<li>Taliah and guards give chase to the Sacco sack taker!
<ul>
<li>We chase him down, but not before the kidnapper attempts to murder Sacco.</li>
<li>After we save him, Taliah escorts guards back to the temple, where she mouths-off to one of them, and basically gets arrested. Charisma is overrated.</li>
</ul>
</li>
<li>The remainder of the group gets to the boat. Gartug joins the group!
<ul>
<li>They sail successfully for a day, before Sheila G studies the ship and teleports us to the Temple of Gozreh for the ritual.</li>
</ul>
</li>
<li>At the Temple of Gozreh, we are part of a ritual, bearing ourselves to the elements!
<ul>
<li>Those who chose wind gained: Fly +4 (Sacred); Always acclimated to high altitudes; Elemental Resist Shock 2/-</li>
<li>Those who chose water gained: Swim +4 (Sacred); Deepsight (See underwater as though amphibious); Elemental Resist Cold 2/-</li>
</ul>
</li>
<li>Back to the ship!
<ul>
<li>As we sail, in the evening, we spot lights in the distance, towards the source of the Cthulu cult. Shortly before dawn, they disappear.</li>
<li>We drop the diplomacy chain, awaiting contact from the merfolk</li>
</ul>
</li>
<li>In Rhyme:
<ul>
<li>Harvey finishes leveling up! He wraps up some stuff.</li>
<li>Stackor finishes leveling up! He wraps up some stuff.
<ul>
<li>Stackor <em>teleports</em> away to tend to the Bore Party.</li>
</ul>
</li>
</ul>
</li>
<li>Back on the ship! Some merfolk finally show up. Kelbore intends to jump in and negotiate; Sheila G prepares to join him.
<ul>
<li>Kelbore begins negotiating in aquan</li>
<li>We agree to go fight an eldritch being threatening some of the merfolk fisheries</li>
<li>The ship alters course towards the sea mount being troubled by the monster</li>
</ul>
</li>
<li>Sailing to the sea mount!
<ul>
<li>The captain manages to avoid the storm chasing us, and leverage the winds to aid our travel.</li>
<li>We arrive, buff, and dive in! As we approach, we find no fishes or merfolk, but an oil slick on the surface. Getting closer, the oil reveals itself as a Formless Mass and attacks! Initiative!
<ul>
<li>It gets thrashed! It tried to negotiate and talk about what a great blob it is, but Reggae Tony mind-blasted it to death!</li>
<li>Sir Oliver grabs a statue of a Three-Eyed frog statue, seeming made from a single giant ruby
<ul>
<li>It can cast <em>Interplanetary Teleport</em> to a designated and specific location.</li>
<li>It is a depiction of Tsatsoggua, Saint Toad, father of night, the sleeper in the deep.</li>
</ul>
</li>
</ul>
</li>
<li>Merfolk appear once the creature is destroyed, and ask who we are. We explain why we’re here, and the merfolk agree to escort us to the chief of their tribe
<ul>
<li>The place we’re heading is three days away.</li>
</ul>
</li>
</ul>
</li>
<li>We travel!
<ul>
<li>Chuck takes the Saint Toad statue, and refuses to give it up.
<ul>
<li>Reggae Tony makes it say it’s evil using <em>Ghost Sound</em>, but Chuck is amused by it instead of concerned by it.</li>
<li>Chuck names it Jeremiah</li>
</ul>
</li>
<li>We otherwise do nothing and travel. Smooth, calm sailing!</li>
</ul>
</li>
<li>We arrive at a temporary merfolk camp of the Poagie tribe
<ul>
<li>Negotiations are mostly successful. The chief sends his daughter and a group to a meeting place. The party returns to Rhyme, and then will continue to the meeting place.</li>
</ul>
</li>
</ul>
<h2id="locations">Locations</h2>
<ul>
<li>Rhyme</li>
<li>A ship travelling to the merfolk on a diplomatic mission</li>
</ul>
<h2id="npcs-and-notable-characters">NPCs and Notable Characters</h2>
<ul>
<li>Krail Kelbore, ambassador from Rhyme to the merfolk</li>