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Have we been told how to sell or use plunder yet? I'm not recalling it. Let's do that, or go hunting for available targets.

Hokina |

1d100 ⇒ 14
1d100 ⇒ 1
1d100 ⇒ 15
1d100 ⇒ 18
1d100 ⇒ 1
1d100 ⇒ 31
1d100 ⇒ 85
1d100 ⇒ 87
1d6 ⇒ 3
1d6 ⇒ 2
1d6 ⇒ 4
1d6 ⇒ 6
1d6 ⇒ 4
Traveling thru the islands, Cog comes up and alarts you that the fresh water is very low.
A few hours later you find a good river on one of the islands for water. Coming back down the river that afternoon Fishgut cries out at the sight.
The cove is completely dominated by a huge warship named, appropriately enough, Dominator. Atop the rigging of the massive four-masted ship fly the colors of the Empire of Cheliax. It is clear that the heavily armed vessel, with a full company of armored marines mustered on deck, is a pirate hunter.
Fishgut: " I was afraid of this happening. This far up only the best hunters sail. A Chelish pirate hunter is more then any single ship free captain wants to face. They have turned pirate hunting into an art.
This far up all free captains stay as far from them as they can.
If there was more then one a larger free captain would send a fleet to deal with it; one is just not worth it."
Fishgut looks back at he hunter's ship. "It is getting dark and the river is wide. Maybe we can drift past without them seeing us... but as soon as we drop sails they would see us. They have a lot more sail then us."
Perception or Intelligence:
the Dominator has a steering wheel on its quarterdeck and must, therefore, have a pulley-activated tiller in the cabin below.
Cutting the tiller’s pulley ropes would disable the ship, and allow you to get away.
There is a cabin window that could be used to get in and be less likely to alerting the lookouts.

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Perception DC20: 1d20 + 14 ⇒ (2) + 14 = 16
I don't likes the idea of fighting a pirate hunter-k-k-k. I says we give them wide berth and let them hunt someone else-k-k-k.

Sassarra |

perception: 1d20 + 11 ⇒ (14) + 11 = 25
"Then we need to make sure they can't follow us." She looks over the ship from a distance. "I'm thinking that a little sabotage is in order. They can't follow us if they can't steer the ship."
She grins from ear to ear, "Who's with me?"

Grauchi |

Perception: 1d20 + 11 ⇒ (13) + 11 = 24
"We agree cap'. For that we need to get to that ship though. We can easily swim there, but we're less good with the ropes and unnoticed sabotaging. You can counts us in though."

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I likes the way you think, Cap'n-k-k-k!, Skrelznit grins.

Huek Schmerlap |

Perception: 1d20 + 8 ⇒ (13) + 8 = 21
"Hmm. How far away from shore would you guys say that ship is? Hear me out-I can make myself some extracts of invisibility and reduce person. I chug those, and try and climb into that window over there. Disable the steering, glide back out into the sea and swim off. No way they can find me, I'm damn near invisible even without my extracts. What do you guys think? The only problem I can think of is getting onto the ship itself-I'm a lousy climber, and when I make myself tiny, I'm even worse."
Extracts Huek will prepare for today:
2x Reduce Person
1x Shield
1x Touch of the Sea
2x Invisibility

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You don't needs to climb or swim when you got Looseal's Air Delivery Service-k-k-k!
And if we wait for nightfall when it's easier to hide, I can send a Happy Cloud to make them stoned-k-k-k. Euphoric Cloud
Strategy depends on how far from shore they are. @GM?

Huek Schmerlap |

Darn. I was gonna climb a tree and glide into the ship window, but I'd need to fall 400 feet vertically to be able to glide 100 feet into the ship. Doubt there's a tree that tall on the bank.

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Huek, if you're Tiny and Invisible, Looseal can carry you to the ship very quietly, let you off wherever you want, and be gone with only the momentary landing of an ordinary sea bird to be noticed.
Skrelznit has a Feat that allows very good sniping, and his shortbow is actually his best weapon, so he is probably best hiding in the jungle. Also, that range is close enough for my best 2nd-level crowd control spells.
Does anybody want to go with Huek to the ship?

Sassarra |

With Huek's gliding, Looseal doesn't even need to land on the ship. A simple flyby will get the altitude for a short glide.
I'd be willing to go in as well, but I also have issues with climbing (it doesn't make much sense to put too many ranks in when I'm going to be flying in a few levels anyway).
I could go in in Huek's handy haversack, since I bring my own air supply.
If not, I've got the range to snipe from the shore. Gringe's Produce flame and Taalik's bow also have the range.
I believe Grauchi still has a partially-charged wand of Summon Nature's Ally II. That will allow for useful distractions to slow down pursuit.
Memo to myself - buy a drill for ship sabotage. Touch the puppet head.

Huek Schmerlap |

This plan is getting more and more ridiculous by the second. I love it. I'm in. How would you get away from the ship? How's your swimming? Or do we want to try and get out the same way we get in?

Sassarra |

I'm pretty good at swimming, and I don't need to come up for air. That will protect me from a lot of types of threats. If you promise to buy me dinner afterwards, I'll let you have some of my air too.
Since you are an alchemist, you should probably make some Air crystals We don't have time for this mission, but it might come in handy down the road.

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Looseal's Delivery Service works both ways, if you like.
If time permits, Skrelznit sends Looseal on a bird's eye (literally!) reconnaissance mission, using their Improved Empathic Link to describe the enemy ship to the party.
Map?

Huek Schmerlap |

Ooh, I'll definitely start making those crystals. Once we get some money (I only have 14 gp right now...) I really want to start pumping out all sorts of fun alchemical concoctions for us. I might not be able to make potions, but I can still try and support the party this way. Also, I'd be happy to get some air, thanks! I should think about taking Infusion as a discovery so that I could give you guys touch of the sea in the future...

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Abso-tively, Cap'n-k-k-k!

Hokina |

Skrelznit Knowledge Local: 1d20 + 2 ⇒ (20) + 2 = 22
Looseal can see three lookouts on the main deck, but Skrelznit and Looseal can tell the lookouts don't have darkvision.
Looseal can see, what looks like, the ropes that need to be cut inside some of the windows.
Map is up under the "battle map" link.

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Skrelznit (and anyone else who wants to join him on shore) land in a dinghy and travel overland using the shortest distance possible into position, hidden in the jungle within view of the ship.
He uses his telepathic link with Looseal to guide her in getting Huek close enough to glide in, then prepares a spell for if and when the crew notices anything amiss.
Stealth: 1d20 + 15 ⇒ (1) + 15 = 16 Somebody *please* come along for Stealth Synergy!

Grauchi |

Stealth: 1d20 + 9 ⇒ (20) + 9 = 29
Grauchi joins in, giving a few pointers to where Skrelznit should avoid making sound. Noticing that after these pointers, Skrelznit is more stealthy than him...

Taalik Amun |

Having been occupied with repairs to the ship's hull and thus unaware of the planning that has been taking place, Taalik returns to the captain's quarters just as Looseal shares her findings with her master.
"If'n we be doin' dis ting, den we best drag dat beast down as much as possiible. I bein' 'appy to go aboard, trash de rudda's ropes wit masta Huek. If'n de capt'n prefer to go, I ken also swim unda da ship, I got dis charm, it becomes an ancha when used. I bind it to de keel. Den, even if'n dey fix de rudda, dey still be stuck at ancha, only dey don't know it. Course, we could save dat for anoda time. Also, flaming arrows set to de sails, well'n, dat be a funny site to see."

Sassarra |

"Let's save the anchor for another time. Be ready with those arrows though. Keep the fire hidden and we'll let you know if there's a problem."
FYI, How would a feather token work offensively? For 50 gold, I assume that it can be easily removed from the point it's anchored to. (or not so easy when it's underwater and they don't know where it is)

Taalik Amun |

I would afix it with a Stubborn Nail, and it's biggest impact would be no one would know of its presence, so it would cost them valuable time even after repairing their controls

Huek Schmerlap |

Alright, shall we begin Huek and Sassarra's wild ride?
Huek sneaks along with the others until they're in range of the ship.
When he's ready, he chugs an extract of reduce person and invisibility and climbs onto Looseal. "Alright, here goes nothing..."
Once they get to the correct height, he takes a deep breath, flutters his wings a bit, and jumps.
DC 15 Fly check to Feather Fall: 1d20 + 13 ⇒ (14) + 13 = 27
DC 15 Fly check to control glide: 1d20 + 13 ⇒ (17) + 13 = 30
Once he gets to the window, assuming nobody else is in the room, he'll let the captain out of the bag. "Keep your voice down, ma'am. Not sure who else is here. Let's get to work, shall we?"
Stealth: 1d20 + 30 ⇒ (1) + 30 = 31 That stealth modifier though...

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Gringe will sit back and wait for the others before she uses her horrid stealth abilities. she taps her fingers against her arms, waiting.

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Skrelznit waits for the right moment to cast his spell, foot tapping nervously.
You think they're doing okay-k-k-k?, he whispers.

Huek Schmerlap |

Huek makes his way over to the tiller rope and pulls out an arrow. He hisses quietly to Sassarra. "Boss-might've not thought this one through. You got anything better than an arrow to cut through this thing?"

Grauchi |

Grauchi casts Monkey Fish and climbs aboard as well. He sneaks up to his team mates standing by the rope.
After a few seconds, Grauchi realises they didn't bring a knife.
"Psst, we have a knife. Be careful, its silver."

Sassarra |

"Next time we get into town, daggers for everybody." She will step forward and begin cutting through the rope. She won't cut all the way through until all of them are weakened.

Hokina |

1d20 ⇒ 16
1d20 ⇒ 9
1d20 ⇒ 14
1d20 ⇒ 6
1d20 ⇒ 14
1d20 ⇒ 7
1d20 ⇒ 10
Grauchi: 1d20 + 5 ⇒ (11) + 5 = 16
Sassarra: 1d20 + 4 ⇒ (9) + 4 = 13
Huek Schmerlap: 1d20 + 5 ⇒ (8) + 5 = 13
Skrelznit Stinklaw: 1d20 + 4 ⇒ (12) + 4 = 16
Gringe: 1d20 + 3 ⇒ (9) + 3 = 12
Taalik: 1d20 + 5 ⇒ (20) + 5 = 25
marines: 1d20 + 2 ⇒ (16) + 2 = 18
Just as Sassarra cuts most of the way thru the ropes, the party hears people outside the doors just before the doors opens and 3 marines come walking thru the doors. They jump at seeing the party.
I rolled Perc. No one failed so you have a surprise round on them as they come in.
Taalik (25)
marines (18)
Grauchi(16)
Skrelznit (16)
Huek (13)
Sassarra (13)
Gringe (12)
Round 0:
Party goes. Taalik goes two times.
Round 1+:
Marines go, then party.
surprise round:
Party goes. Taalik gets two turns.

Grauchi |

I have +2 initiative if I get to act in the surprise round. Total modefier = +7, so I get another action as well I suppose?
I take it they'll call for backup if we can't silence them before the end of the round, so a stealthy approach is off the table?
Grauchi hisses "Time for plan ... Burn" and casts Flaming Sphere. Blocking one of the entrances while further burning the ropes.
My combat round action will be after some other people acted or I get some result from burning the ropes.

Sassarra |

Sassarra also sees the logic in making it hard for more devil-lovers to get in. He pulls out a tanglefoot bag and hurls it at the one near the door.
flatfooted touch: 1d20 + 7 ⇒ (16) + 7 = 23
Entangled and DC 15 reflex vs being rooted to the spot.
Oooh, fire. As I recall, lines like this were often waxed or greased to reduce wear and keep water out.

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Gringe thinks for a moment before casting produce flame. Once her hand is on fire she moves into position to throw her flame if anyone comes though.

Hokina |

Surprise Round:
While Grauchi and Sassarra try to block or slowdown the marines, the rest of the party readies for the marines attacks.
One of the Marines get hit with Sassarra's tanglefoot, but is able to not get stuck to the floor.
reflex save: 1d20 + 4 ⇒ (16) + 4 = 20
Round 1:
Grauchi fire finishes burning thru the rope.
One of the marines yell to the one behind him to alert the ship before moving up to attack Sassarra.
Gringe responds to the man by throwing a hand full of fire; burning the marine. Marine takes 9 damage.
Gringe triggered attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
The marine still slashes Sassarra with the marine's battleaxe. Sassarra takes 13 damage.
Marines attack on Sassarra: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
The other marines rush away.
Party is up.