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Since we're next to the crew area (7), let's slip in there and chat with Killik.
On entering the crew cabin, Sahba smiles. "Killik," she says, 'The captain has been paying for your services, and now requests an accounting of those services. Where were you at the time of the attack?"
Diplomacy: 1d20 + 4 ⇒ (9) + 4 = 13 (Could use some aid on this roll)
She rattles her money pouch. "In addition to whatever your duties may obligate you to telll us, we will pay good coin for good information leading to the identification of the elf's killer. (Bluff)
Bluff: 1d20 + 8 ⇒ (19) + 8 = 27
"What say you?"

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Rolando hears Sahba questioning Killik and enters, hoping to lend what aid he can.
Yes, and we know that Shira has been poisoning us all for some time now, so if you had any physical illness, that is probably the reason.
Diplomacy AA: 1d20 + 7 ⇒ (11) + 7 = 18

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I don't believe it, you betrayed the sacred duties of the cook because you lacked Attention. A sad story, but maybe judging by the state of this place a true one. Come after this voyage visit my sister and she'll show you how to keep everyone's attention with the delights of your cooking, not the downfalls!
Wilm nods his head in assurance that the chef has been appropriately spoken too. He turns to his companions.
down to see azuretta, yes? Looks like we're narrowing down suspects well enough.

GM chadius |

Killik is resting on a cot. He yawns as you approach.
In the Crew's Cabin (area 7) lays several cots, each with a footlocker to the side. Each has a name written on it for each crewmember besides Azuretta, Captain Veane and First Mate Marzack. You notice the symbol of Besmara drawn on the locker.
Pirate Queen Besmara is a legendary figure, who encourages plunder, pillage, and gold above all else.
Sense Motive: 1d20 + 7 ⇒ (1) + 7 = 8
After a few awkward seconds he sits up. "Now that you mention gold... 60. That's how many pieces I could be earning right now instead of talking to you. Make it worth my time. I've already given some help away at a deep discount today."
Aid Another (Diplomacy) will help reduce his cost.

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In fairness to Sahba, I was off doing...absolutely nothing. Nothing, yep, that's the ticket. Just chatting with Thanzeril about the poison... ;-)
Knowledge religion (can use untrained per Bardic Knowledge, and I guess it's only DC 10 anyway): 1d20 + 2 ⇒ (12) + 2 = 14
I get it, I get it--Besmara says you need to acquire as much gold as you can. I respect your devotion to your goddess. I myself follow Cayden and use that to justify never turning down a drink. But think on this--there is very likely a mutineer on this ship. Would Besmara need a few coins to punish a mutineer, or would she do all she could do ensure the traitor got what was coming to them?
Just adding that for flavor, my diplo is already above.

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(See Bluff roll, above.)
"I'm sure any assistance you provide will return the rewards you so richly deserve." (Sahba has no intention of paying anyone to solve a murder.) How crass can one be?!
Sorry for jumping ... We went about 4 hours (during the day) with no one posting, so I thought I'd move things along. I'd love for Wilm of Rolando to initiate the conversations, but I (and Sahba) am also too impatient.
As her companions file in, Sahba turns to them and inquires whether they might find it useful to inspect the crew's belongings. With the permission and presence of the Captain, of course.

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Diplomacy, aid another, untrained: 1d20 - 2 ⇒ (17) - 2 = 15
"We'll work something out."
-Posted with Wayfinder

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I think I missed the reference to why it is up to Qillian now...
"And now, who is strong enough to have succeeded? Tell us, maggot!"
Intimidate: 1d20 + 8 ⇒ (6) + 8 = 14 ugh..
Qillian then proceeds to start opening the chests, if he can.

GM chadius |

All but you had made Diplomatic/Intimidating attempts.
"Ah, Qillian." Killik laughs. "You of course understand where I'm coming from the most. Not like these 'landlubbers.'"
"This conversation is wasting my time. I'll give you something for free if it gets you out my way. Anera was so insistent on playing kniveses with Thanzeril, even after he rejected her offer. Like she wanted a chance to kill him without retribution. Do you know she bears a grudge against elves? She's been angry at the Captain ever since he took on this assignment."
"That one was free. The rest will cost you 30."
Most of the footlockers have some pages, trinkets and memorabilia from cultures and locations around the world - nothing useful or incriminating. Killik does nothing to stop Qillian from opening the footlockers, but he does chuckle as Qillian approaches his.
I don't think anyone has trapfinding.
The locker is magically trapped! Wounds suddenly open across Qillian's arm as he opens the lid.
Inflict Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9 Damage, Will Save DC 12 for half
Killik laughs. "An entrepreneur always guards his profits, Qillian! You should know better than that!"

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Qillian, does it happen? We need to know!
"You bastard!" Sahba screams in fury. "You might have killed him!"
If Qillian *fails* the save, Sahba punches Killik, hoping Febida will tend to Qillian's wounds.
Unarmed: 1d20 - 1 ⇒ (16) - 1 = 15
Unarmed dmg: 1d4 - 1 ⇒ (1) - 1 = 0
Well, maybe points for style, if nothing else.
If Qillian *makes* his save, Sahba fumes, and readies Daze instead, waiting to see how Qillian reacts.
Sabha strongly considers "accidentally" dropping an acid ball on Killik's personal items when this encounter is over.

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Rolando tosses Wilm 15 gp, hoping the others will similarly kick in to share the financial burden. It would be 5 apiece if everyone is willing
This guy sucks. After he tells us what he knows, I say we beat the tar out of him and take the 30 gp back for extorting us during a murder investigation.

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Kelsier coughs up 5 gold coins.
-Posted with Wayfinder

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Sahba wasn't planning on paying him at all (That was a *really* good Bluff roll...), but had thoughts similar to Rolando.
"'That one was free?' You tell us things we already know, and then claim to be doing us a favor? You're a sorry sack of flesh, you little weasel. Wilm has paid you, even though you don't deserve it, so cough up some useful information before we use your hide to make a new sail."
Intimidate: 1d20 + 4 ⇒ (15) + 4 = 19

GM chadius |

Regardless of Qillian's actions (and Sahba's reaction)... yeah this guy's a scumbag, lol
"Such violence!" Killik recoils as Sahba threatens to use him as part of the ship. "I'm not the one who is looking through everyone's possessions, poking into their lives. Maybe you should ask first (not that I would have let you without proper compensation) I'll let it slide this time, but unlike you the Captain does not endorse fighting, and neither do I."
Receiving gold from the party, he nods. "At least some of you understand that nothing is free. Everything has a price, even if you unintentionally pay for it." He sits up again. "For this night I was resting for the day. Someone - I'm not sure who - got up in the middle of the night and left. But that isn't unusual. Maybe Snig was wandering around again." He shrugs.
"Since you are all so interested in my footlocker, though, I'll show you why I keep it guarded." Killik finally gets off his bed, opens the locker using a peculiar hand gesture. Inside are art items, jewels and two bars of platinum. "A personal investment, liable to be stolen if I don't safeguard it well. No murder weapon, though, so it is irrelevant to your investigation." He slams it shut, and applies a different hand gesture.
"Now then, that's all I know. If you are done, now..." He motions for you to leave.
Several of the bracelets are used only by elves of high origin. These could be Sephirel's.

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Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
"Ask before you open someone else's stuff! Or at the very least look before you steal!" Febida sighs in exasperation, knowing her job as a healer may be needed more than she thought.
Febida tosses a few coins in for the payment. 5 gold. I kinda don't like this guy, be we should stay on his good side. Sorta...
EDIT: I have appraise, but it's not high enough to make that DC.

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I have appraise, too, and would accept some 'aide another'. Appraise can be used untrained...
Appraise: 1d20 + 6 ⇒ (15) + 6 = 21
Sabha eyes Killik impatiently. "Now is the time when you share information that is worth what you've been paid. Someone got up at night. So what?! That might be worth a couple of coins, so by my count you still have 28 gold pieces worth of information left to share." She smiles, perhaps a tad too gleefully. "Or, we could ask Qillian here to collect the difference from you."

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Appraise, untrained, aid another: 1d20 + 1 ⇒ (16) + 1 = 17
Kelsier calmly rests his hands on some of his weapons. I hope this doesn't turn to violence.
-Posted with Wayfinder

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With the aid of her companions, Sahba recognizes several of the bracelets as those used only by elves of high origin, like Sephirel. "Your arrogance is your undoing, Killik," she presses. "Those bracelets are unique to certain classes of elves. Should we call in Thanzeril to identify them as Sephirel's, or would you prefer to confess your theft now?"
Is Sephirel an arcane caster than might have put Arcane Mark on his items? Or is there space for a house crest or personal mark on the items? Sahba examines the items further, mumbling Detect Magic.
EDIT: Just noticed he slammed the lid shut again. Sahba demands he open it for inspection. If he does not comply, threaten to involve the Mate, and hint at physical violence. Surely, if these were obtained legitimately, there is no need for further complication?

GM chadius |

To help speed things up (and this would be a hilariously one sided fight...)
"Oh bother." Killik rolls his eyes. "Unfortunately for me, you've caught me pilfering a dead body. Unfortunately for you, you still haven't found the murderer, because it's not me." He holds his hands up in surrender.
After restraining him (and getting your money back), First Mate Marzack arrives. He grins as he sees a defeated Killik. "Now now, mates, the Captain frowns upon violence among the crewmen, especially against a wimp like Killik." he barely stifles a chuckle.
"But ah, more importantly: we found a hole in the bottom of the ship, and a storm is coming. The crew is busy downstairs making emergency repairs. I'll drag Killik and Shira downstairs. You guys head to the deck and make sure the storm doesn't tear this ship apart, alright?"
Marzack grabs Killik by the collar and makes as little effort as possible to drag him away. "V-v-violent ruffians, the lot of you!" Killik mutters as he is dragged out.
You all have a few turns to get to the deck.

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Wilm's head turns this way and that as the verbal sparring goes on around him. At one point he looks over at kelsier and finds himself thinking.
You know what, I see now why sometimes you don't say much...
In response to rolando's suggestion.
it seems everyone on this ship is upto no good... I'm not much of a sailor, but I think we should head top side first and try asking questions later.
it's only a couple of rounds, which is no time in real time. Still really impressed w our post rate! 12 in the time most of my games get 2!

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Sahba is torn between trying to convince Febida to step away with her to visit Snig (faction quest), and following the party. The thought of being stuck in the lower hull with Killik and the foul cook during a storm is too much for her sensibilities. She decides to hurry topside with her party.
"Ulamon is at the wheel. Perhaps we have time to speak with him, if the storm is not too near."
On their way past, she reminds Thanzeril to let no one in or out of the fallen elf's chambers.
As they move topside, she reflects on the clues. When did Killik have time to loot the body? Was it before it was discovered by Marzack? It's can't have been afterward--wasn't Thanzeril on watch?
As to the murder, several obvious clues point to Azuretta. Maybe too obvious?
Killik mentioned someone up in the middle of the night ... but that was before the murder, wasn't it? (Or was it near the time of the attack?) And despite Killik's musings, Azuretta doesn't sleep in the crew cabin. Nor, does Snig, or so we've been led to believe. So, it couldn't be either of them. Besides the murder was during the attack ... was that the same time someone was up and about? ... and how could Killik not have noticed Azuretta and Thanzeril's aborted tryst, yet still have been awake to notice another unnamed person?
With these thoughts running through her mind, Sahba quietly whispers a prayer to whatever Gods (or GMs) might be willing to offer insight.

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Kelsier quickly makes his way up to the deck. He looks expectantly at the captain (or whatever authority figure is present on the deck) for direction in how he should help out.
Yeah, Kelsier is a man of very, very few words. He speaks the bare minimum. It's part of how I RP his 7 Charisma.

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Boy, today wasn't the day to step away! For the record, Qillian would have opened it.
Will Save DC 12: 1d20 + 2 ⇒ (17) + 2 = 19
Thanks, Febida, for the healing.
"I am not convinced that Killik wasn't involved. He is a greedy one, and certainly capable of murder. But I don't think he has the smarts for it, ya know? Ulamon seems as good a choice for the next talkin' to as anyone..."

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"I think the crew have that under control, Qillian. The captain wanted us above decks, and with as dysfunctional as this crew is, it might be wise to stick together."

GM chadius |

The crew reassure Qillian that they have the cargo handled (despite Killik and Shira unable to help) and that he should help direct those landlubbers on how to handle a ship in a storm.
As you climb up to the deck, the wind picks up and some of the rigging struggles against the winds. Rain intensifies as the dark clouds obscure the morning dawn.
You get 1 round to prep before the storm starts messing with you. I put you near the stairs on the top of the ship to start.
Anyone with Profession(Sailor) can use this skill instead of whatever skill or check bonus is needed to help the ship. Additionally, anyone with Profession(Sailor) can make a free Aid Another action to grant a +2 circumstance bonus to anyone with 30 feet.
Qillian: 1d20 + 3 ⇒ (17) + 3 = 20
Kelsier: 1d20 + 3 ⇒ (8) + 3 = 11
Febida: 1d20 + 3 ⇒ (13) + 3 = 16
Sahba: 1d20 + 3 ⇒ (5) + 3 = 8
Rolando: 1d20 + 2 ⇒ (14) + 2 = 16
Wilm: 1d20 + 2 ⇒ (4) + 2 = 6
Storm: 1d20 + 0 ⇒ (3) + 0 = 3
Round 1
- Qillian, Rolando, Febida, Kelsier, Sahba, Wilm
Round 2
- Qillian, Rolando, Febida, Kelsier, Sahba, Wilm
- Storm
So, please give me 2 rounds of actions.
Storm Decides: 1d10 ⇒ 7
As you all prepare for the worst, you feel the ship lurch to one side as the steering wheel spins out of control! Someone needs to move next to the wheel and hold it tight!
At the end of Round 2, make a DC 15 Acrobatics check or fall prone. If you are next to the Steering wheel in Area 1, make a DC 14 Strength or Profession (Sailor) check to gain control of it.
Round 3
- Qillian, Rolando, Febida, Kelsier, Sahba, Wilm
- Storm
Once you react to the storm, give me your round 3 action.

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Oh hey, Kelsier should be really great at this part.
Round 1
Kelsier quickly makes his way up the ladder and grabs hold of the wheel. Profession (Sailor): 1d20 + 4 ⇒ (9) + 4 = 13 One aid and I've got it.
Round 2
Um, not sure what to do with this round... Should I make a second check to secure the wheel? I'll happily try to take a free Aid Another action every round to help someone else with Sailoring.
Acrobatics to not fall prone, trait bonus for being shipboard: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Round 3
Not sure what to do with this round either.

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Sure, I guess I can keep hold of the wheel. Since I have Profession (Sailor) it may ultimately be better for me to be available for other tasks that may arise, once some other strong PC can get to the wheel.

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So, uh, you think we angered Besmara when we took the money back from Killik?
The Taldan smiles despite the precarious situation. He stands next to Kelsier and tries to be helpful but doesn't know what he's doing.
AA attempt on the Prof Sailor: 1d20 ⇒ 6
Acrobatics round 2: 1d20 + 2 ⇒ (17) + 2 = 19

GM chadius |

Round 1
- Qillian, Rolando, Febida, Kelsier, Sahba, Wilm
Round 2
- Qillian, Rolando, Febida, Kelsier, Sahba, Wilm
- Storm
(Loose Rudder! Kelsier holds on, but you need to make a DC 15 Acrobatics check to not fall prone)
Round 3
- Qillian, Rolando, Febida, Kelsier, Sahba, Wilm
- Storm

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Sahba cringes slightly at the sound of the storm. Oh, why couldn't they have just teleported the elf?, she wonders. Then I wouldn't be left at the bottom of the sea. She's more suited for directing a household and painting fine calligraphy than working a ship. Even the several months already at sea don't seem to have helped. Fear of the storm is causing her to forget all she might have learned.
"Where is Ulamon?" she cries. "He is supposed to be at the wheel!" Sahba quickly looks to see whether any other crew are above decks, or whether they have again (!) abandoned their posts.
Not knowing what to do, Sahba holds tight to the nearest railing, grasping her potion of Touch of the Sea for reassurance, as if it could somehow hold back the storm.
Acrobatics (round 2): 1d20 + 2 ⇒ (14) + 2 = 16

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Couldn't he have used a Strength check to aid me? My STR modifier and Profession(Sailor) are the same, so I'm fine saying I'm using STR if that's what's necessary for others to be able to aid.

GM chadius |

Kelsier: in that case use Str since Profession is trained-only.
Sahba carefully moves around the ship, clearly upset at how inept these sailors are for abandoning the deck. Again. She fiddles with her potion, just in case and manages to maintain her balance.
Round 1
- Qillian, Rolando, Febida, Kelsier, Sahba, Wilm
Round 2
- Qillian, Rolando, Febida, Kelsier, Sahba, Wilm
- Storm
(Loose Rudder! Make a DC 15 Acrobatics check to not fall prone)
Round 3
- Qillian, Rolando, Febida, Kelsier, Sahba, Wilm
- Storm

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Wo-ho, this is an adventure - hey look at those waves!
Wilm doesn't seem to be taking the situation as seriously as he might. He joins his companions at the wheel.
round 1 -
aid kelsier: 1d20 + 2 ⇒ (4) + 2 = 6
however the plucky halflings enthusiasm doesn't quite translate into competence...
round 2 -
acrobatics: 1d20 + 2 ⇒ (20) + 2 = 22
Wilm carries on trying to get the wheel under control.
str check: 1d20 + 2 ⇒ (12) + 2 = 14
so in round 2 wilm can have the wheel and leave kelsier to do something more sailory

GM chadius |

Wilm, the Str check is round 3, since the ship lists after your turn. in after your turn.
Wilm quickly grabs the wheel and helps Kelsier take control of the ship!
Round 1
- Qillian, Rolando, Febida, Kelsier, Sahba, Wilm
Round 2
- Qillian, Rolando, Febida, Kelsier, Sahba, Wilm
- Storm
(Loose Rudder! Make a DC 15 Acrobatics check to not fall prone)
Round 3
- Qillian, Rolando, Febida, Kelsier, Sahba, Wilm
- Storm
Qillian and Febida are up.

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Qillian laughs as he sees the storm. "Just a spot of weather, there. Hang tight! You there, secure that line. You - help with that rigging!"
Use the Aid another to help Rolando gain control.
Profession(sailor): 1d20 + 5 ⇒ (6) + 5 = 11
Acrobatics: 1d20 + 5 ⇒ (10) + 5 = 15
Then Qillian goes to the wheel to keep things steady.
Profession(sailor): 1d20 + 5 ⇒ (14) + 5 = 19

GM chadius |

Qillian has lived the life of a sailor, and it has never been clearer.
Round 1
- Qillian, Rolando, Febida, Kelsier, Sahba, Wilm
Round 2
- Qillian, Rolando, Febida, Kelsier, Sahba, Wilm
- Storm
(Loose Rudder! Make a DC 15 Acrobatics check to not fall prone)
Round 3
- Qillian, Rolando, Febida, Kelsier, Sahba, Wilm
- Storm
Just waiting for Febida's actions.

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Sorry about that! Life was rolling nat 20s on kicking my ass.
Febida rushes up to the deck to help against the coming storm.
"This is why I stay on dry land! Storms only threaten to get you wet, not throw you overboard!" Febida reaches for helm, confident she can keep the ship on course.
Round 1 Strength Check: 1d20 + 3 ⇒ (5) + 3 = 8
Round 2 Strength Check: 1d20 + 3 ⇒ (5) + 3 = 8
With an Acrobatics at -6, even on a nat 20 I'd fall down. Febida loses her footing as the ship rocks suddenly. Shouting a curse in dwarven, she does her best to keep from going overboard.
Strength to keep from flying off: 1d20 + 3 ⇒ (11) + 3 = 14