
Alistar Sinclair |

I realize, I assume the others can handle it. We never finished discussing my mount, but now would be a cool time to have it hear assuming a shark or something like it s cool for now. I couel hold breath and hang on while it gets me to the ships. Don't have to worry about stating it our right now just that I have something to get back quickly.

'Sunny' |

Sorry I am fer losin' a round, but I wan'a make rilly, rilly sure this lil' fishy dun't get away. (^_^)
Waste not... want not...

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As Alistair makes to head for the ships, the Mage turns to face him and grins wickedly.
Skinned one will not lea-- Urk!
The tips of Nalgi's trident explode out of the sahaguin's chest, spraying Alistair with thick black ichor. When the water calms down, Delben speaks in his monotone voice.
Wait. Nalgi and I will return to the ship. Harvey, you're in charge here. Find this Veska, and this fabled treasure.
With that, he mounts one of Nalgi's sharks and they make off back toward the ship.
What now? There are several looted items to inspect, and a decision of where to go.

'Sunny' |

Sunny pops back up again, "Here! Wait! Take this bundle with ye!" She calls, indicating her captive. "Don't hurt it none. I want it ta' be in fine nick fer when I get ta' play with it later." (^_~)
She then proceeds to search around thoroughly for anything the dropped critters have... or they might have dropped.
Perception:1d20 + 9 ⇒ (18) + 9 = 27
Yay! An' welcome back every one! *Does happy dance of happy stuffs* (^_^)

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Under the water, Sunny is able to recover the matching short sword to the one she boosted off the sahaguin earlier. They both appear to be made of something other than metal, and radiate magic.
These weapons are made from a type of coral referred to as Steel Coral. They aren't forged like normal swords, but are instead grown by those knowledgable in the art. It takes roughly 5 years to grow a one handed weapon, and 8 years to grow a two handed weapon. Since they are grown in this manner, it reduces the cost of magical enhancement by %35. The standard price of a coral steel item is the same as that of a mithril item of the same type.
In addition, a coral steel weapon with the broken condition can be "fixed" by submerging it in sea water, with the broken pieces secured to each other, for 1d4 days for a one handed weapon and 3d4 days for a two handed weapon.
These weapons were popular during the Azlanti war, and are still found, though rarely, in some underwater cultures.
The broken falchion that the warrior sahaguin wielded is still under the water, and is made of the same material as the short sword.
In addition, the Mage sahaguin had a necklace made of pearls around his neck, and one of them radiates magic.

'Sunny' |

Dang, dnu't has neither of them skills...
Sunny shows off all the stuff she's found that's been dropped by the critters.
"Where d'we goes next?" She asks in a quiet voice.

Alistar Sinclair |

Alistar picks up the broken Falchion and stares at it a moment. 1d6 ⇒ 1 his eyes glaze over white a moment as he speaks telling of the properties of these blades.
K. Nature: 1d20 + 25 ⇒ (17) + 25 = 42
We should take these. They could be usefull. We will have to regrow this one. Now shall we press on. Lets leave the ship to the captain and Hagi. Is anyone hurt?

Harvey Dagger |

Perception: 1d20 + 10 ⇒ (16) + 10 = 26
Knowledge (local): 1d20 + 8 ⇒ (19) + 8 = 27
hopefully those rolls will let me know which direction will be the best to go
Alistar is right, we need to keep going and trust that the capt will take care of our ship
let's head on words forward. I want to make quick work of this place.

'Sunny' |

Sunny nods in agreement, "I be okeys!" She assures her friends, even as she begins to glide smoothly through the flooded passage.
Perception:1d20 + 9 ⇒ (5) + 9 = 14

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It appears the only way past this area is through the hole cut into the wall. I'll go ahead and speed this part along, since there aren't any dice rolls. Sunny climbs into it, discovering that it leads downward into the brackish water. After about twenty feet, it opens up and she can see what appears to be the sea floor. As far as she can see in all directions are buildings and other city structures made from coral, stone, and some kind of giant shells. Sahaguin swim about, hustling and bustling in between areas. A large group of them is centered around a giant corral, made from coral grown into a huge netted dome. Inside are two giant sharks, with Sahaguin riders, and they appear to be doing battle. No one notices her as she swims along the bottom of the tower, and she finds another hole leading back up into it about thirty or so feet away.
She returns to the group, and explains to them in her usual bright and cheery way, and leads them into the tunnel. They view of the city is actually quite breathtaking, as the colors and designs are far more beautiful than one would expect from bloodthirsty fish-men, and by this point the shark fights have gathered more attention, with one being bloodied up pretty bad.
Once the group makes it into the new tunnel, a brief climb takes place, but everyone is able to make it along well enough with each other's help. The room you enter into into is far less run down than the others you've seen so far, and even has art in the walls that is not damaged by the sea or time. It mostly depicts men, in formal military dress, and most likely Azlanti. A few show scenes of great battles. There is a set of double doors to the north of the room.
I also forgot that the warrior sahaguin was wearing a breastplate, and it looked really nice. It is also slightly magical.

'Sunny' |

"I is be helpin'!" (^_^)
Sunny checks all about the room for maybe sekrit stuffs.
Perception:1d20 + 9 ⇒ (12) + 9 = 21

Alistar Sinclair |

Alistar takes note of the room and the art.
This are great works of a lost people. These could be quite valuable if we can find a way to get them out without damaging them, but we can worry about that after we stop the creature that watches over this place. Lets move on.
Once Suny gives the all clear Alistar opens the doors.

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was all that moving, swimming, underwater?
Noro takes a bit to catch her breath, Shooo whatsh the plan on getting back out? Noro is not to keen on taking on an entire city of fish people.

'Sunny' |

I wus bin helpin'! (^_^)
Sunny looks around at the place they find themselves in.
"Well... maybe tha' peoples who made this place has more'n one set of doors..?" She suggests hopefully... though sounding completely unsure of things.
Perception:1d20 + 9 ⇒ (4) + 9 = 13

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There isn't much to find in the room, other than the art, Sunny
The room on the other side of the double doors was once grandiose, probably the most lavish one in the entire fortress. It has long since fallen into disrepair, with about ten large holes scattered all over the floor, leading down to the sea. A massive hole on the other side of the room, at least twenty by twenty feet. About fifteen feet above it, a grand staircase hangs in the air, leading up to the second floor. It would appear the bottom half fell into ocean many hundreds of years ago.
The remains of fine ivory furniture lies in ruin in one corner, and a pile of rotted organic mush in another, probably the remains of ancient carpet, wood, and books.
The room hangs heavy with a sense of foreboding. The hair on the backs of your necks stand up. As you look around, trying to figure out what it once was, someone steps in a puddle, and the wet thwack resounds in the room. Suddenly, the water in the holes begins to roil and churn, and froth over onto the floor!
Sunny Inititative: 1d20 + 4 ⇒ (14) + 4 = 18
Noro Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Alistair Initiative: 1d20 - 2 ⇒ (10) - 2 = 8
Olhas Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Definitely not a really nasty bad guy's initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Climbing out of the giant hole is a massive crablike creature, large as a small house, ridden by a huge four armed Sahaguin! It pulls itself out of the hole and rears up to its full height of about ten feet, it's massive pincers clacking together. The sahaguin points a huge lance made of bone at you, and Glorts loudly.
Quick question: is there too much combat here and not enough roleplay, or do you like it like it is?

Alistar Sinclair |

I'm fine with the combat here as I'm sure once back on the boat we will have plenty of RP time figuring out our next move. Right now killing Fishy men is ok :) Is your bad guy taking an action or was it coming in and speaking?

Alistar Sinclair |

Unable to reach the beast Alistar will draw and set his spear to receive the charge.
Readied Attack: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 2d8 + 12 ⇒ (7, 4) + 12 = 23
AoO: 1d20 + 9 ⇒ (12) + 9 = 21 Only if it doesn't have reach
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Readied Attack Confirmation: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 2d8 + 12 ⇒ (5, 6) + 12 = 23

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Still no map. Basically, the entire area is difficult terrain, and we'll negate the acro check for the holes since you guys can't see them. We'll just assume they are part of the difficult terrain and all. They are more for the sahaguin than anything else. Muah ha ha.

Harvey Dagger |

taking a move or 1/2 move to get into an area where I am 30ft from the BBG
Attack 1: 1d20 + 7 ⇒ (8) + 7 = 15
Attack 2: 1d20 + 6 ⇒ (17) + 6 = 23
Damage 1: 1d8 + 2 ⇒ (1) + 2 = 3
Damage 2: 1d8 + 1 ⇒ (7) + 1 = 8
hoping my bullets hit home

'Sunny' |

Wishing every one all the very best.

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The battle with the massive beast and it's rider is over quickly, with Sunny figuring out that the sahaguin using the "puddles" (which are actually holes in the floor of the room leading down to the water above the sahaguin city below) to quickly leap out, strike someone, and leap back in only to reappear somewhere else and reappear the process. She catches one as it's coming up, beheading it with a vicious swipe of her sword. The other sahaguin realize it's a bad idea and flee. Olhas stuns the huge mount with his scream, causing it to rear back, exposing its soft underbelly, where Alistair cleaves it in half. Harvey finishes the job with two bullets from his pistols, straight into the skull of the rider. A search of the bodies reveals that there isn't much in the way of loot, only a string of pearls and a lance made of some kind of bone.
After a few minutes of debate on how to reach the stairs hanging from the ceiling above, Noro finally "boosts" (read: chucks) Sunny up to secure a climbing rope for the rest of the group to use.
Once up, the surroundings change dramatically. The stairwell here has been travelled by sahaguin maybe once or twice, if at all, in its entire existence. The wood is rich mahaogany, the floors spotless white marble and the walls made of expertly molded wood, painted a rich red and gold. It opens into a hall, with quite a few doors. The rooms are more of the same, revealing exquisite statues and architecture, and stately bearings. Some look to be offices of some sort, some were once living quarters. The furnishings have long since decayed, art on the walls mostly degraded and worn. They are still in some sort of decent quality though, depicting scenes of battle, landscapes and people, all of Azlanti origin. I realize that you will want to take as much as you can salvage back to the ship, so I will just say that between you all, you devise a way to carry anything of value or import along with you. To the right buyers, Azlanti artifacts are near priceless.
As you finish up your searches here, you hear a voice coming from a set of large doors, set in the back of this floor.
Borkissss, what issssss that racket outside? More sssshipssss? Kill them, bring me thier fleshhhhhh
A sniffing noise is heard, and the voice speaks again.
No, not Borkissss.... Not those wretched fissssshhhhh people. I ssssmell humanssssss. Pleassssse.... Come to Vesssska... Rid me of my burden and I will reward you....
Warily, you enter the doors, weapons drawn, expecting the worst.
Inside you find a white dragon. Not huge, though that's just relatively speaking. It's still about the size of your ship. It lays in the room, wings bunched up against its body. It's easy to see that it hasn't left here in a very long time, and it doesn't have the space to stretch out. It eyes you apprasingly and then speaks again.
Yessssss..... You look... Sssssuitable, more ssssso than the other wretched humanssss have been... I am Vesssska, protector of the third key, and ssssssufferer of a terrible fate.
Suddenly, it lurches its head to the side and speaks, apparently, the the corner of the room.
NO! You tell them too much! Eat them! Eat them and protect the key asssss you were ordered!
I won't! They can ssssave usssss! If they take the key, we are free!
They can't! No one can! We are doomed! Doomed to the geasssss, doomed to rot in this room, doomed to suffer those wretched fisssssh men!
NO! Let them TRY!
Think Gollum from Lord of the Rings in his scenes where he fights with both his personalities.
The dragon looks back at you, and displays what can only loosely be described as a smile. (It looks like a mouthful of really, really sharp teeth.)
You.... You musssst help me. You WILL help me. I am a sssslave to time, to the Azzzzlanti. I was captured, and put under a ssssspell. I must protect the treassssure of this arcane facccility. Thossssse who did sssso promissssed to return, to reward me with richesssss. They went away, never came back, never releasssssed me. You musssst take the chest, take it where I cannot find you, so the ssssspell will break. I musssst me free!
The dragon swings it's head again, and starts talking to itself again.
No! Won't work! Won't break! The ssssspell isssss to ssstrong!
Will work! No treasssssure, no sssspell! We only must ressssisssst following until they are gone! Gone away!
The ssssspell could make usssss inssssane! Could sssshatter mindsssss! No treassssure, sssstill ssstuck! No purpossssssse!
The beast looks at you again, and slides a massive clawed hand toward you, pushing a small, EXTREMELY ornate wooden chest toward you. In the semi-darkness of the room, you can tell it's carved with expert care, but can't make out what the reliefs are.
Take thisssss. I know not what it is.... I can't open it... Can't break it. Only know itsssssss called "Third Key". Take it, and I will resssssisssst chasssssing, ressssisssst killing. Take it, or I will kill you all and eat you here!
After a few seconds of discussion, and not being able to reach a decision together, Sunny darts forward and grabs the chest, and smiles to the group as she sprints past them, with a cheery Cap'n's order was to take tha treasure! I'm takin' it! Let's go!
The group follows, heading back toward the ship. As you flee, the sounds of crashing and screaming can be heard from Veska's chamber.
Once you arrive back out at the dock, the scene is grisly. Bodies of sahaguin are everywhere, speckled with the bodies of humans. The fish men continue to rise from the depths around the ships, and from the holes in the floor of the dock, as well as other hidden doors in the walls of the fortress. As you make it out of the door, a group of sahaguin block your path, lifting weapons menacingly at you. Suddenly, a very familiar, very large, very bloody chain sweeps across, cleaving through them and scattering them over the floor and into the water. The familiar voice of Urlak Kresh reaches you.
Captain is dead. First mate too. We need to go. Grin is already at the entrance, covering us. Get on the Trader, and let's go. Much longer and none of us will be alive.
As you follow him to the Horned Trader, you pass by a circle of about fifteen Sahaguin, all dead, and in the middle is the body of Delben Petch, his little drum broken and bloody. On top of him, with a sahaguin lance in his chest, is the body of Nalgi. His lance is wedged in the chest of a huge sahaguin. It's obvious the first mate died protecting his captain. Alistair grabs the Gillman's trident as he moves by, wheezing between breaths
This... Needs... A place.... Of honor...
When you board the Trader, she sets off immediately, swinging about and following the Grin out of the dock area.
As you leave, right when you think you've made it out, and the sahaguin are forced off the deck, the roof of the fortress explodes, and Veska rises out! A loud scream is audible.
Kill! Kill them all! The ssssspell commandsssss it!
The dragon flies over the two ships, spraying them with amassive breath of ice! Cannons fire, ballistas fly, and the dragon is pelted, and almost slowed. Another pass over the ships, and a massive crack is heard from the Grin! The dragon then comes straight at the Horned Trader, eyes red with hate fueled of ancient magic, and that deadly breath crosses the deck! Several pirates are frozen solid immediately, still more fall to the deck, screaming in agony as frostbite covers thier entire bodies almost instantaeneously.
The dragon, lifts up again, and you notice that the Grin is now behind you, dead in the water. The mainmast has broken, ice causing the wood to splinter and crack. Furthermore, the mast, when it fell, cracked the hull of the Inauspicious Grin, and the ship is taking on water. Doomed as she is, the crew is still bravely firing away at the dragon. It lands on the side of the ship, forcing it mostly underwater, and readies another breath. One of the gunners, thinking quickly, spins a cannon around, and fires it directly into the beast's open mouth! Veska's head explodes, and the body slides off the deck into the water. The sailor navigating the Horned Trader wheels the ship around, and a rescue mission ensues.
All of the loot and most of the sailors aboard the Grin were lost. The Horned Trader has taken a massive amount of damage, and can barely make half speed. Luckily, you're not too far from a well known place called Rickety's Squibbs, where pirates take captured ships to have them repaired and cosmetically overhauled so that they aren't recognizable anymore. Renamed and refitted, they can then be sailed on the open seas without being recognized by authorities as the ships they used to be. Upgrades such as more weapons, secret compartments for stolen loot, and increased cargo space can be done there as well.
Two choices await. You can take a popular route and get there faster, but risk being caught, or take a longer, less popular route, and risk running out of food and supplies.
The crew looks at you, expectantly. A few voices can be heard.
Oy! That ain't what we signed up fer! Where be our loot! Where be our food? Hell, where we be headed?! Who be captain now?!
The crew is worried, with good reason. What do you tell them?

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I do something in my home games I call skill challenges, which I took from 4e, in which the entire party has to try and accomplish something by using the skills they are good at, and the entire parties result determines the success or failure. A good example for this adventure would be maintaining course during a storm. One player might use a skill to control the ship, one might use a skill to keep the rigging tight, one might use a skill to maintain the crew and make sure they are doing their duties, and one might use a skill to navigate or something of the like. At the end of each round, successes and failures are noted and the next round begins. This way, non skill monkeys are included, but skill monkeys really get to shine. Here, you need to convince the crew not to mutiny, and appease their minds about surviving long enough to reach a place to get repaired.
Also, I realize that the synopsis above could have had a bit more detail, and is overall lacking, but a lot of it would have played out based on interactions with the party and I figured it would be best to just go ahead and get you guys to a fresh place where you can start your own adventure. Hopefully you find it at least satisfactory.

Harvey Dagger |

Profession (sailor): 1d20 + 10 ⇒ (18) + 10 = 28
Knowledge (local): 1d20 + 8 ⇒ (2) + 8 = 10
Intimidate: 1d20 + 10 ⇒ (11) + 10 = 21
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
----
standing on the treasure chest that Sunny brought back
Okay Crew listen up! I be Captain now! We've been thru a lot from the last couple of days. This ship OUR ship needs repair and needs squibing. we're several days out from Rickety's place. The first order is to get this ship in working order. Then once we've got it repaired and ready to go, we've got some pirating to do.
There be some really good crew on here, and I do not want to see anyone fighting nor squabing on chores today. let's get to work
Sends out a sharp whistle
Jackson the monkey jumps on my shoulder at this point
All Right Crew set the sail,
Sunny!, take two crew and get to the look out
Noro! Take the 4 crew memebers and see what we have for stores and wears please
Alistar! Grab 3 crew and see if we can make a couple of more repairs to the ship
Everyone else! man the deck, keep alert. Lower the colors. We're out numbered and out gunned out here at the moment, let's take the slow road to Rickety's
grabbing his guns out from the hoslter
Anyone want to counter my orders?

Alistar Sinclair |

"Listen up to Captain Dagger. All is not lost. Besmara watches over us still. I am now your third mate. I will watch over you and you will bring your concerns to me. We are damaged and lacking wepaons for defense. So with this end we will take the long way to Rickety's Squibbs. Food will need to be rationed and we will fish to make do. Any man hurt gather around. If you find yourself worn down come and see me directly so that you can keep going. Do this now and your pockets will soon be lined with the prizes of the ships we take down. Do it not and you will find yourself on Besmara's ship befor your time. Norro is your first mate, and Sunny is your second mate, but I will be handling the navigation. Now as Cap'n Dagger said get to work we have a rough few days ahead.
Channel to heal the men done a few times during the speach: 1d6 ⇒ 3
Channel: 1d6 ⇒ 1
Channel: 1d6 ⇒ 2
Channel: 1d6 ⇒ 5
Diplomacy: 1d20 + 13 ⇒ (20) + 13 = 33
K.Geography: 1d20 + 25 ⇒ (16) + 25 = 41Studies the maps and charts a few moments before plotting the course.
K.Engineering: 1d20 + 25 ⇒ (2) + 25 = 27Stares and studies the boat before assigning repair duties.
Pro. Sailor: 1d20 + 8 ⇒ (9) + 8 = 17

'Sunny' |

For a small moment Sunny just lies on the deck... resting and recovering after every thing that's happened.
At Captain Dagger's calling, however, she wastes no time in scrambling back to her feet, giving a jaunty bounce as she salutes and races off to do her duties.
Profession Sailor:1d20 + 5 ⇒ (12) + 5 = 17
Perception:1d20 + 9 ⇒ (16) + 9 = 25

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Noro accepted the healing as well. She then takes 4 men that she thinks most likely to troublemakers and leads them below to the cargo.
you, you, you, aaaannnd you. with me. Noro is blunt and to the point, glaring down any objections to her selection.

Olhas Zecuun |

Olhas works to help Alistar improve crew morale initially.
Diplomacy (Aid): 1d20 + 12 ⇒ (16) + 12 = 28
He then focuses himself on seeing what weather is coming for them, keeping them abreast of any weather changes. In between his watching of the horizon, he dips in and out of the water, keeping himself relaxed, before returning to the boat.
Nature: 1d20 + 6 ⇒ (14) + 6 = 20
Once he has done that bit of due diligence, he focuses all of his attention on figuring out about the chest they've been given, not entirely trusting of the response that happened when the dragon gave it to them. His eyes glow an oceany blue, as he focuses on the nature of this item.
Detect Magic
Arcana: 1d20 + 8 ⇒ (16) + 8 = 24

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Harvey
The feeling fades just as quickly as it came, except that you get the feeling it was desperately trying to tell you something.
Olhas
The thing is definitely magic. Well, whatever is inside anyway. The chest itself, while being ornately carved to resemble waves (the sides) supporting a huge whirlpool (the lid), is not at all magical.
The magic you sense is old. Very, very old. Auras of enchantment, transmutation, and necromancy are the most powerful, although you recognize all the other schools of magic as well. What's disconcerting is the fact that you detect some auras of schools you've never heard of.
The chest itself is locked, with the most ornate locking system you've ever seen.