Dnd notes 10-11-20 Blaze sells two more of his pieces of jewerly. Now has 22 and 48 gems. Blaze also hires the ship crew. Some of the crew names are: Garvin 'Scurvy' Mathian Sedgley 'Salty' Royal Jarman 'Devil's Grin' Blackwood Hilton 'Disfigured' Eastoft Kenelm 'Iron Fists' Sweat Hilton "Disfigured" has a peg-arm. He is a former pirate. Dragon turtle sails up near us and demands a fee to move on from the Island. Blaze throws one of his gems into the sea -- a sapphire -- for payment. We have a CoF flag on the ship's mast. The first day on ship passes uneventfully. The merfolk and sea elves have a war going on below. A school of jellyfish follow us and seem to be disturbed by the war and are closer to the surface. Random tables: Davric is working off a bar tab and Tommy is fishing. The second day on ship passes relatively uneventfully. Still can see land in the distance to guide us. The third day we lower the intern down to scrape barnicles off the side of the ship. Tommy catches a marlin. Ameria takes it to the galley and cooks steaks for the crew. Ameria's father used to work on ships. Two of the crew fight over the size of the steaks. Four figures are flying over the ship at night, with the jellyfish returning too. There are griffons following us. Nief says that we should try to feed the griffons. He runs down and gets more marlin. He holds the fish up to feed the griffons. They start divebombing Nief. It is as large as a horse and makes a terrible noise. They catch the fish in the air. Day four-- the griffons have flown off from last night. For such large creatures, the steaks would not have sated them. The day passes peacefully. Day five - nada day six -- We see a ship trailing behind us. There is no flag flying, doesn't look like a merchant ship. Don't see any guns right now. Nief writes a message in a bottle and then throws it overboard. Ameria creates a magical billboard type thing to write it. She askes them to raise a sail to signal friendly. They do quickly and then signal an SOS towards us. We turn around to help them. Blaze hears a voice in his head, a woman begging for help. If they slow down below 60 knots, a madman will blow up the ship. He wants a reward. We decide to do a zero-point turn and follow them. Nief grabs the steering wheel, Blaze helps drop and then raise the anchor and Tommy casts tidal wave to push us forward. Ameria uses the magic fan to boost us faster to catch back up to the ship. Ship name "The Sea's Lust." Nief saw it as we sail by. It is a part of Anton Moltbeast's crew ships (one of five) -- Nief heard that from the bar in port. It takes a little while to catch back up. Blaze swings over to the other ship like Tarzan. Nief follows with Misty Step. The captain of that ship, an all woman crew, says that they are taking over our ship. Nief and Blaze are surrounded. Nief tries to persuade the ship crew to just join us. The captain is not having it, but says they will not harm us. Ameria does not trust the other ship and does not move the CoF ship closer. Speed situation. cannot go slower than 60 knots. * Heading to Nimbrawl for Ameria ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ INSIDE A BAG OF HOLDING FOR CAMPAIGN IDEA Blaze draws the Gems card. 25 pieces of jewerly. NOW 24! WANT TO SELL 1/2 OF JEWERLY AT LOWER THAN MARKET PRICE DURING WEEK. Twenty-five pieces of jewelry worth 2,000 gp each. NOW at 22 -- sold 2 for 3000 total. And 50 gems worth 1000 gp. -- sold one and throws one to the Dragon Turtle.