Jask Derindi

Jask aka GM's page

10 posts. Alias of Insnare.


RSS


Jask says, I don't think so. Time will tell.


My mistake, Heal is an untrained skill

Finn

Spoiler:
You are able to discern that Gelik is suffering from Devil's Chills

Jask then looks at Zabivat, "Well I am not advanced enough to cure his disease. I will tend to him while you are on your travels today."

Where do you want to go?


"I do not think it is wise for us to move camp. We have spent the past day or so building it and it is currently defensible but to move all of this gear to the other side of the island is foolhardy and considering the general lack of assistance from some of the others it wouldn't make any sense. says Jask cheerfully.


Jask responds with a shrug and then smile, "Well Miles, I was once employed by the Sargavan government and I uncovered evidence of corruption involving illicit deals with the Free
Captains of the Shackles, afterward I confronted my superior, only to be betrayed and framed for the same crimes. Faced
with imprisonment, I fled all the way to Corentyn, where I lived a modest life as a scribe for a decade. Anyway, one of the incriminating papers I found so long ago indicated that one of my superior’s contacts
in the Shackles was a man named Avret Kinkarian. Kinkarian’s ship, the Brine Demon, reputedly wrecked here on Smuggler’s Shiv. So, it is a long shot but if you could check that out for me that would be great."


@Miles,if you want to give me a diplomacy check that would work

Jask says in response, "I grew up in and around Sargava. Anyway, if you need me to help out that would be fine." giving Via a big smile.


Jask nods. "I do know of it. It is a notorious island north of Eleder. It's not shown on most maps, but is rightfully feared by those who ply the waters of Desperation Bay. The island is named not only for the knife-like shape of its coastline, but for its uncanny habit of wrecking ships that draw too near--mostly smugglers eager to avoid detection by Sargava's navy. It's commonly believed that the shores of Smuggler's Shiv are haunted by the ghosts and ghouls of the sailors who have died on the jagged rocks and reefs surrounding the island. These rumours are supported by reports of several failed attempts to establish long-lasting colonies on the island. It is not a good place to be trapped. I agree with..." He pauses and looks at Grimma and thanks her and continues. "I am sorry, but I do not know your name, but I agree with you that we should find a secure place to set up a camp."

Those of you with the appropriate skills may make checks to know of Smuggler's Shiv as well.

Knowledge (geography) or Profession (sailor) DC 16:

Spoiler:
When Sargava was first settled, Chelish engineers erected a lighthouse on the Shiv's southwest shore. The light was intended to warn approaching ships of the dangerous waters and, eventually, was to have been the first building in a small colony. The light and all plans for colonization were abandoned just before completion amid rumours of curses, haunts, and cannibalism.

Knowledge (geography) or Profession (sailor) DC 20:
Spoiler:
Rumours hold that a group of shipwrecked Chelish soldiers, survivors of an attempted Thrune invasion of Sargava some 70 years ago, were stranded on the island. The rumours claim that they degenerated into a cannibalistic society, and that their descendents scour the isle's shores for shipwreck victims to add to their meals.


Jask looks at Grimma with a scowl and then says, Haven't you looked at me I serve the black... HAHAHAHAHAHHA!!!!!

He then looks and takes a pause
"But really I serve Nethys who believes in magic and parity, you need the good with the bad, we are not as dogmatic as black and white."


Miles is able to unlock the shackles with ease, Jask limbers up a little bit stretches his muscles out, smiles at Miles and says, "Thank you, Thank you!!!!"

Everyone add 100xp to your characters.

Survival DC 10

Spoiler:
You estimate you have two to three hours before the tide comes in, which should be enough time to reach the Jenivere, search it, and return. Once the tide comes in, this will become a very dangerous area, and if you wait nine hours or until tomorrow, anything worth salvaging will be gone.


You guys do not have the key, so liberating him is a smidge more difficult than saying 'we set you free my son'

He writhes and jolts his still incarcerated body over to look at Grimma and says, "I am a faithful servant of Nethys, may you be protected by his one hand and pushed forward by the other..."


Finally fully coming to Jask rolls on his back in spite of his manacles and says, "Can one of ye set me free, I'd be a greater help that way.. I has the religious healing arts... Please!!!