
Brother MacLaren |

Brother MacLaren will skim the letter as well.
Sense Motive: 1d20 + 7 ⇒ (19) + 7 = 26
He nods. It makes sense to him.
"By all means, let's have dinner aboard the Luck of the Draw."

Veronica Blackblade |

Intelligence vs DC 15: 1d20 + 4 ⇒ (11) + 4 = 15
"I agree. You can tell your captain we'll be there for dinner." She gives the man a smile and nods. As he leaves, Veronica turns back to the party.
"Guess we should tend to out 'guest' in the meantime." She adds, gesturing to the unconscious woman. "Might as well get what we can out of her before dinner."

narrator robot |
The big tattooed blond nods, shifting his great axe to his shoulder answering as he heads down the peer. " Vill let der Captain know, yah."
Looking down from the gangplank, Ambrose asks "So do we 'ave a new guest?"
Just a little fluff, give me a set up and any list of precautions and wake her up and ask your questions :)

Brother MacLaren |

"I don't know how we can get her to talk, Captain. She's going to ask to be released and we can't promise that.
She's going to ask us to spare her life and, if she was spying for Cheliax, the Council's wishes may mean we can't promise that either.
Maybe we could try to persuade the Council to use her as a double agent? With a staged escape and feeding false information to Cheliax? They would have to be very certain of her new allegiance.
That's about the only thing I think we could offer that would induce her to talk, and it's a very long shot. Needs something like a Geas concealed by Greater Magic Aura. That is magic beyond my abilities.
If it was just up to us, I'd figure something out. Lock her up at the Rock for a couple of months, then drop her in Andoran with some words to the Grey Corsairs."

Tucci Hedgehopper |

Tucci's eye grow wide as the good brother talks. "Oh, yeah, I hadn't thought of any of that. I don't have any relevant magics either." he frowns at the groups options.
"Maybe we should just turn her in. Might be a reward, but either way she's off our hands. I expect they'll hang her, unless they can turn her." though it's clear from his tone that he doesn't think that'll work any more than MacLaren does.
He's ready to offload their prisoner, since they got what they needed from her basement anyway. Lots of useful tidbits there.

Veronica Blackblade |

"Valid points Mac. Didn't have much planned to offer her, really, besides not killing her - but you're right, that's a decision that should be left to the Pirate Council. Guess we have all we're going to get then, at least until we get Captain Fairwind's opinion on what to do with Zarskia. Nothing more to do then get her secure, and get us to that dinner, I guess. I did like your idea of locking her up and hand her to Andoran."

Tucci Hedgehopper |

Kasin HP: 52/52 (+14/14) DR 5/evil; AC: 25, tch 15, flat 21 (not included: +3 dodge when moving); SR: 13
Tucci Conditions = Focus: None(sw, 6/8), Shared Training (outflank, full)
Kasin Conditions = Focus: Bull (+4str) & Bear (+4con), Smite (sw, 1/1d, +7dam),
Weapon Equipped = Pike
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +5, Str +3(+5) Dam: Str +4(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +3 att/skill/ability/save (sacred) 1r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (0/1, cast from scroll list)
Rod of Extend Lesser (0/3, heroism, barkskin, shared training)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 8, Concentration +12, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (4/5): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (1/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (1/3): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -
Tucci gets himself cleaned up for dinner. He brushes Kasin, cleans up his gear, and generally tries to make himself presentable.
As they walk over to the other ship however, he also prepares the group for what might be hostilities. You never know climbing on board someone else's home what might happen.
- Shared Training (MacLaren & Veronica, 2 encounters, Outflank)
- Magic Fang Greater (+2 Kasin’s bite, full dungeon)
"Let's eat!" he says excitedly. I hope they don't serve octopus...

narrator robot |
Having taken the prisoner aboard and turning her over to Maheen, the officers get ready for 'dinner' with Tessa on her ship. Shortly before sunset they leave the merchant district and head south to the other side of the bay. Arriving at the last dock, not far from the 'Siren's Lash' they see the 'Luck of the Draw.' The tall blond standing at the gangplank. He motions for you to follow him, it is clear that most of the crew is on shore leave and Tessa, just has a few sailors there guarding the ship. You are ushered below into a small room that clearly doubles as a map room and officers' mess. The big blond moves to the opposite door he gestures towards the table, "Please be seated.", knocking on the door, "Der Guests are here Ma'am."
He turns and stands at ease until Tessa Fairwind exits her quarters. As she moves to the head of the table the big barbarian holds the chair out for her. Once Tessa is seated, the blond moves back across the room and motions out the door. He then moves back to the other end and sits on Tessa's right. Soon the galley begins delivering the meal. As the chowder is served, Mugs are filled with rum. She gestures towards her Master at Arms, "You've met Ivar, we may speak freely in front of him." Helping herself to the chowder she continues, "So what have you learned about 'Chelish spies?"

Brother MacLaren |
1 person marked this as a favorite. |

I had thought we might bring our guest to dinner. If not:
Brother MacLaren ensures that Zarskia is tightly bound, and additionally locks her hands in the MW Manacles. He doesn't like doing this - doesn't like dealing with prisoners at all, really - but it's a consequence of the Frostbite spell.
Then he leaves Zarskia, still unconscious, in his quarters.
"Don't let her out, Maheen. If there is noise and you need to open the door to check on her, have three others with you. I think she is secure, but she may have a trick up her sleeve that I didn't know about."
----
Aboard the Luck of the Draw, he thanks Tessa Fairwind for the chowder and rum and takes a sip.
"Zarskia Galembar, a Mwangi alchemist, was running a spy ring out of the Jasperleaf Apothecary. Her spies included Haddon Pike, Roweena Kellet, and Corlan.
Zarskia recently received orders to end her operations, so she hired an assassin named Giles to eliminate her spy ring.
These papers we found detail the spy ring. Three of them are dead, but Elliece Farhaven is still alive as far as we know. Haddon Pike's orders had been to report on the movement of ships visiting Drenchport, especially those belonging to the Master of the Gales. That may be significant.
The instructions for Zarskia are here, written in Infernal. According to our translation, they say 'Silence is now key. Our plans will go into full force once our agent finishes his preparations. Destroy any remaining evidence and discreetly sell your business. Report to Nisroch for your next assignment.' We can bring Zarskia here for questioning, or hand her over to the Pirate Council. Keep in mind that she may only know what she 'needs to know' and may not have full knowledge of the plots in motion.
One odd thing. Arronax Endymion is lord of Hell Harbor and he used to be an admiral in the Chelish navy. His quartermaster Roweena Kellet was one of the spies who was eliminated. She had been developing a ledger of pirate captains where a sufficient bribe would either sway them to the side of Cheliax or have their followers overthrow them. There was an entry for Arronax Endymion, but no number listed. That suggests that either he is already on their side, or else they do not want him or his forces as allies. It bears further investigation. Do you know anything about Arronax?"

narrator robot |
As the dinner party finished the soup, Mac explains the things they'd found to Tessa. The tall northerner motioned to the pirate serving, who quickly brought in the next course, Harissa Clams. As the pirate served the clams Tessa looked at the note from the waterproof satchel.
Looking up at Mac, she gives a light shrug, "Arronax? nothing that's not public knowledge." She gives flirtatious smile, "At least nothing having to do with loyalties."
Pausing for a moment she considers the 'Zarskia' question, she finally answers, "It sounds like there may be members of the Pirate council in this ledger, so it would not be wise to take our 'prize witness' to them until the right moment." She gestures towards Ivar, "I will send my Master at Arms to bring her back to my ship. I would speak with her myself,"
She takes a moment and reads the missive, nodding as she does so. Looking back up she asks, "Did you bring this ledger with you? May I assume this assassin Hadden Pike is dead?"

Tucci Hedgehopper |

Tucci squirms a bit in his seat, smiling as the good Brother lays out what they've found, with supporting docs. He offers to run over to the ship with the great big blondie to collect the prisoner. He's not worried that the pirate can't handle her, but the crew might not believe him and might not set her loose.
He nods when Mac talks about the mercenary. Very skilled. he thinks.

Veronica Blackblade |

"I agree with Mac's assessment of Giles. Besides his pay, he didn't seem to have any stake in this matter. You could probably even hire him, if you want."
She gives the Pirate Lord a few moments to consider the information available, before continuing.
"What would you have us do now? Is this enough to bring to the Pirate Council, or should we follow up on the remaining leads, Elliece Farhaven and Nisroch? We don't have much to go on at the moment, but can probably dig up something useful with a bit of effort."

narrator robot |
Ninja'd by Veronica, I will edit.
Retconning, Let's say the first half of Arronax's page is public knowledge, but not the history.
Nodding sagely as Mac confirms the assassin lives, Tessa considers Veronica's question. Glancing to her Master at Arms, he begins gathering the books and satchel. As he stands, he motions to the sailor to bring the next course, he then places the items on the shelf behind him. While the main course of steak, lobster, and asparagus is served, Tessa answers. "You've done very well. This information will certainly be enough to take to the pirate council, at the right time. I am more concerned about the names in the ledger than Farhaven or the goings on in Nisroch but thank you for offering. I know that tracking this information down has kept you from doing other things so I will be sending trade goods and booty to your ship tonight." worth 3 points of plunder.
As she cuts into her bloody steak, Tessa changes subjects. Gesturing toward the porthole with her steak knife, she asks, "Have you noticed the extra ships in port? The Free Captains’ Regatta is to take place in a week. They're all waiting for the Master of the Gales to announce it's starting location." As she takes a bite of the steak, she slowly chews it, then continues. "I was hoping you'd make it back to Port Peril in time for the race. As you know the winner of the regatta will claim fame and fortune, as well as lordship of an island and a seat on the Pirate Council." She leans in a little, smiling, "And I am always looking for allies on the Pirate's Council."
Reaching over to a shelf near the end of the table she picks up a bag, clearly full of coins. Dropping the coins on the table she continues. "You've proven yourself to be both friends and allies." Her smile turns wolfish, "And you have a very fast ship. I would like the pleasure of sponsoring the ''Charm' in this years regatta." She continues eating her meal, letting the captain and her officers consider her offer. As folks finish their main course the big barbarian waives at the sailor helping in the galley. As he first collects empty plates the second brings in desert; mangoes flambe.

Tucci Hedgehopper |

Tucci dives into the mangoes - such a tasty fruit! And flaming in a bed of sugar no doubt. Delectable!
"We do indeed have a very fast ship. Quite impressive on open waters." he says with pride.
"And thank you for making up any losses we may have suffered in our work for you. ...but I am curious." He eyes the pouch of coins, "What would you want for the 'pleasure' of sponsoring the Charm in the tournament?"
"Not to be rude!" he hastens to add, "For I'm sure your pleasure is enough. But if we're to be tied together toward a common cause, I'd want all the cards on the table. What do we owe you for this largess?"
He looks curious at Tessa, hoping he hasn't offended.

narrator robot |
1 person marked this as a favorite. |
Taking a bite of her mangoes flambe she smiles at the halfling, "My dear Tucci, my goals haven't changed since our Last Meeting."
She sets her fork down and lifts her mug, "To new friends, let our relationship be profitable for the Shackles and even more so for us." As she sipped the rum she looks toward the cleric and Captain to see if they have any questions or observations.

Veronica Blackblade |

Veronica raises her glass high in response "To friends and profits!" She adds with a grin, before downing her cup. As she sits down, she nods to the purse with a more serious smile on her face. "It's a generous offer, Captain Fairwind, and I thank you for it. And the vote of confidence, as well. I'd be a fool to refuse your sponsorship. We'll enter the Regatta and we'll make sure we win!"

narrator robot |
Smiling Tessa nods to Veronica, "It is money well spent Captain."
She gestures the general direction of port side, "I would recommend staying in port until the "Master of the Gales" has announced where this year's race will start." She looks around the table, satisfied with the information she'd learned. quickly drinking the rest of her rum, she sets the stein on the table and asks, "Are there any other questions you have for me? I look forwards to Ivar returning with your prisoner so I may question her myself."
Public knowledge on the Master of the Gales And no 'not public' knowledge included :)

Brother MacLaren |

"Haddon Pike had been keeping an eye out for the Master of Gales' ship. I don't know if this means that Cheliax is plotting against him, or that he is on their side. It's concerning either way.
I'm interested in taking part in the Regatta of course. That's just something that might be a complicating factor."

narrator robot |
As Mac explains what 'Haddon Pike' had been up to, Tessa furrows her brow, "Your right, if may be something that complicates the matter. I will have someone look into it." She pauses, obviously considering what to say, then continues, "The Master of the Gales see's himself as the apex predator of the chelish ships, I doubt if he would plot with them, but I don't doubt that they would like to see his downfall. Especially since his port is nearest the 'Eye' and where their ships would need to pass near if they were to invade."
Having finished her desert, and the conversation seeming to wain, she stands "Thank you for coming to dinner, it is good to get reacquainted with friends old and new." She nods to the big blond barbarian. Ivar turns, gesturing toward the door, "I vill follow you back to der 'Charm' und relieve you of der prisoner, ya?"
If there are any more questions for Tessa we can retcon in spoilers, but for now I'll start the next day.
Having returned to their ship and turned the prisoner over to Ivar, the officers soon head to bed. Waking in the morning, they quickly hear the news that the Master of the Gales has made an announcement. He has declared Cauldron Rock, the northernmost island large enough to be marked on most maps of the Shackles, as the race’s starting point in one week's time. The announcement flies through the city and a huge flotilla of racers and spectators sets sail northward out of Jeopardy Bay.
A quick look at the Charts of the Fair Winds show that the Charm can sail to the Cauldron Rock in three days, leaving plenty of time for any last preparations. Or time to arrive early and enjoy the festivities centered around the race.
ie, is there anything you want to do or purchase before you leave town?

Brother MacLaren |

Brother MacLaren is ready for the Regatta!
Divine Favor (2), Shield of Faith, Protection from Evil, Liberating Command, Enlarge Person (D)
CMW, Instant Weapon, Aid, Resist Energy, Bull's Strength (D)
Invisibility Purge, Dispel Magic, Communal Resist Energy, Fly (D), Open Slot
Divine Power, Control Water, Dimension Door (D)
CMW is in the Sipping Jacket
Last Call holds:
Extended Shield of Faith
Enlarge Person
Bull's Strength
Extended Fly
Ale

Brother MacLaren |

Brother MacLaren will also take out the Sending Stone to contact his wife.
Completed successful mission for Tessa Fairwind. Off to compete in Free Captains' Regatta. Is everything well at the Rock?

Veronica Blackblade |

During the night, Veronica takes the extra time afforded by her ring to craft a protective charm, the encounters with both the tentacled beast and the wrecker wizard still weighing heavily on her mind.
Crafting a Lesser Pentacle Talisman. Should be done in 4 hours, and I auto succeed on the check (DC= 5 +1(Item CL) +5(Fast crafting) +5(missing prerequisite).
---=== Next morning ===---
"Well, seems like we have our next destination. We have a regatta to win!" Veronica grins confidently as she hears the news about the Regatta's starting location. "Set course for the Cauldron Rock!"
During the trip, Veronica finishes working on two other charms, hoping all this protective measures she's been working on prove enough to prevent her from ever leaving her crew to fend for themselves like what happened with the wreckers.
Crafting a Lesser Talisman of Warrior Courage and a Lesser Talisman of Freedom to complete the set. Afterwards, I will start working on some Gloves of Elvenkind (1500/7500 done on the third day of the trip)

narrator robot |
Arriving at Cauldron Rock, the race fleet anchors northeast of the island. The captains of most of the competing ships disallow shore leave for their crews, but numerous spectators (including many of the officers friends and allies, such as Tessa Fairwind and possibly Pierce Jerrell, Merrill Pegsworthy, or others) make merry on their ships or on a small sandy beach nearby, in spite of intermittent rain and wind from the giant hurricane to the north.
This year’s Free Captain’s Regatta attracts far more entries than the last few years. A wide variety of ships are taking part, from barques, brigs, caravels, clippers, and galleons, to galleys, junks, longships, and triremes. As officers and crew observe the ships in the bay they notice the ships comprise the main opposition in the Regatta: the Albatross, Barnacled B&*$&, Bonny Witch, Chimera’s Teeth, Darcy’s Pillage, Kelizandri’s Favor, Pharasma’s Price, Promise’s Bounty, Redcap, Sea’s Largess, Skullduggery, Stormrunner, Sullied Strumpet, Wave Wraith, and lastly, the 'Wormwood'—captained by the Officers old nemesis, Barnabas Harrigan.
The afternoon before the race, the Master of the Gales calls a meeting of all competing ships’ captains and their senior officers aboard his xebec, the Kraken. An imposing man with tanned and weather-beaten skin and long, windblown hair and beard, the Master of the Gales outlines the course of the race to the competitors and supplies a simple route map to each participant. Designed to test even the most rugged crew, the regatta will take ships along the fringes of the Eye of Abendego and even into the storm itself, ending at a small islet called Coaming Point. Fixing each contestant with a icy blue stare, the Master of the Gales reminds everyone that the Free Captains’ Regatta is a nautical race, not a battle or an opportunity to avenge past slights. He announces that he will be monitoring the race, and any ship caught attacking or unduly interfering with another competing vessel will be disqualified, or if necessary, sunk. Nature itself will be the most dangerous enemy the contenders will face, a fact the gathered captains would be wise to remember if they hope to complete, much less win, the regatta.
Now that they know the general route of the race, the officers of the 'Charm can plot their initial course away from Cauldron Rock in preparation for the race the following morning. They can use the charts of the fair winds to do so, but nearly all of the race will occur outside the area detailed on the charts, so they will only be of use for the race’s start.
The first set of rolls can use the 'charts' once you depart not so much, any last preparations?
During the regatta, the PCs will track their Race score, measuring their placement relative to the other competitors using this score. A positive score means the PCs are ahead of the average contender, while a negative score means the PCs are trailing behind the pack. The PCs start with a Race score of 0. The players should keep track of their Race score throughout the race so that they can see how they’re doing. At the end of the race, the PCs’ total Race score will determine whether the PCs win the race or not.
As the PCs make their way through the race, they will need to make numerous skill checks to successfully plot a course and maneuver around the obstacles along the racecourse. Most of these checks can be made by any PC on the ship. Failing these checks can have negative consequences for the PCs’ Race score, as detailed in the specific encounter locations.
In addition, the pilot of the PCs’ ship has the opportunity to make additional sailing checks (usually Profession [sailor] checks, if the PCs’ vessel is a sailing ship) during the race. Because of the extreme nature of the elements and the regatta itself, the DCs of these checks vary throughout the competition, unlike the static DCs of normal sailing checks. For every 5 by which a sailing check result exceeds the DC, the PCs’ Race score increases by 1. For every 5 by which a check fails, the PCs’ Race score decreases by 1. Up to three additional characters can aid another on any of these checks, each granting the character making the check the normal +2 bonus on the check if successful.
Magic
The use of magic is permitted during the regatta, but whether it will be useful or not is another matter. Control weather might seem like an ideal spell to use during the race, but all competitors in the spell’s area gain the same benefit, resulting in little change in relative position. In addition, the Master of the Gales uses his own control weather spells to negate any weather that unfairly aids a competitor or hinders other contestants.
The winds affected by a control winds spell do not move with a ship, but it can be used to circumvent appropriate obstacles adding a +5 circumstance bonus on one appropriate skill check for each casting Spells with limited durations, or that affect small or immobile areas, may add a bonus on a single appropriate skill check equal to the spell’s level. Examples include alter winds*, control water, gust of wind, river of wind*, or spells cast to summon appropriate creatures (such as air elementals).

Tucci Hedgehopper |

Kasin HP: 52/52 (+14/14) DR 5/evil; AC: 25, tch 15, flat 21 (not included: +3 dodge when moving); SR: 13
Tucci Conditions = Focus: None(sw, 6/8), Shared Training (outflank, full)
Kasin Conditions = Focus: Bull (+4str) & Bear (+4con), Smite (sw, 1/1d, +7dam),
Weapon Equipped = None
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +5, Str +3(+5) Dam: Str +4(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +3 att/skill/ability/save (sacred) 1r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Rod of Extend Lesser (2/3, heroism)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 8, Concentration +12, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/5): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (5/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/3): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -
Svingli’s Eye gives me the same bonuses as the charts to my rolls (they don’t stack) so that won’t change - but we’ll lose the 10% boost to our speed once we leave the Shackles.
Tucci will lend his rod of extend spell to Eric for Heroism to start the race (at least). He imagines the race will last rather much longer than the spell, but it might give them an early advantage - and he’ll take what he can get! Let me know if the heroism has any effect at all due to the length of the racing day relative to the short duration of the spell.
He lines up the Charm with the other ships and is eager to let the ship loose following the initial course laid out on the charts. What they encounter in uncharted waters, well, they'll just have to manage. He wishes he had a scroll of make whole - just in case.
He will use his wand of Read Weather the night before so as to be in the best possible position for tomorrow's weather when they get started.

narrator robot |
Race Start
The race begins first thing in the morning, under leaden skies and sudden squalls of driving rain. Tessa Fairwind comes aboard the 'Charm' to wish them smooth sailing and good luck, as do other friends and allies.
After over an hour of shouting, cursing, and jostling for position, the contenders arrange themselves in rough formation behind the starting line drawn between the 'Kraken' and another ship, the Ocean’s Revenge.' All eyes look to the Master of the Gales, who stands atop a rocky promontory on Cauldron Rock. He raises both arms to the sky and unleashes a flashing bolt of lightning down into the surf, signaling the start of the race.
As the Master of the Gales transforms into an albatross and flies over the participants, the wind shifts sharply and unnaturally from northerly to easterly, throwing the competitors into chaos.
Your Helmsman must pilot their way clear of the milling ships.
two Profession (sailor) DC 25 checks please.

Tucci Hedgehopper |

Kasin HP: 52/52 (+14/14) DR 5/evil; AC: 25, tch 15, flat 21 (not included: +3 dodge when moving); SR: 13
Tucci Conditions = Focus: None(sw, 6/8), Shared Training (outflank, full)
Kasin Conditions = Focus: Bull (+4str) & Bear (+4con), Smite (sw, 1/1d, +7dam),
Weapon Equipped = None
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +5, Str +3(+5) Dam: Str +4(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +3 att/skill/ability/save (sacred) 1r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Rod of Extend Lesser (2/3, heroism)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 8, Concentration +12, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/5): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (5/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/3): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -
”Oh hell, what happened to the wind!”
Tucci scrambles as the wind changes, and does his best to get a good start. He tries to capture the wind obliquely!
Profession Sailor: 1d20 + 16 + 4 ⇒ (7) + 16 + 4 = 27 (eye, heroism)
Profession Sailor: 1d20 + 16 + 4 ⇒ (2) + 16 + 4 = 22 (eye, heroism)
Plus aid anothers if they are successful. If they are not - let me know before the GM rules, Tucci has a trick up his sleeve.
Race Score: 0

Brother MacLaren |
1 person marked this as a favorite. |

Brother MacLaren notices Tucci having some trouble with the weather.
He starts directing the crew on one of the sails, knowing that Tucci is quite busy with the helm.
Profession (Sailor) to Aid Another: 1d20 + 11 ⇒ (7) + 11 = 18

Tucci Hedgehopper |

As I'm traveling today...
He calls upon the ship's wheel (link) to aid himself providing a +5 bonus (+3 net to the above roll).
If that doesn't work (GM call), he calls upon deep reserves, and re-rolls his profession sailor thanks to Besmara's Blessing!
Profession Sailor: 1d20 + 16 + 4 + 2 ⇒ (14) + 16 + 4 + 2 = 36 (eye, heroism, MacLaren aid?)
- - -

Veronica Blackblade |

We still got 4 days of downtime before the race, right? Finishing the gloves will take 3, and I'll use the last one to make another lvl 1 pearl of power.
As the race is about to start, Veronica addresses the crew. "We have a fast ship, a great helmsman and the finest crew anyone could ask for. I trust you all to get us through this race, and I know we will win! Let's go!"
As the race starts, Veronica offers her help to Tucci, giving him suggestions on how to navigate around the other contestants and shouting orders at the crew.
Aid Another: Profession (Sailor): 1d20 + 12 ⇒ (4) + 12 = 16

Eric Blackblade |

Eeic casts the requested spell on Tucci, and then joins the rest of the crew, eagerly awaiting orders. When the race starts, he does his best to accomplish his tasks as quickly and perfectly as he can, and tries to motivate the others around him to do the same.
Aid Another: Profession (Sailor): 1d20 + 4 ⇒ (19) + 4 = 23

narrator robot |
We still got 4 days of downtime before the race, right? Finishing the gloves will take 3, and I'll use the last one to make another lvl 1 pearl of power.
This is correct. Also, I think, since 'rolls' more than five points higher than the DC get an extra + 1, we should roll aids for all skill checks. So if there are two skill checks please roll two 'aids.' Remember any of the PC's can make the primary skill check.
As soon as the race begins the 'Charm' lurches out in front of the ships near her, avoiding any early collisions.
As she moves forwards a large caravel, blown off course, seems about to collide with her. Tucci's firm hand on the helm and quick direction from the officers bring the 'Charm' about fast enough to avoid the larger older ship.
As seconds turn into moments there are a few ships that break ahead of the pack, and the 'Charm' is one of them.
+ 2 race score points
The Silted Shrouds
The Silted Shrouds are an extensive series of shallow sandbars formed by the continuous action of the Eye of Abendego. There are no up-to-date charts of the Silted Shrouds, as new channels and sandbars continuously form and wash away.
The PCs must make four successful DC 25 Survival checks to navigate their way through. Characters with at least 5 ranks in Knowledge (geography) or Knowledge (local) gain a +2 bonus on the checks.
Alternatively, the PCs can use aerial reconnaissance or underwater reconnaissance (provided the scout has a fly speed or swim speed of 50 feet or more) to make Perception checks instead.
Failing a check subtracts 1 from the PCs’ Race score as they backtrack. Failing a check by 5 or more means the PCs’ ship runs aground, subtracting an additional 2 from their Race score, unless they have an underwater scout moving ahead of the ship Casting commune with nature or find the path eliminates the need for any navigation checks. The PCs can avoid making any navigation checks by sailing around the Shroud, but this subtracts 5 from their Race score.
EDIT: Missed this part at the bottom of the page.
Sailing checks: The PCs can make three DC 25 sailing checks to improve their Race score during this leg of the race.

Brother MacLaren |

Who would be casting Find the Path at this level? I guess if you sprung for a scroll of it.
"What do you think, Tucci? Risk the Shrouds or go around?"
Brother MacLaren can try Aid Another (untrained) for Survival, and he'd have a +3. Veronica has it untrained at a -2.
Mac doesn't have a fast enough Fly speed to be an aerial scout (only 40' in his armor) but Veronica would be fast enough as she is in light armor.
Mac has the Farglass, which might be of some use for some challenges.
He also has Control Water prepared, which according to the race mechanics can give a +4 on a single check, such as by raising the water level over a sandbar so we don't run aground. Will save it for now, as I don't think we need it in this case.
Tucci has... +19 or +21 on this check? +15 Survival base, +2 for the Eye, +2 for 5 ranks in Knowledge (Geography), and maybe +2 if Heroism is still active.

Brother MacLaren |

Survival: 1d20 + 3 ⇒ (13) + 3 = 16
Survival: 1d20 + 3 ⇒ (18) + 3 = 21

Tucci Hedgehopper |

Tucci guides the ship through the muck - he hopes without running aground!
Survival: 1d20 + 15 + 4 ⇒ (18) + 15 + 4 = 37 (eye, aid) vs DC 25
Survival: 1d20 + 15 + 4 ⇒ (20) + 15 + 4 = 39 (eye, aid) vs DC 25
Survival: 1d20 + 15 + 4 ⇒ (6) + 15 + 4 = 25 (eye, aid) vs DC 25
Survival: 1d20 + 15 + 4 ⇒ (14) + 15 + 4 = 33 (eye, aid) vs DC 25
Survival: 1d20 + 15 + 4 ⇒ (2) + 15 + 4 = 21 (eye, aid) vs DC 25
He does reasonably well all things considered and makes it through the sand bars without serious injury. Unlike the last time when he ran the ship aground!
Profession Sailor: 1d20 + 16 + 4 ⇒ (16) + 16 + 4 = 36 (eye) vs DC 25
Profession Sailor: 1d20 + 16 + 4 ⇒ (19) + 16 + 4 = 39 (eye) vs DC 25
Profession Sailor: 1d20 + 16 + 4 ⇒ (12) + 16 + 4 = 32 (eye) vs DC 25
Once free, he gives her room to move - and move she does as the ship leaps ahead!
Race Score: 2 (not counting this post)

Veronica Blackblade |

"Great job Tucci!" Veronica grins as she they make it out of the Silted Shrouds unscathed. "Don't think everyone else will be able to follow us that easily. We're pulling ahead in this race, let's keep going!"
She does her best to aid him in piloting the ship, offering advice and ordering the crew so he can stay focused piloting the ship.
Aid Another: Profession (Sailor): 1d20 + 12 ⇒ (4) + 12 = 16
Aid Another: Profession (Sailor): 1d20 + 12 ⇒ (4) + 12 = 16
Aid Another: Profession (Sailor): 1d20 + 12 ⇒ (18) + 12 = 30
"Here, Tucci, might as well hand you this - we're depending on you to win this, so I figure a little extra help won't hurt. No such thing as too much luck." Veronica hands Tucci her Four-leaf Clover, figuring he's the one who can make better use of its daily luck.

Eric Blackblade |

Aid Another: Profession (Sailor): 1d20 + 4 ⇒ (19) + 4 = 23
Aid Another: Profession (Sailor): 1d20 + 4 ⇒ (2) + 4 = 6
Aid Another: Profession (Sailor): 1d20 + 4 ⇒ (5) + 4 = 9
Eric smiles as the ship picks up speed and keeps focusing on doing his best as part of the crew.

narrator robot |
F. Raker Shoals
The low-lying coral reefs known as Raker Shoals are a well-known hazard to ships in this region. The officers must quickly chart a course through the shoals.
The Call comes from the crows nest, "Reefs Ahead!"
Barefoot Samms calls out to the upper deck, "Cap'n do you want us ta trim sails and reduce 'er speed?"
DC 20 Knowledge (geography) check. Using the charts of the fair winds (see page 58) grants a +2 circumstance bonus on the check.

Veronica Blackblade |

"Tucci, it's up to you. I trust your piloting enough that I say we take the reefs at full speed. Let the others try to keep up and risk running aground. Between your skill, Jhalazar's Wheel, and having us spot for you, I'm pretty sure we'll breeze through this, as long as we plot a smart course here."
Aid Another: Knowledge (Geography): 1d20 + 6 ⇒ (20) + 6 = 26
Veronica shouts back to Samms with a grin. "No! We're doing this at full speed! This is a race, not a pleasure cruise! The more we pull ahead, the better - we'll force everyone else to make riskier and riskier plays if they want to keep up!"
Reef 1:
Perception: 1d20 + 16 ⇒ (8) + 16 = 24 190 ft
Perception (Blackblade): 1d20 ⇒ 3
Aid Another (Profession Sailor): 1d20 + 12 ⇒ (17) + 12 = 29
Reef 2:
Perception: 1d20 + 16 ⇒ (11) + 16 = 27220 ft
Perception (Blackblade): 1d20 ⇒ 7
Aid Another (Profession Sailor): 1d20 + 12 ⇒ (4) + 12 = 16
Reef 3:
Perception: 1d20 + 16 ⇒ (10) + 16 = 26 210 ft
Perception (Blackblade): 1d20 ⇒ 20
Aid Another (Profession Sailor): 1d20 + 12 ⇒ (3) + 12 = 15
Reef 4:
Perception: 1d20 + 16 ⇒ (3) + 16 = 19
Perception (Blackblade): 1d20 ⇒ 7 140 ft
Aid Another (Profession Sailor): 1d20 + 12 ⇒ (19) + 12 = 31
Reef 5:
Perception: 1d20 + 16 ⇒ (5) + 16 = 21 160 ft
Perception (Blackblade): 1d20 ⇒ 5
Aid Another (Profession Sailor): 1d20 + 12 ⇒ (4) + 12 = 16

Tucci Hedgehopper |

"Aye captain! Full speed ahead!"
Knowledge Geography: 1d20 + 10 + 2 + 2 + 2 ⇒ (16) + 10 + 2 + 2 + 2 = 32 (eye, map, aid) vs DC 20
Profession Sailor: 1d20 + 16 + 2 + 2 ⇒ (20) + 16 + 2 + 2 = 40 (eye, aid)
Profession Sailor: 1d20 + 16 + 2 + 2 ⇒ (14) + 16 + 2 + 2 = 34 (eye, aid)
Profession Sailor: 1d20 + 16 + 2 + 2 ⇒ (20) + 16 + 2 + 2 = 40 (eye, aid)
Profession Sailor: 1d20 + 16 + 2 + 2 ⇒ (6) + 16 + 2 + 2 = 26 (eye, aid)
Profession Sailor: 1d20 + 16 + 2 + 2 ⇒ (4) + 16 + 2 + 2 = 24 (eye, aid)
So it looks like I might need to make the last couple rolls, and I have two 'crits' early on! Go team!!
Tucci cries out with joy as the ship leaps in the water! "Huzaahhhh!"

narrator robot |
Apparently. I got in a hurry and didn't post the results of the second challenge (I'd typed it on a sererate 'sticky note' and didn't combine the two) Race score 5
Barefoot Samm's gives the Captain a thumbs up and begins giving orders to the sailors manning the sails. Meanwhile, Ambrose brings the charts to the upper-deck so the officers can take a good look at what they are facing. Tucci applies his geographical knowledge to the situation and with the help of the captain figures out how to totally avoid two of the reefs entirely.
Calm and collected he guides the 'Charm' through the rough waters, Pulling ahead of the vast majority of the pack. There appear to be three ships on the horizon still ahead of them.
Race Score + 1 (total of 6?)
G. Gozreh’s Flow
Sometimes called Gozreh’s Piss by the less reverent, the swirling wash of powerful ocean currents called Gozreh’s Flow sweeps out of the Sodden Lands along the southern fringes of the Eye. Competitors must tack into the strong wind while navigating the treacherous currents.
The officers must make three successful DC 25 Knowledge (nature) or DC 30 Survival checks during this leg to avoid the strong easterly currents dragging them back. Each failed check subtracts 1 from their Race score. Casting commune with nature or find the path eliminates the need for any checks. There is no way to avoid Gozreh’s Flow.
Sailing checks: The PCs can make three DC 20 sailing checks to improve their Race score during this leg of the race.

Tucci Hedgehopper |

Tucci does his best to fight against the flow - amazed they’re not the lead ship.
Survival: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25 (eye) vs DC 30
Survival: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34 (eye) vs DC 30
Survival: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25 (eye) vs DC 30
He suffers a bit, failing twice (unless he gets three aids on each).
Profession Sailor: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31 (eye) vs DC 20
Profession Sailor: 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 19 (eye) vs DC 20
Profession Sailor: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31 (eye) vs DC 20
He fails once here too and only hopes that aid, and a poor showing by other ships, keeps them in the race!
Race Score: 6 (not counting this post)

Veronica Blackblade |

Aid Another(Survival): 1d20 - 2 ⇒ (2) - 2 = 0
Aid Another(Survival): 1d20 - 2 ⇒ (8) - 2 = 6
Aid Another(Survival): 1d20 - 2 ⇒ (20) - 2 = 18
"Ugh, we just had to go through Gozreh's Piss, didn't we? Damn currents will just slow us down. Hopefully they'll affect the others just as much." Veronica looks frustrated as she looks to the ships still in front of them. Failing to provide much aid to Tucci in fighting against the currents, she instead focuses on inspiring the crew.
"Listen up, people! Our ship's got the best damn crew in the Shackles, and there's no way we're losing this race. Don't care if it's these currents, or the Eye itself! We're pushing through, and taking our deserved spot in the lead!"
Aid Another (Profession Sailor): 1d20 + 12 ⇒ (10) + 12 = 22
Aid Another (Profession Sailor): 1d20 + 12 ⇒ (11) + 12 = 23
Aid Another (Profession Sailor): 1d20 + 12 ⇒ (16) + 12 = 28

Eric Blackblade |

Aid Another(Survival): 1d20 ⇒ 14
Aid Another(Survival): 1d20 ⇒ 8
Aid Another(Survival): 1d20 ⇒ 8
Aid Another(Profession Sailor): 1d20 + 4 ⇒ (17) + 4 = 21
Aid Another(Profession Sailor): 1d20 + 4 ⇒ (11) + 4 = 15
Aid Another(Profession Sailor): 1d20 + 4 ⇒ (9) + 4 = 13
Eric does his best to follow the officers' orders and help the rest of the crew to the same.

Brother MacLaren |

Brother MacLaren tries to assist Tucci with the navigation.
Survival Aid #1: 1d20 + 3 ⇒ (20) + 3 = 23
Survival Aid #2: 1d20 + 3 ⇒ (16) + 3 = 19
Survival Aid #3: 1d20 + 3 ⇒ (18) + 3 = 21
Much like Veronica, he can auto-aid on Profession (Sailor), having a +11 modifier.
He can help Tucci a bit, but not quite enough to avoid all of the currents.

narrator robot |
Even with the officers and crew working together, Veronica's prophecy proves true, the currents of Gozrey's Flow does throw the 'Charm' off course. Fortunately the officers are able to pull together and set them back on course fairly quickly. As they sail towards the 'Iris's Splinters, they can just identify the ship in front of them, the 'Sullied Strumpet'.
Race Score + 1(Total of 7)
H. Iris’s Splinters
Two jagged shafts of rock, called the Iris’s Splinters, rise out of the ocean here, forming a narrow 100 foot gap between them. Competitors must “thread the Iris” and sail between these splinters. As the 'Charm' approach the rocks, a gigantic turtlelike behemoth surfaces ahead of them. As they watch, the beast smashes into the Sullied Strumpet with a bellow, capsizing the light sloop.
The dragon turtle’s slow swim speed gives the officers the opportunity to outmaneuver it and dart through the Iris with three successful DC 25 sailing checks. If the PCs wait for another ship to draw the dragon turtle's attention, only one sailing check is required, but this subtracts 1d3 from the PCs’ Race score. Using Jalhazar’s wheel as a full-round action to combine a hard to port or hard to starboard action with a full ahead action grants an additional +5 bonus on one check.
Failing a check means that the PCs must hold off the dragon turtle for at least 3 rounds while their ship threads the Iris.
Sailing checks: The PCs can make two DC 25 sailing checks to improve their Race score during this leg of the race.

Tucci Hedgehopper |

Though Tucci wants to see the Captain and MacLaren in action, he does what he can to avoid the trouble.
Profession Sailor: 1d20 + 16 + 2 ⇒ (10) + 16 + 2 = 28 (eye) vs DC 25
Profession Sailor: 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30 (eye) vs DC 25
Profession Sailor: 1d20 + 16 + 2 ⇒ (8) + 16 + 2 = 26 (eye) vs DC 25
Not sure if you want three additional rolls.
Profession Sailor: 1d20 + 16 + 2 ⇒ (6) + 16 + 2 = 24 (eye) vs DC 25
Profession Sailor: 1d20 + 16 + 2 ⇒ (2) + 16 + 2 = 20 (eye) vs DC 25
Profession Sailor: 1d20 + 16 + 2 ⇒ (10) + 16 + 2 = 28 (eye) vs DC 25
Race Score: 7 (not counting this post)

Veronica Blackblade |
1 person marked this as a favorite. |

Tucci, I think you aren't including the +2 bonus to sailing checks from our ship's improvements.
"Great piloting, Tucci. And good call on evading that turtle monster. This is a race, after all, not a fighting competition. And this way, the other ships will have to deal with the turtle as well."
As they get past the Iris's Splinters, Veronica does her best to help Tucci, her eyes looking at the other two ships still in front of them, hoping to overtake them soon.
Aid Another (Profession Sailor): 1d20 + 12 ⇒ (18) + 12 = 30
Aid Another (Profession Sailor): 1d20 + 12 ⇒ (11) + 12 = 23
Aid Another (Profession Sailor): 1d20 + 12 ⇒ (3) + 12 = 15