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I likes "convincing" people. Which one first, Cap'n-k-k-k?

Sassarra |

"If we have an introduction, that will make things easier." she shrugs, "Plus, I expect it will be the more pleasant experience. Some of the worshippers of Norgorber are ... a bit off."

Hokina |

She pulls out a set of very hightlly detailed nautical charts. She points out Quent and Beachcomber on them, before placing the charts into a watertight case.
"These charts are maigcal in nature. They hint at wether, and will aid you in your travels."
In addition, a multitude of wrinkles, stains, and blemishes mar the charts’ surfaces. Anyone meticulously studying the charts notices that these markings shift over time. The creases, smudges, and blotches on the map represent real weather conditions (such as clouds, rain, and wind) in the region, allowing an informed observer to determine the current weather patterns over the islands of the Shackles. The charts grant a +4 competence bonus on Survival checks made to predict future weather conditions and a +2 competence bonus on Survival checks to gain a bonus on Fortitude saves against severe weather.
Finally, the pilot of a wind-propelled ship can make a DC 20 Profession (sailor) check to plot a course within the Shackles using the charts. If the check is successful, the charts grant the ship a +10% enhancement bonus to its waterborne speed as long as it follows the plotted course.

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Oooooh, nice-k-k-k!
Skrelznit peers closely at the chart, attempting to predict the upcoming weather.
Survival, Chart of the Fair Winds: 1d20 + 13 + 4 ⇒ (9) + 13 + 4 = 26

Sassarra |

She will take her time to look over the weather that has passed by recently and what is to come. "This is an impressive gift. You have my gratitude and my support. I will let you know what we find out."

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"If we have an introduction, that will make things easier."
I think we decided to go to the House of Stolen Kisses in Quent.

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Skrelznit inquires about how to meet Dindreann.

Sassarra |

Before we arrive, Sassarra will caution against any of the crew going to the House of Stolen Kisses. She suspected that they had ways of learning things without people even knowing that they had told them. She'll make sure Zaaka is enjoying himself at another location and go in with Skrelznit. "Yes, we'd like to book her together."

Sassarra |

She sees no need to play coy here. "My allies and I are concerned with the increase in Chelish interference in the Shackles. We are hoping to find out about the spies and informants that are feeding them."

Hokina |

She looks over the letter.
"You have the confidence of our dearest friend Tessa. While I could not give away such secrets for gold, a task done for the temple could be rewarded with what you seek."
She looks at Sassarra.
"The temple ship, the Lady’s Sting, has went missing. Divinations have revealed that the ship was attacked by a group of pirates who deliberately lured the ship into danger so that they can salvage the cargoes of the resulting wrecked ship. The Lady’s Sting was carrying a relic , a gold-plated wasp statue known as the Golden Vespal. The temple seeks revenge on these wreckers who would dare attack one the faith’s holy vessels. Find them, Punish them, and return the Golden Vespal."
Wreckers, as they are called, are a not uncommon hazard in the Shackles, and finding the specific crew that attacked the Lady’s Sting will be a difficult task. However, it’s possible that the Temple of the Hidden Name in Beachcomber might have some information that could lead to the wreckers.

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Knowledge Local DC10: 1d20 + 6 ⇒ (2) + 6 = 8
Skrelznit finds a bug larva under one of his scales and ponders whether it would taste good.

Sassarra |

Knowlegde:local: 1d20 + 5 ⇒ (4) + 5 = 9
Sassarra is about to come up with a plan when she is distracted by Skrelznit's fidgeting. She sends him a quick secret message. {Do not pull that out in public!}
With her train of throught completely derailed, she answers.
"We will seek out this group and return with your relic.

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Sleight of Hand: 1d20 + 9 ⇒ (14) + 9 = 23
Skrelznit's satisfied smile tells you that the larva was tasty.

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Hey, uh...you'se got any idea where the Lady's Sting was attacked-k-k-k?

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To the high priestess. Just trying to prod the narrative along a little. It seems like we're really slowing down lately.

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Skrelznit begins giving orders to the crew to set sail.

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Where do you want to go?
I think here:
She gives the location of where the ship was hit. It is about a week out of port.

Sassarra |

We begin searching the area around to look for wreckers. Sadly, since we don't know what we don't know we have to do this the hard way.
Of course, if we come across ships that aren't wreckers but are carrying too many valuables then we will do them the great favor of relieving them of those values. Though I think we'll avoid stealing from church groups.

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Would that be Sailor rolls, Perception rolls, or something else?
Skrelznit offers to use a combination of Summon Nature's Ally and Speak With Animals (along with copious portions of snacks to bribe them with) to gain underwater scouts as needed.

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Would my summoned friends be any help?
Skrelznit leads the crew in searching for the wreck, assigning several kobolds to squeeze into the crow's nest and others to take a position on the rigging as the ship moves slowly through the search area.
Perception: 1d20 + 16 ⇒ (14) + 16 = 30
Take Twenty if possible and needed. We have nothing else to do.

Sassarra |

Looseal has seek, so that should be worth an aid another.
S perception: 1d20 + 12 ⇒ (15) + 12 = 27
Z perception: 1d20 + 7 ⇒ (2) + 7 = 9
Sassarra helps scan for the wreckers, though Zaaka seems a bit too distracted looking down on Cuss-cuss going about her work on deck.

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Aye, aye, Cap'n-k-k-k!
Avast, ye scurvy soft-scales-k-k-k! Stow the for'd jib and rig the mainsails. Look alive-k-k-k!
Skrelznit asks Looseal to fly ahead and do some unobtrusive scouting, occasionally letting his eyes go white as he remotely sees through her eyes.
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Looseal mostly notices a cloud that looks like a fish.

Hokina |

S sailor: 1d20 + 14 ⇒ (11) + 14 = 25
Z sailor: 1d20 + 7 ⇒ (5) + 7 = 12
Skrelznit sailor: 1d20 + 10 ⇒ (16) + 10 = 26
vs 1d20 + 9 ⇒ (17) + 9 = 26
Skrelznit will save: 1d20 + 5 ⇒ (12) + 5 = 17
In one of the moments that Skrelznit's eyes changes back, he sees that the ship ahead is not riding the water right. Looking closer he breaks free of the illusion finding that your ship is about to run aground on a large reef.
Skrelznit can alert the pilot, giving a DC 20 sailor check to half damage to the ship. Normal damage is: 8d8 ⇒ (8, 1, 2, 4, 6, 4, 7, 8) = 40
As the ship runs aground, everyone is thrown about. a few are knocked out as they hit their heads.
Everyone takes 4d4 ⇒ (4, 4, 3, 2) = 13 damage and make a DC 20 Reflex or you fall prone. Skrelznit gets a +2 on the save
Out of the thin air, onto the deck, drops a group of half-orcs with falchions.
And roll your INIT

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Reflex DC20: 1d20 + 12 ⇒ (12) + 12 = 24
Init: 1d20 + 5 ⇒ (16) + 5 = 21
HP 47/53

Sassarra |

Sassarra reflex: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18
Sassarra initiative: 1d20 + 5 ⇒ (2) + 5 = 7
Zaaka reflex: 1d20 + 13 ⇒ (15) + 13 = 28
Zaaka initiative: 1d20 + 7 ⇒ (11) + 7 = 18

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Looseal flies back to the ship at maximum speed.
Does Run (4x) apply to flying creatures?

Zaaka the Pointy! |

Zaaka screams as he becomes a bounding ball of spikes bouncing off the nearest foe.
tail attack: 1d20 + 10 ⇒ (8) + 10 = 18
damage: 1d4 + 13 ⇒ (4) + 13 = 17
spikes attack: 1d20 + 10 ⇒ (12) + 10 = 22
damage: 1d6 + 13 ⇒ (6) + 13 = 19
spikes attack: 1d20 + 5 ⇒ (7) + 5 = 12
damage: 1d6 + 13 ⇒ (3) + 13 = 16

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Skrelznit moves to the nearest rigging and starts climbing up into the masts.
@GM, my goal is to get 25 ft up or more.
Climb: 1d20 + 12 ⇒ (8) + 12 = 20
Once in place, he casts a spell, and billowing clouds appear and spread from amidships.
Euphoric Cloud. Living creatures Fort DC16 or fascinated by the sensation. 3 rounds remaining.
Spells 1:5/5 2:2/3
Looseal finds a pair of pliers and tries to drop it on the leader.
Bombard: 1d20 + 8 ⇒ (3) + 8 = 11 Damage: 1d4 ⇒ 3

Hokina |

Round 1:
Zaaka's ball of death, drops his 1st half-orc.
Fort saves:
1d20 + 7 ⇒ (11) + 7 = 18
1d20 + 7 ⇒ (9) + 7 = 16
1d20 + 7 ⇒ (11) + 7 = 18
1d20 + 9 ⇒ (18) + 9 = 27
Skrelznit makes it a fair bit up the rigging. The half-orcs shake off the cloud's effects, and Looseal misses the target.
Their leader flies up and shots balls of magic at Looseal Magic missiles dealing 5d4 + 5 ⇒ (2, 3, 1, 1, 4) + 5 = 16 force damage.
All three half-orcs in the cloud move out. Two move around Zaaka, while the last heads for Sassarra. All 3 provoke from Zaaka.
They swing and miss Zaaka, But the 3rd lands his hit on Sassarra.
attack 1: 1d20 + 8 ⇒ (3) + 8 = 11
attack 2: 1d20 + 8 ⇒ (7) + 8 = 15
attack 3: 1d20 + 8 ⇒ (17) + 8 = 25
Damage on Sassarra: 2d4 + 7 ⇒ (1, 2) + 7 = 10
Make what aoo(s) Zaaka makes, and start round 2. Party is up.

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Map update? The three henchies are still in the cloud. Also, no AoO from Skrelznit?