
Ember the Chronicler - Mauve |

Can we know which skills are associated with each captain?

Octaris, the Torrent Torilgrey |

Octaris tags along with Krakos, an odd sight of the two of them, water and earth, approaching the gnome. Yes, do tell us more about this vessel, see we're looking for passage, and want to make sure we've hired the best captain possible!
Diplomacy: 1d20 + 6 ⇒ (8) + 6 = 14

Allarea |

”Yes, fine vessel it is. We’d be interested in booking passage, you know,” the fiery creature adds.
Diplomacy aid another 1d20 + 1 ⇒ (17) + 1 = 18

Ember the Chronicler - Mauve |

Ember follows the group, with a smile on her face. "Ah yes! A gnome with an airship. How lovely is this? Might I ask your name, oh fair and noble gnome? And what about your ship? She's a beaut! Where have you taken her before? Oh the places we can go..." Ember trails off before she regrets it.
Diplomacy, aid: 1d20 + 7 ⇒ (9) + 7 = 16

Qwerty's Pregen |

Diplomacy Aid: 1d20 ⇒ 15
"That is a good looking ship by the way." Zephyr tries to help the others out in the coming negotiations by admiring the vessel...

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Can you give a description of the gnome's airship?
sure
The female gnome chimes in. "Hi all...I'm Nix." Her ship is a piecemeal construction of scrap metal, crystal shards, and sails that look like a patchwork quilt. "Can you help crew my ship what do you know about magical airships? Do you know the air planes?"
DC 20 Knowledge (arcana, geography, or engineering) or 20 Use Magic Device check

Octaris, the Torrent Torilgrey |

Air planes, I don't know much specific about, other than they fly. But I'm very good at making magical things work, being such an accomplished scholar of magic... But if it needs a crew, maybe we need to shop around some...the water mephit adds unaplogetically.
Octaris has a +15 UMD

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Air planes, I don't know much specific about, other than they fly. But I'm very good at making magical things work, being such an accomplished scholar of magic... But if it needs a crew, maybe we need to shop around some...the water mephit adds unaplogetically.
Octaris has a +15 UMD
sorry I had meant roll
Octaris shows Nix his skills.
"Great job! Maybe you guys can help crew? Where did you want to go?"

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WHOOPS I JUMPED AHEAD pausing...Then assuming you join Nix's ship
The airship’s journey into the open skies proceeds without
incident for several days. The captain and crew skillfully
maneuver the ship from one high-speed current to another,
accelerating it to speeds faster than dragon flight. While
some ships provide smoother rides than others the
machinery and space hamsters on Nix’s ship rattles and whines incessantly,
causing the whole ship to vibrate—the ship finds its way.
Past the borders of Armun Kelisk, the city’s artificial cycle
of day and night gives way to eternal midday. The ship’s crew of gnomes
uses landmarks such as crystal formations, distant bright
spots in the sky, and eternal storms that rage countless
leagues away to chart their passage.
On the fourth day, a member of the crew worriedly
grabs the captain Nix’s attention. The navigator reports
that she has detected substantial irregularities in the
currents ahead. The captain nods and orders the ship
to halt, declaring that it is no longer safe for a ship of
this size to progress further, as they cannot turn quickly
enough to avoid unpredictable gusts, and their wide sails
are particularly vulnerable. Nix says "The site your looking for is still over a day away by airship,
which would make traveling there by natural flight
extremely onerous and lengthy. What did you want to do?"

Allarea |

”Weve got to keep going. There has to be some way to get through undamaged. Would you press forward, if we help you the best we can? This is important or we wouldn’t ask…”

Ember the Chronicler - Mauve |

"I don't know how to fly ... an airship that is." Ember smiles as she whizzes around the air.
"But yes, we need to push through. This would be quite the story to tell if we all made it through, don't you think!"

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Nix turns to you "I can lend you a smaller, more resilient vessel to make the rest of the journey." She continues and promises to wait near
this spot for your return. The small vessel contains
a week’s supply of food and water, a crate filled with sky
charts, and an aerial astrolabe capable of detecting air
currents in a wide radius. Nix also lends you
a method of contacting the larger airship. Finally, the vessel contains another useful object.
"Here's my lifeboat!"
Nix's lifeboat is just as patchwork looking, but just
as reliable, as her airship. She rapidly constructs a blimp
with a large hanging basket, exclaiming with delight,
“Normally these sorts of ships would require bringing
a dangerous heat source aboard, but with Rhyol, you
should be able to power this balloon, no problem.”
She gives you a magical flare to contact her, one that she
guarantees will make a light so bright that no one could
miss it. She also lends you a crate full of books on
esoteric subjects.
When used as a reference (an action that
takes 1d4 minutes of searching the crate’s books), this
crate grants a +2 circumstance bonus on all Knowledge
checks to recall facts connected to the Plane of Air.
She also hands you a large bag of alfalfa. "This is food for Petunia! She powers the wheel that powers the ship!"
just for flavor LOL not in mod

Octaris, the Torrent Torilgrey |

Ah yes, now we've gotten to the spot where we must rely on our own superior intellects! Let us see what happens next and how we proceed into this. Does anyone know how to pilot a ship? he adds to the others.

Qwerty's Pregen |

"I am not schooled in the ways of flying the airship. I am not even sure what skill I would use."

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"I am not schooled in the ways of flying the airship. I am not even sure what skill I would use."
Captain Nix points to a miles-wide cloud bank
in the distance, and a spire of yellow quartzite emergingfrom the near side of the bank.
“The sky charts show you which currents to use, silly. Pass through the clouds up ahead, then seek out a cloud of purple gas. Keep the
cloud on the port side, and don’t go into it—it’s quite poisonous.
Once you’ve passed the cloud, keep an eye out for a sea of boulders
that ebbs and flows like water. The dangerous skies surround that
sea. And remember, take care of the ship and supplies I’m lending
you. I’ll be charging more on your letter of credit if I don’t get
them back. The food and water are yours to keep, of course. When
you leave the area, use the quartzite mountain as a landmark. Set
off the signal near the mountain, and we’ll come back to this spot
to pick you up. You’ll be able to see us from there.” She smiles.
To move in the plane of Air once per round as a free action, an individual can attempt a DC 16 Wisdom check to pick a new direction
for gravity. If she succeeds, she begins falling in that
direction, moving 150 feet in a straight line on the first
round and 300 feet on each succeeding round. If she fails,
she can attempt the Wisdom check again the following
round.

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Interesting. Are we handling this like an encounter where there is initiative and we each take a turn moving in the Plane of Air? Just curious how you want to handle the order in which we do stuff.
No this is all "role play" the movement info for the Plane of Air was posted "early" in the scenario just thought I'd share it. It's to be used in combat. The party is moving to the lifeboat now, I'm assuming and ready to set off"

Ember the Chronicler - Mauve |

Ember nods. "Oh, think of the adventure this will be! Maybe I should start writing it down.". She flies onto the airship that Captain Nix gave them.
"Thank you, Nix! What a treat!"

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Is there room for more? as he tries to get into the airship
Nix shouts "Sure! Bon voyage! Let's go!"
You head off, the journey progresses smoothly at first. Although the occasional harsh gust of wind blows them off course, you are able to right
yourselves without much trouble. As you pass through
the cloud bank, you find that your next landmark, a
cloud of hazy purple gas, is nowhere to be seen. There is
also no sign of the boulder landmark they are supposed
to find next. Instead, hundreds of small storm clouds,
miniature hailstorms, collections of pebbles, and heaps
of airship wreckage dot the landscape. In the distance,
an incongruously dark patch of sky emerges, serving as a
canvas for bright flashes of color, like swirling fireworks.
Perception DC 20

Octaris, the Torrent Torilgrey |

I would say this is quite purpl, perple... strange. Why haven't we found the boulder we were supposed to, or the hazy purple gas? Did things change already? the water mephit looks anxiously around the vessel.
Perception: 1d20 + 7 ⇒ (2) + 7 = 9

Qwerty's Pregen |

Perception: 1d20 + 9 ⇒ (6) + 9 = 15
"Where....? I do not see anything...." Zephyr says to the others after looking around in the wrong direction...

Ember the Chronicler - Mauve |

Perception: 1d20 + 10 ⇒ (11) + 10 = 21
Ember nods at Allarea. "I see it. I SEE IT! Let's go. Right now!"

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Perception 1d20+11
”Look! Over there….a white tower against a dark bgrojnd!”
Immediately after seeing this, a sudden, powerful wind smacks
into them, causing them to spin and lurch violently. Inan instant, the ship’s aerial astrolabe goes from calmly
displaying blue and green ripples, which represent the
nearby wind currents, to displaying bright red waves and
emitting a high-pitched shrieking sound. The vessel’s
equipment flies off in five different directions.
what do you guys do?

Octaris, the Torrent Torilgrey |

Octaris slides to the controls, attempting to right the ship and keep the magic-science of the thing working, Come on you stupid thing! Don't fail us now! While he's there he starts to grab nearby components to jam into the ship and make it work. Don't let those parts get away! I think we need them all!
UMD: 1d20 + 11 ⇒ (7) + 11 = 18

Ember the Chronicler - Mauve |

Ember flies around, starting to gather the equipment that has flown away. "Ahhhh! Don't let it get away!" she yells as she grabs some of her papers.

Octaris, the Torrent Torilgrey |

Oh No! That's a humun, human,...BIG ONE the water mephit looks slightly nervous trying to put the parts back together....
Fly: 1d20 + 14 ⇒ (7) + 14 = 21
But manages to maintain what he's doing while hurtling through the air!

Ember the Chronicler - Mauve |

Fly: 1d20 + 24 ⇒ (18) + 24 = 42
Ember zips around, raising her eyebrow at all her incompetent friends. "Oh boy! What a story this will be. 'Ember and the Tumbling Fools'! ". She laughs at her joke, but then seriously starts helping out her friends in any way she can.

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Ember dashes around while Zephyr and Allarea are damaged.
damage: 3d6 ⇒ (5, 4, 5) = 14
krakos and jack half
The Water Mephit and Ember are fine. Objects fly off the deck. The ship speeds along suddenly then into the wreckage of a ship.
more rolls see -
A creature that
flies within the wreckage and does not succeed at a DC
20 Fly check takes 2d6 points of bludgeoning damage
and becomes entangled in errant sail fragments unless
he succeeds at a DC 15 Reflex save. Entangled creatures
are tethered to the wreckage and cannot move more than
20 feet from it until it breaks free; this requires a DC 17
Strength check, a DC 22 Escape Artist check, or dealing
10 points of damage to the wreckage with acid, fire, or a
slashing weapon.
Fly then if fail a Reflex Save

Octaris, the Torrent Torilgrey |

Yikes! OW that looks like it hurt! Wait there's more junk.... Octaris screams as they hurtle through space.
Fly: 1d20 + 14 ⇒ (18) + 14 = 32
He somehow seamlessly dodges the wreckage, looking around for the others to see if they also escaped too much harm.

Ember the Chronicler - Mauve |

Fly: 1d20 + 24 ⇒ (18) + 24 = 42
A natural at flight, Ember zips around, dodging any debris that falls in her way.