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Well, maybe we should head towards the docks and take a look. We can pretend to be a group trying to book passage on a ship? Talking to the captain and maybe some of the crew might cause a distraction. One of us could pretend to be violently sea sick just stepping onto the docked ship. That might be distracting. No one gets hurt and nothing gets destroyed. Now, if the situation doesn't apply we may need to improvise with a sudden snow storm or ice in the rigging. What do we think?
What time would it be now? It is oathday, right?
Kados and Faceshifter, did you guys check out that side passage on the south side of the east-west sewer? Want to make sure we didn't miss anything, if you don't mind?

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GM was feeling lazy yesterday.
By the time Kados checks out the side tunnels with no sign of Laszo it's now mid morning on Oathday. You emerge from the smelly sewers and head down toward the docks.
A maze of broken ships forms an artificial reef blocking Diobel’s harbor. This treacherous and erratic terrain teems with laborers, barge masters, pilots, and port inspectors, who busily conduct their business ferrying goods to and from the Bristles. Beyond the Trawl, seagoing ships wait their turn to offload cargo or pick up new goods. One ship stands out among the others—the freshly touched-up paint on its hull, blue with streaks of white lightning along the hull, marks it as the Blue Dragon’s Bite. It sits moored to a dock jutting from the Trawl, with several crates already offloaded nearby, and many more waiting piled on its deck. A team of dockworkers are busy unloading the cargo.
On map scroll down
You haven't been seen from your current position.

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I am guessing I have the most charisma here.
So I have to act sick, and only if things get out of hand, knock some crew off the ship? This is going to hurt my pride.
Frost Seeker looks at the other people hoping someone will step up or just say 'Just freeze them all."

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You sneaks swim well? Could swim to far side and climb up side of ship and make your way into ship as we distract?
Everybody throw out an idea that seams reasonable and we can pick the best one.

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Me and the Orc can swim to the far side and climb on. Frosty you should talk to them normally try to talk to the captain if that does not work then start try to be sea sick.

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Sounds like a reasonable plan, anybody have a problem with it? If things go badly is their a direct exit from the docks? How about a meeting place if we get split up?
The rest of us can stay together with Frosty to see what he says and jump in if we see that we can distract at a specific time, like if a crew member is watching as the guys are slipping over the rail.
Do you and Kados swim well enough? Want to shed any extra weight and find a place to stash it, or have us hold stuff for you?

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Kados nods I am a fair enough swimmer
With that Kados goes to a stealthy location and hops in the water try to be as stealthy as possible.
stealth: 1d20 + 9 ⇒ (3) + 9 = 12
swim: 1d20 + 4 ⇒ (20) + 4 = 24

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Faceshifter isn't the best swimmer, so how about I run by those guys in front of us and try to pick his pocket for his coin purse?

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Kados enters the water and begins to swim to the far side of the boat.
Eveyone else let me know what you are doing or what your plan is.

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Frost Seeker will start for one of the crew on the plank, and asks,
I need to speak with your captain, it is urgent I need him out here now. If you are wondering, it is about some of your supplies, there has been some trouble. Just get him out here.
Bluff: 1d20 + 3 ⇒ (13) + 3 = 16
Oh, and please tell him to not kill the messenger.

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Throck will watch the ship from a distance, and intervene only when there seems to be a problem involving smashing heads together and throwing people overboard.

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As Kados approaches the ship he starts trying to swim underwater so it is hard for him to be spotted.
swim: 1d20 + 4 ⇒ (16) + 4 = 20
stealth: 1d20 + 9 ⇒ (8) + 9 = 17
After Kados approaches he starts addressing the situation.
To understand the structure of the boat and the common movements of the crew, and the best entry point and the best area to climb up at he thinks about his time sailing. Profession Sailor: 1d20 + 8 ⇒ (7) + 8 = 15
Hopefully the Sailor Check gives some Bonuses
Then Kados looks for any guards or traps perception: 1d20 + 9 ⇒ (9) + 9 = 18
After that he starts climbing to the best entry point stealthily
stealth: 1d20 + 9 ⇒ (10) + 9 = 19
climb: 1d20 + 4 ⇒ (18) + 4 = 22
#skillmonkey

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I'll join ye Frost. If ye playin' the "messenger role", I kin be yer dutiful guard. Say ye's from the harbormaster and ye got some bad news regardin' the ship's cargo or supplies. Somethin' of that sort. Git em interested in us and Kados n Face can make their ways on to th' ship. Dimble kin come with us to the ship too. I've done a fair bit o' bodyguardin in me past and kin look the part.

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I accompany Frosty on to the boat, following along sort of like a short bodyguard. I'll listen to the conversation and chime in if I have to. Not knowing where Frosty is going with the plan I'll do my best to keep up and provide backup if things go badly.
Will also keep an eye out for Kados so I can maybe provide a well timed panic attack or trip and fall in the water to distract the crew as he clambers aboard.

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Assuming you give Kados a few moments for to swim around the ship, Frost Seeker enters the gangplank.
A dockworker is also on the gangplank carrying a heavy looking crate. Beyond on the ship a short hair woman in an official looking uniform argues with a gruff looking sailor.
The woman, The fees are what they are, you are not entitled to a discount!
Salior, Like I says, the Cap'n says he's do a discount, las' time ya overcharged us. How many times I gotta tell ya, lady.
They don't seem to notice you approach.
The dockworker however sees Frost Seeker, with Slaine and Dimble in tow. At your query he replies,
He ain't my cap'n and he ain't here anyway. This crate is heavy, so get outta ma way. Then you can go on board and tell what've ya want to da mate. He's the ugly one.
----
Meanwhile, in the background you can see a dripping wet Kados quietly making his way on board in the background.
The skill monkey has managed to traverse the local waters, and quietly climb on board. Kados sees a cabin door to his right.

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Nicely done slippery skill monkey!! Now don't get caught :)
I stand on deck but near the rail in case I need to fall overboard at any minute. Dwarves traditionally aren't the best swimmers but I've enjoyed city life and swimming in steam baths and such enough that I'm reasonably certain I won't drown. I try and look over the woman and sailor, listening for any part of the conversation that might be useful, as well as trying to get a look at the crate to see any distinguishing marks that might tell what's inside.
perception: 1d20 + 0 ⇒ (19) + 0 = 19

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Dimble could move onto the deck, but the dockworker with the crate is blocking the way. So do you want to let him pass or force him back onto the boat.
Kados remains unnoticed by anyone on the boat.

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I didn't realize I was blocking the plank. I'll back onto the dock but apologize to the dock worker moving the heavy box a bunch. I try and help offer to carry the heavy box for him and might inadvertently drop it if I can get my hands on it. I'd of course try and drop it on the dock and not on the gangplank as I wouldn't want to risk loosing it in the water. Maybe that will help with the distraction. If not clearly distracting, I will hoot and holler a bit as I try not to drop the box, hopefully drawing attention my way.
Not sure what roll is best for that but will suggest an escape artist as I'm trying to help him with the heavy box and liberating him from carrying it....
escape artist: 1d20 + 5 ⇒ (10) + 5 = 15

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Once Dimble starts making a distraction Kados goes in for the documents.
perception: 1d20 + 9 ⇒ (5) + 9 = 14
stealth: 1d20 + 9 ⇒ (8) + 9 = 17
For the probably locked door
disable device: 1d20 + 12 ⇒ (20) + 12 = 32

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Dimble, Frost Seeker, and Slaine clear the gangplank for the dockworker. As the dockworker makes it onto the dock, Dimble decides to be "helpful". The crate is soon on it's way to the dock and lands with a thud.
Hey, I don' need your help, look at watc' ya done!
That draws the attention of attention of the inspector and mate on deck. The Mate calls out, WHAT ARE YOU DOIN'! CAREFUL WIT' AT!
This causes enough distraction for Kados to act. He finds the door locked, but it's an easy lock, he's pick many like it plenty of times before. Very lightly, "click" , Kados has opened the door and slips inside the cabin.
Inside he finds a bed with a chest at its foot; a desk and chair, with many papers lay around the desk in an apparently disorganized manner along with a spyglass; a nice looking globe in a impressive stand, and a few barrels are found within.

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Kados starts looking for the shipping documents on the desk and then if they are not there he looks in the chest.
stealth: 1d20 + 9 ⇒ (7) + 9 = 16
perception: 1d20 + 9 ⇒ (17) + 9 = 26
disable device: 1d20 + 12 ⇒ (19) + 12 = 31

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Slaine will try to be "helpful" with the crate and accidentally kick it or break it open. He still plays the dutiful, but not bright nor coordinated bodyguard for Dimble. Anything to buy more time for Kados. Once we see him slip back out of the cabin and off the ship, we will clear off quickly too.

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Slaine and Dimble continue to make the dockworkers day eventful. Meanwhile, Kados's quick search of the cabin yields the documents that Delroya described in her note.

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Time to get out of there, little monkey...
We're body guarding Frosty, right?
If it starts looking like the mate and inspector might get back to their business and notice Kados I start planning out pretending to have an epileptic seizure on top of the dockworker and crate. That should provide more distraction..... but only if needed. A dwarves brawler flopping around is a sign to see, but don't want anyone to get hurt.

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Kados will peek out the door to see if the coast is clear.
perception: 1d20 + 9 ⇒ (9) + 9 = 18
If it is he will make his escape
stealth: 1d20 + 9 ⇒ (16) + 9 = 25
swim: 1d20 + 4 ⇒ (9) + 4 = 13

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Nice rolling skill monkey. You got every check when you needed it.
Dimble gets ready to up the spectacle of the diversion, when he see Kados emerge and slip skillful back off the ship. Completely under the nose of the mate and the inspector, like a shadow in the night.

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I say that we look at those papers while we head back to the sewers. Sounds like the alchemist won't be there until night, so if we want to do any info gathering (if we need to), we can do that now. Any other thoughts, gentlemen?

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I'm ready to stop into a local watering hole and get a drink and some snacks. Maybe we could look over papers in a booth with a bit of privacy.
I scale down the impending seizure and politely help the dockworker gather up the crate and offer to help get it put where he was going with it. I keep my eyes open for any sign of eyes on the docks that might have been observing our little game. Otherwise, I try and help escort our mute friend Frosty off the docks hopefully with Slaine in tow.
perception: 1d20 + 0 ⇒ (4) + 0 = 4
How come I have the feeling Faceshifter was ready the whole time to snipe the mate if things went sideways?.... He'll probably glide up as we leave...Ha!

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Sorry I have not posted in a while, school got rough for the last week. I should be posting more often now.
Looking over those papers sounds good, let's not hope those pirates don't get too suspicious.
Nice distraction Slaine and Dimble.

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You find your way to a tavern and enjoy some refreshment looking over the documents. They are shipping manifests prepared for multi-ports in the Inner Sea region, you think they are meant to decisive the various port authorities.
------
As dusk gathers you know the time to confront the Leper in his Liar.
You can either go down early and set up for his arrival or show up later to try to catch him in the act. If setting up, position yourself on the sewer map and post what you are doing.

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Any a ye shifty lot 'ave a way ter set a trap? Nuthin like settin a trap fer a rat! Sides, an alchemist rat would be dishonered te be caught in a trap. Slaine growls with a hint of glee at catching a no-good beatnik like this so-called Leper. A disgrace to the profession!

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I don't have any trap making abilities. I prefer the more direct approach. If we put ourselves back in the sewer we could have a few sneaks lurking in the side chamber and a few at the end by the statue and his workbenches. Can anyone make us invisible? What do you think. I do like the idea of catching him in the act of making his foul concoction as an alternate idea. Then we could pretend to be buyers and try and surprise him. What does everyone think?
Looks like Kados has the sample of unrefined whip, but we don't have any notes to finish out Delroya's instructions. Must have to get them off his body....
Sorry for the delay for me. Long couple of days as well.

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We should catch bad whip man when he makes the bad stuff, then knock him down Throck has caught the general idea of the situation, and thinks getting the sneaky rascal in the act would be a fine way to teach him a lesson. Any excuse to whack something upside the head is also always a bonus.

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Faceshifter nods at Kados and then begins walk toward the sewers
sorry I havent posted recently I've been very busy with the musical

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Pon ferther reflection, we have plenty o evidence that this no-good law breaker is the cause o these troubles. Les go fer the ambush. Kados an Face kin hide up the sewers. Maybe even play possum as a druggy. I kin hide me a hind the statue fer cover fire. We wait for the no-good varmit teh come down towards his desk. Once he passes the sneaks, they jump him from a hind. Blammo! He won't know what hit em.
I suggest that Kados and Face do non lethal damage so we can interrogate him if needed. I figure a surprise round with 2 nonleathal sneak attacks should do it. If he doesn't go down, Slaine will have a shot readied to fire in the case that the Leper isn't unconscious after the 2 attacks.

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If everyone agrees with Slaine's plan go ahead and position yourselves on the sewer map (One person can do this). Anyone/everyone, especially the sneaks, should roll me some stealth checks, let me know if you are readying any kind of action.

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I'll stay in the side alcove and let the sneaks take him down and Slaine can provide backup. I'll come out as I'm able if things get messy. I do try and make sure the 2 druggies outside the alcove are indeed out of it and not fakers ready to warn him we are hiding.
perception: 1d20 + 0 ⇒ (8) + 0 = 8
or
sense motive: 1d20 + 4 ⇒ (1) + 4 = 5
Slaine, will you be able to hide at the end of the tunnel behind the statue?

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I am not capable of making anyone go unconscious, I am not the stealthyest so I probably will make this mission harder to accomplish. I should go grab some feed for the dwarf and some other food for anyone else who wants it.
If that is OK with other you guys, I will take Throck the Iron Sound Machine out to get food so he will not endanger the mission.

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I kin hide hind the statue down yonder.
Slaine will take cover behind the statue and ready an action to shoot the Leper in the surprise round (or first round) if Kados and Face don't render him unconscious in the surprise round
Stealth: 1d20 + 3 ⇒ (14) + 3 = 17