Isles? A land of heroes and myths, of trade and plunder, of power and despair. Everyone here comes searching for something that yearns within their soul and the only mystery that is left is... What will you find?

    This story is told by

    The Protagonists

    Grim Erel

    Level 5 Kenku CG Ranger
    (Far Traveler )
    25 / 39 HP

    Meryll

    Blossom Of the Hidden Oasis

    Level 5 Tabaxi CG Scout Rogue
    (Urchin)
    19 / 30 HP

    Astris