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Easily determined. Faengrim, drop me a Will save, DC 25, please. If you fail, you are compelled to stop your attack for one round.

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I assume that everyone returns to the boat? Was waiting for confirmation. Faengrim, I am going to rule that the power of the shackles overpowers whatever has a hold on you. You may act normally.

Chumtooth |

Once everyone is safely back aboard the Kiss of Vengeance, Chumtooth removes the shackles from Faengrim. He makes no move to punish him, nor does he give any indication of displeasure.
"Something was using mind magic down there," Chumtooth says to Dantes. "Could you see where it was hiding?"

Dantes Goldforge |

"I could not. I enhanced my sight to see the magically invisible, but to no avail. There are many aquatic species that have an innate means of camouflage; perhaps that is what we are dealing with."

Chumtooth |

Chumtooth turns to Faengrim. "Set a watch. Let us take stock of what we have found below, and conclude business with our partner."
His tone is matter of fact, with no trace of anger towards his officer.

Faengrim |

Faengrim is a bit slow to give the commands to the crew, but when he does, his voice is as strong, and steady, and commanding as ever. He could not afford to show weakness to this crew of cutthroats and ne'er-do-wells.

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The crew sets about their assigned tasks with fervor. Assessing your findings, your gain amounts to a corroded rapier bejeweled with precious stones, an amber ring, a platinum-plated compass, and 327 gp in jewelry and coin. Dantes makes a quick check and confirms the ring to be magical.

Chumtooth |

Chumtooth has all the treasures found in each half of the Brine Banshee brought to the Captain’s Cabin. He calls for the officers and Mr. Fitch to join him.
”These are all the objects of value we found in the wreck below,” he says to Fitch. ”You will bear witness as our quartermaster and ship’s wizard, Master Dantes, does the accounting. Do you have any words you wish to speak on this matter?”

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"This is it?" Fitch says with a raised eyebrow. "I was under the impression that the Brine Banshee would have carried more plunder."

Chumtooth |

"How much more?" Chumtooth asks. "The ship is split in two, and half of it is in a deep trench filled with sharks, mermen, and some creature using mind-magic. If there is more, it will take a long time to recover it. We have almost died twice going down there."
He turns to Dantes.
"Do you know any magic that counters magic? Stops it?"

Dantes Goldforge |

"I know of such magic, but I have nothing of the sort in my own grimoire. Given enough time in a sizeable port, I could find and learn such magic. Perhaps our priest aboard may have something to offer?"

Chumtooth |

Chumtooth nods, understanding Faengrim ‘s frustration. "Have the crew furl the sails and drop anchor. We will try again."
”Do you have any magic for seeing through its false magic, or seeing things hidden by magic?” he asks Dantes, trying to think of any unexplored angles.

Dantes Goldforge |

"Alas, no. When Victoriana saled with us, it was the sort of thing she would have excelled at, so I took no substantial effort to do so. I have a dweomer that will allow me to see the magically invisible, but it will not pierce illusions, and it will not allow me to perceive someone concealed with physical camouflage or stealth."

Chumtooth |

Chumtooth nods, and gives a resigned sigh. "We will prepare ourselves as we did before, with magic to help us breathe water and endure the cold and crushing. This thing will try to control our minds again. If it takes one of us," he indicates himself and Faengrim, "use the growth magic one the one who is not affected, so that he may subdue the other."
He pauses a moment, then adds, "it may be that any creature we find below, like the tentacled fish, is not real, but more mind magic. If we keep this in mind, we may be able to see through it."

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Sorry, folks. I was locked out of the site for about a week and a half.
When they have prepared, the trio dives once again beneath the waves and swims into the darkened trench, approaching the wreck with more care this time. Nothing moves in the still waters as you swim into the large opening that is the cargo hold. Suddenly, Faengrim, now knowing that he is looking for illusions, spots a transparent wall at the far end of the hold, behind which lurks a tentacled monster like the one they just fought. This one seems to be unaware of your presence. Once he points the wall out to his captain and crewmate, they too can see right through it.
Chumtooth Will: 1d20 + 2 ⇒ (11) + 2 = 13
Dantes Will: 1d20 + 7 ⇒ (3) + 7 = 10
Faengrim: 1d20 + 4 ⇒ (16) + 4 = 20

Chumtooth |

Spying the creature Chumtooth surges forward as fast as he can swim towards the thing and hurls his harpoon at it with as much force as he can muster.
Ranged Attack vs. Flat-footed target: 1d20 + 12 ⇒ (5) + 12 = 17
Damage: 1d8 + 8 + 3d6 ⇒ (6) + 8 + (4, 1, 2) = 21

Faengrim |

Change Shape: Water
Con +2 (+13 hp, +1 fort); Amphibious; Swim 30'
Faengrim charges, roaring his anger. If he hits, he activates Zul.
Zul (Trident): human bane, charge
To Hit: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26 To Hurt: 1d8 + 3 ⇒ (1) + 3 = 4

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Better prepared this time, the party once more lays assault to the aboleth! Bubbles fly as Chumtooth's harpoon hits home and the thing reels with pain. Faengrim manages a mere scratch, but it is enough for Zul to work its magic. (The aboleth is slowed and takes 4 Dexterity damage!) Dantes casts haste upon himself and his companions! The aboleth lashes out at the ranger, but he easily evades the attack.
The party is up!
Initiative
Aboleth
Faengrim
Chumtooth
Dantes
Fortitude: 1d20 + 8 ⇒ (5) + 8 = 13
Dexterity damage: 1d4 ⇒ 4
Chumtooth Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Dantes Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Faengrim Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Aboleth Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Aboleth vs. Faengrim (tentacle): 1d20 + 9 ⇒ (8) + 9 = 17 Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Faengrim |

Change Shape: Water
Con +2 (+13 hp, +1 fort); Amphibious; Swim 30'
Faengrim is unrelenting in his assault of the creature. He'll adjust his position to better coordinate with Captain Chumtooth.
Zul (Trident): human bane, 2Hand, power attack
To Hit: 1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 12 To Hurt: 1d8 + 3 + 1 + 6 ⇒ (6) + 3 + 1 + 6 = 16
Zul (Trident): human bane, 2Hand, power attack
To Hit: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25 To Hurt: 1d8 + 3 + 6 + 1 ⇒ (8) + 3 + 6 + 1 = 18
Zul (Trident): human bane, 2Hand, power attack
To Hit: 1d20 + 10 - 2 - 5 ⇒ (11) + 10 - 2 - 5 = 14 To Hurt: 1d8 + 3 + 6 + 1 ⇒ (5) + 3 + 6 + 1 = 15
Activate Zul with every hit.

Chumtooth |

Chumtooth moves to the opposite side of the creature from Faengrim, flanking it.
Harpoon Thrust, flanking: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 1d8 + 8 + 3d6 ⇒ (1) + 8 + (4, 3, 5) = 21
Second Attack, From Haste: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 1d8 + 8 + 3d6 ⇒ (5) + 8 + (2, 2, 5) = 22

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Chumtooth and Faengrim press the attack while Dantes stands by, ready to cast spells to aid his companions. Faengrim attack thrice, but only manages to hit with one attack, causing the creature to calcify some more. Chumtooth decisively finishes the battle, stabbing it through the head. Blue-green fluid seeps from its many wounds as the creature collapses to the floor of the hold.
Searching the vessel at your leisure now, you find that while most of the goods disintegrate at your touch, several timber boxes hold great tusks of ivory, worth 3 points of plunder!
Combat over!
Fortitude: 1d20 + 8 ⇒ (12) + 8 = 20
Dex damage: 1d4 ⇒ 1

Chumtooth |

Chumtooth gives a toothy grin of victory, then motions for the others to start making arrangements (getting sufficient lines, pulleys, etc.) to move the tusks up to the ship. He also insists on dragging the creature's corpse up as well. If it has a skull, he intends to add it to the ship's Skull Rack display.

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The goods are hauled aboard, along with the aboleth's body. It does seem to have a skeletal system of some sort.

Chumtooth |

Chumtooth also tries to save the skin/hide from the creatures face (however that is defined) and attempts to make another shrunken head for his belt once all other matters are addressed.
He calls Fitch into the Captain's quarters, along with all the other officers.
"You have seen what we have brought up. Is this the haul you were expecting?" His tone clearly indicates that he has very little interest in entertaining another foray below.

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Fitch bites his lip slightly. "It's a fine haul, and you are well-justified in not wanting to make another dive. I would just like my share as repayment for my aid."

Dantes Goldforge |

Delighted at the chance to consult his magically animated maps, Dantes rolls out the thick parchments and consults them, reporting to the captain the best options.

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Dantes consults his magical charts, seeking the fastest and safest route to a port. "Back to Quent," he announces finally. "We should be there within three days."
As good as his word, you pull into Quent in the late afternoon three days later. Fitch takes his cut and disembarks, telling you that he will catch passage back to Ollo and wishing you luck.
From here you have two leads to follow: Back to Bag Island to talk to Slip of the Temple of Norgorber about the wreck of the Brine Banshee or proceed to Drenchport to find Jaymiss Keft, half-elf scrimshander who claims to have knowledge of a spy operating within the Shackles.

Chumtooth |

(Seeing as we just explored and salvaged the Brine Banshee, I guess we head for Drenchport.)
"Once we have replenished our stores, we shall make for Drenchport," Chumooth says. "Any objections?"

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I see no dissenting opinions, so...
The vessel shores up supplies and heads for Drenchport, where you start your search for Jaymiss Keft. A little bit of asking about reveals that Keft normally stays near the fire at the Carver's Hall. Keft is an elderly half-elf whom you find carving a fine work of scrimshaw. He looks up from his work as you enter and seems slightly taken aback by the appearance of the trio. There are several other scrimshanders in the room, just so you know.
Faengrim Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16

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The man nods. "You've naught to fear from me," he says, "But I think better when I'm selling scrimshaw." He indicates several completed pieces on the table before him.

Chumtooth |

Chumtooth turns to the other scrimshanders in the room, and says in a low rumble, "Keft and I have business that is not for your ears. Leave now, and you may return when I have left."
Intimidate: 1d20 + 14 ⇒ (17) + 14 = 31

Dantes Goldforge |

Dantes starts, for a moment thinking the captain's order was meant for him. He will, however, follow the carvers to the door and leave it cracked so he can watch and make sure no one is eavesdropping at it.

Faengrim |

Faengrim advances menacingly upon any that don't seem to want to leave.
Intimidate: 1d20 + 10 ⇒ (15) + 10 = 25

Chumtooth |

Chumtooth nods in satisfaction as the others scurry out of the room. Confident that Faengrim and Dantes will keep a watch for eavesdroppers, he takes a seat opposite Jaymis Keft.
"I wish to know what you know of a spy operating in the Shackles. There is someone moving in shadows, trying to undermine the Pirate Lords, is there not?"

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"A spy?" Jaymis chuckles nervously. "How would I know about a spy? I am just a humble scrimshander? See?" Again, he indicates the finished pieces.

Chumtooth |

"Those who deal in secrets have given forth your name. How you would know this information is of no matter to me. The name of the spy is what matters. I will ask again, and agree to buy one of your carvings for an agreed price. If you wish to make this bartering take longer, I will do so, but you will no like that price or agree to its terms."

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Jaymis tries to look brave, but his nervous stutter betrays his true emotions. "W-well, th-that's different. You want to talk to Haddon Pike. Fisherman, scavenger, and occasional smuggler. He can be found in Drenchport. I-I'll give you directions. Funny thing is, most of his smuggling trips don't involve moving any goods. I know the black market in Drenchport pretty well and he seldom buys or sells any contraband before or after these trips."

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There is a nice piece in the shape of a hammerhead shark skeleton, only 2d6 ⇒ (6, 1) = 7 gp.