Session Notes

## Session 2

The adventurers all woke up (other than Nightwood, who kept snoring away) on the deck of the Wavechaser. Winki went and chatted up a half-orc hippie lady, Ginn scoped out the ship's crew, and Coco went and met the tabaxi Captain Jill Starling. She told the party that the Wavechaser had been in the area because she was scouting out the location of a mysterious underwater treasure, a staff of great power that the Sahuagin leader had found and used to sink the entire island of Palma Flora. Captain Starling offered the party a third of the staff’s value (amounting to 10K GP) to help retrieve it, but when they pointed out that to earn that bounty they'd have to be the ones to dive down to the Sahuagin territory and retrieve the staff, she raised the split to an even 50/50. The party surprisingly - despite the DM preparing a ton of game mechanics for how a mutiny would work - agreed to cooperate.

The Wavechaser stopped at the island of Jomo Cay to offload the islander refugees and let the party gear up for their underwater heist. The adventurers were rowed ashore (Ginn wearing Nightwood like a backpack) and used a letter from Captain Starling (who was seeming more and more like a pirate) to intimidate a blacksmith into giving them four magical diving helmets…and a shortsword. And a crossbow. And a breastplate. And a hundred crossbow bolts. They then went to an apothecary where the girl behind the counter raved about the book she was reading: the adventures of a dashing Lieutenant Commander high elf named Begolorf, who also happened to be the guy who Winki’s girlfriend left him for. Upon seeing this, Winki flew into a rage and smashed up the shop and ran out. Ginn and Coco pretended not to know him, and consoled the poor girl who gave them some free healing and animal friendship potions for their "kindness".

As they headed back to the ship, alarm bells rang through the village (potentially related to the party’s shenanigans) and by the time they returned to the Wavechaser, an IDCP (Island Dwarf Coastal Patrol) ship called the Margaritaville was moving to intercept.. After a fierce ship-to-ship ballista battle where both ships’ sails took heavy damage (and Winki and Ginn shot Lt. Cmdr Begolorf twice), the Margaritaville finally caught up with their quarry. A crew of half a dozen heavily armed IDCP dwarf sailors started throwing both grappling hooks and insults at the party (“overcooked lobsters!”) and leapt aboard the Wavechaser.

Session 3 will start in the middle of a huge on-ship fight between an IDCP boarding party and the crew of the Wavechaser. Captain Starling (who was nowhere to be seen during the ship-to-ship exchange) might have something sneaky planned for the intruders (or might just be hiding). Winki might be able to get revenge on the guy who seduced his woman. Ginn and Coco might put their new purchases to good use. Nightwood might actually wake up. And if the party survives the battle, the next stop is the sunken ruins of Palma Flora for the underwater heist of a lifetime.

## Session 1

The party fought sea monsters, won treasure, made some new friends, and inflicted hella psychic damage with off-color innuendo. Take a long rest, level up your characters to L2, and start using your down time to plan a mutiny on the good ship Wavechaser.