Quell listens at the door of the bunk room. The men are arguing a bit because they are worried about Branna but they’re sure she’s dead. They mention a mutiny but are scared they’d die. Quell, after consulting us, messages the one who is saying “it’s just not right” saying Branna is not dead and we rescued her. He falls onto the floor and exclaims that the mother herself said she’s okay! Quell messages him again and asks him to open the door and let us in so we can get her stuff. They argue amongst themselves inside.
Quell messages again and they tentatively crack the door open. She waves at them. The man who opened the door asks if we have any proof, so Cali tells Quell to show him the map she drew for us. He recognizes her handwriting and lets us in. We tell him we’re looking for the seaglass bracelet. Quell asks more about the people who took Branna. She tells him we killed Vren and a venom-blooded who was with him, and that Irrin is injured but we didn’t kill him before he got away. Those are the only names we currently have though.
There are three people in this room, and the oldest pipes up. He says there’s one woman on the ship who was part of it and that we need to kill her if we can find her unguarded. He suggests that maybe we ambush them when they’re not on the ship so it doesn’t get traced back to them.
There are two left and Irrin, one of whom is in the captain’s cabin. We discuss doing the ambush with the woman who is here. She says it would be best to do the ambush on the beach, less guards there. We decide to be the bait and the ambush.
Bran, the man who opened the door for us, says they brought their own cargo onto the ship. Quell nods and tells him she wanted to open it but it would have made a sound. He agrees to distract the man on deck for us.
We get Branna’s bracelet and then open the crate that belongs to the interlopers. There’s lumber on top of the little lead box, and inside of it Jade detects 3 magical rings. There’s also a magical staff. There are 3 nonmagical bottles of nonmagical liquid, and a magnificent belt that is also magical. There’s also a rolled silken piece of paper with a stamped wax seal.
Jade looks a bit closer at the magic schools on two items before Quell puts them in her bag. We then sneak back off the ship and head for the beach cave where we found Setluk and Branna to begin with, so we can set up for the ambush.
When we get inside the cave, we go in the direction that we did not go last time, and find a little hallway and a small room. There’s a door inside and Quell hears waves on the other end. She tells us these caves are bigger than we thought.
We all (except Wulf, who is attuning to his sewer rat pipes) identify an object from the ship. Cali uses hide in plain sight and covers their self in mud while they sit against the wall.
Quell keeps watch for us all and sees a ball of light, which she and Jade determine is a scrying spell. It floats around the room and Cali sinks further into their mud to stay hidden. Wulf sits quietly with his new rat friends. Quell and Jade start making it look like they’re setting up camp by setting out food and bedding. It starts to leave and Quell sends rabbit after it to see where it’s going.
Rabbit follows the light to find two people, and when they spot him she vanishes rabbit. The last thing he sees is a greenish glow on one of the people’s hands.
Cali quickly casts Pass Without Trace on everyone just in case we’re still sneaking, and Quell takes off running toward the entrance. Cali stays put since they’re hidden. We all roll initiative.
Quell successfully convinces the ghosts to come help on the basis that the two figures have gold they don’t want to give them! Wulf summons rats, and Jade charms one of them to be frozen in place. He eventually breaks free, causing himself damage, and Cali shoots one of them a couple times.
EOS