# Jinx Harfoot — Complete Campaign Archive (Web Edition) This archive is designed for direct appending of new logs to the **Campaign Log** section. It contains **full narrative history**, **live status sheets**, **item & ship references**, and **appendices**. --- ## PART 1 — Integrated Narrative JINX HARFOOT — COMPLETE CAMPAIGN ARCHIVE (Integrated through the Capture of STORMRIDER) PART 1 — INTEGRATED NARRATIVE (Chronological, decisions marked) Compiled: 2025-08-11 15:59 UTC [Includes original uploaded campaign history merged with this session's full play-by-play. Rolls hidden; outcomes applied.] — Opening Movements — Driftmarket faded astern as Jinx Harfoot leaned against the rail of the Gull Wing. Marra’s hand settled the wheel as rumors pointed to richer scores. The Rune Disc work pressed on: Tide, Wave, Flame, Storm, Sky’s Shadow—pieces gathered, traps beaten, vaults unpicked. Crew drilling filled the days; Nerissa teased secrets from the Tide Seals. In the Sunken Citadel, a Runebound Chitinbeast fell and the last Tide Seal was claimed. The seals merged into a Tide Key; Nerissa unpicked the vault-ward so the door would answer to the crew alone. Treasure gleamed: the sealed **_Heart of the Abyss_**, the **Tide Lord Orb of Command**, and a **_Conch Throne of Command_** hidden behind coral under glamour. In a deep fissure, a chained keystone warned: break the chains and the Gate opens—what it bars will come; refuse, and the Gate demands a different price. Knowledge before doom; they sailed. The crew voted on the Gate’s price; Jinx backed Marra: a pirate lord would pay, not one of their own. They chose Veyra “Redwake,” captured her alive in a two‑ship pincer, stripped her Fang, and sailed for the Gate. Nerissa’s Pendant of Abyssal Breath compelled truth; fear of the thing beyond the door spilled out. Even so, they set the Seals, and the arch drank Veyra’s scream as the water stilled to a mirror. They crossed into a drowned city where water moved only by will. A Temple Vault broke clean; they lifted the Orb of Command, coral tablets, and a black shard pulsing like the heartbeat below (warded by Nerissa). They released and hid the **_Conch Throne_**. At the city’s edge, a wreck yielded six pearlescent ingots, a waterproof map with a red X beyond known charts, and a deep‑blue ring that thrummed with magic. — Decision Points (early arc) — • Leave the chained keystone intact (knowledge first). • Confirm Marra as captain in and out of character. • Use compulsion on Veyra (chosen), then offer Veyra to the Gate (chosen). • Take & ward the black shard (chosen). • Release & hide the **_Conch Throne_** (chosen). • Explore wreck exterior; retrieve outer cache; deeper interior pending. — Interstitial Finds & Wishes — The serpent ally dredged silted caches: a **Luckblade** with three opals. Jinx attuned and used **Wish** to cleanse the **Trident of the Abyssal Dominion** of its influence (Wish #1). He used a second Wish to keep all power on the colossal trench spear—later named the **_Abyssal Fang_**—but strip every drawback (Wish #2). (Wishes remaining: 1.) Marra took the Fang; drawbacks gone. They sought a god-tier implement for Nerissa. Thalyss—leviathan serpent ally—whispered of a coral cathedral, the Stormlord’s tests, and a staff humming with storm. The crew refit at Windward Cay, then steered for the **Shattered Shoals**. — The Three Trials of the Stormlord — • Trial One (1): Cross erupting torrent channels by timing and control. • Trial Two (1): Withstand the Maelstrom’s Breath; Nerissa used short **Gust of Wind** bursts without “cheating.” • Trial Three (1): Command the sea offensively—Jinx’s trident coiled a vortex and sheared a coral effigy in half. Guardians bowed; Nerissa claimed the **Staff of the Maelstrom**. Beneath, riddles opened the **Stormlord’s Vault**: • Riddle answers: (1) Ocean, (1) River, (1) Rain. Guardians warned of “lessons in greed.” Jinx chose to take **everything** (3): **_Leviathan’s Scale Armor_**, **_Siren’s Whisper_** (conch), **_Tidal Fang_** (dagger), **_Pearl of the Deep Mind_**, **_Tempest Chain_**, and a **Barnacle‑Crested Chest** sealed by ancient ward. The crew departed before scavengers gathered. Three hunter ships lingered outside the Shoals. Jinx to Thalyss: *“Feed, my friend.”* The sea closed over iron and screams; the water stilled. — At Sea: Barnacle Chest & New Risks — Nerissa unraveled a ward; Jinx picked the ancient lock. Inside: the **_Heart of the Drowned King_**—a deep-blue crystal that beats like the sea’s pulse. Identified: summons drowned dead (1/long rest), grants water-breathing and underwater darkvision, telepathy with undead, but each use draws the Drowned King’s eye. They entrusted it to Nerissa. Jinx handed the **Pearl of the Deep Mind** to Marra, keeping the **Bag of Holding**. — Hunt to Earn the Scales — Leviathan’s trail curved under black-water swells. (3) Lured with **Siren’s Whisper** (the conch-song). (2) Ballistae hammered its gills. (1) Thalyss bound the tail. (4) Hassan took the kill. The feast boosted morale; **Leviathan Teeth** and a **Heart Core** went to the bag; Hassan earned the right to the **_Leviathan’s Scale Armor_** without drawback. — A Ship to Match Gods — Jinx declared the Gull Wing worthy but mortal; the crew wanted legend. They hunted the **Stormrider**, ghost-swift and voidwood-laced, in the **Siren Wastes**. The Siren Queen offered guidance for a gift; Jinx refused debts (4). Thalyss guided through **Dagger Reef**. The sea stilled; black sails hung like skin. A whisper in Jinx’s mind: *“Board… if you dare.”* — Boarding the Stormrider — (3) Secure the rigging and helm; (2) search the deck; (4) call to the presence. The Spectral Captain appeared: *“Claim the heart below, or the ship claims you.”* Jinx accepted (1). Below: a crystalline heart chained by six black-water links; spectral guardians drifted. Nerissa’s storm magic tore at them; Jinx **dominated** one guardian with the trident and made it break chains while the party held off reinforcements and shattered more. With the sixth chain sundered, the Captain manifested fully: *“Best me, or be chained.”* Jinx dueled and won. The Captain’s last breath became wind within the heart. The **Stormrider accepted its master**. — Spoils & Transfer — The ship yielded spectral hammocks (solid under living backs), a galley that refreshes rations, three **+1 returning harpoons**, a stormpiercer spyglass, Tempest Fang (spectral pistol), route charts that shave days off voyages, and coin. An iron coffer, double-trapped, fell to Jinx’s hands; inside lay the **Pearl of the Abyss**—Nerissa’s now, granting **Control Water 3/day** and deep-pressure immunity. The crews transferred; Jinx held a naming ceremony and took the Captain’s oath. The Stormrider’s heart pulsed once in approval. — Side Conversations & Clarifications (in-line highlights) — • Assassins and armor: Jinx keeps light armor; Leviathan Scales ill-suited to rogues—assigned to Hassan by merit. • Abyssal Fang (artifact spear) cleansed by Wish; drawbacks fully removed. • Siren’s Whisper here is the **conch** (not a sword); its song can charm/hearten but risks drawing the true Siren with overuse. • Pearl assignments: **Deep Mind** → Marra; **Abyss** → Nerissa. • Trident commands: serpents and sea life respond; a once-per-day mass call can unleash a five‑mile frenzy. • Tactics log: Jinx + Marra combo chains (Silent Kill; Tentacle Lockdown; Boss Breaker; Rogue Relay) recorded for future play. — Session End — The Stormrider rides at idle in Dagger Reef’s lee. The crew stands ready. Below deck, the heart beats in calm measure. Above, the horizon is clean. === SESSION SYNC MARKER === Current Point: Stormrider secured at Dagger Reef; crews transferred; coffer looted; Pearl of the Abyss to Nerissa. Awaiting next choice. --- ## PART 2 — Final Status & References JINX HARFOOT — COMPLETE CAMPAIGN ARCHIVE (Integrated through the Capture of STORMRIDER) PART 2 — FINAL STATUS BLOCK & REFERENCES (Live Sheets, Items, Ships) Compiled: 2025-08-11 15:59 UTC All characters fully healed at file creation. Rolls hidden; outcomes applied. XP and gold ledgers included. === Level & XP Summary === - Jinx — Rogue (Assassin) **Level 9**, **50,105 XP** (Next: 64,000) — Sneak Attack 5d6; Infiltration Expertise - Marra — Fighter **Level 9**, **49,525 XP** (Next: 64,000) — Indomitable (1/rest) - Nerissa — Wizard (Tide-scholar) **Level 8**, **35,625 XP** (Next: 48,000) - Hassan — Fighter (Spear-master) **Level 8**, **34,925 XP** (Next: 48,000) Auto-level triggers are armed; when thresholds are reached, HP & features will be updated in this block. === JINX HARFOOT — Halfling Rogue 9 (Assassin), CN === HP 72 | AC 16 (studded) — 17 underwater (Ring of the Tides) | Speed 25 | Init +4 | PB +4 STR 10 DEX 18 CON 14 INT 13 WIS 12 CHA 16 Saves DEX +8, INT +5 Skills Acrobatics +8, Athletics +1, Deception +7, Insight +5, Investigation +5, Perception +5, Performance +7, Persuasion +7, Sleight of Hand +12, Stealth +12, Survival +5, Thieves’ Tools +12 Passive Perception 15 | Investigation 15 | Insight 15 Features: Sneak Attack 5d6; Cunning Action; Evasion; Uncanny Dodge; Assassinate; Infiltration Expertise (Rogue 9) Feat: Lucky (3/long rest) Weapons • Trident of the Abyssal Dominion (Cleansed) — Legendary, attune +2 to hit/dmg; finesse (DEX or STR). Commands sea creatures telepathically (~500 ft); 1/long rest **Call of the Abyss**: rally hostile sea life within 5 miles to attack a designated target for several minutes; empowers aquatic strikes. • Luckblade (Cutlass) — Legendary, attune +1 to hit/dmg; +1 to all saves; **Luck (1/day)** reroll; **Wish (1 remaining)**. • Hand Crossbow (20 bolts; restock when docked) Magic & Gear • Ring of the Tides — Rare, attune; +1 AC in seawater; 1/day **Tidal Wave** (DC 15); swim adv; minor cosmetic tide-marks risk. • Siren’s Whisper (Conch) — Rare; blow 1/day to charm nearby creatures (DM saves). Overuse risks drawing the true Siren. • Tidal Fang (Dagger) — On hit, saps STR/DEX (save); niche sidearm. • Tempest Chain — Rare; thrown/whip; on hit, lightning surges; overuse burns. • Bag of Holding (shared storage) === MARRA — Human Fighter 9 (Captain), NG === HP 82 | AC 18 (armor+shield) | Speed 30 | Init +2 | PB +4 STR 18 DEX 14 CON 16 INT 10 WIS 12 CHA 14 Saves STR +8, CON +7 Skills Athletics +11 (exp), Intimidation +6 (exp), Perception +5, Survival +5, Acrobatics +6 Features: Fighting Style (Defense); Second Wind; Action Surge; Extra Attack (2); Indomitable (1/rest) Feat: Tough (+16 HP included) Weapons & Items • **Abyssal Fang** (Artifact Spear, Cleansed) — attune +3 to hit/dmg; +2d8 necrotic on hit (heal half necrotic dealt); **Drowning Strike (3/day)** CON 18 or lungs flood (1 minute, save ends); **Crush the Depths (1/week)**: trench guardian fights for 10 minutes; drawbacks removed by Wish. • Pearl of the Deep Mind — Rare; telepathy w/ sea beasts/monstrosities to 120 ft; resistance to psychic. • Shellback Shield — +2 AC vs currents/pulls. === NERISSA — Human Wizard 8 (Tide-scholar), N === HP 47 | AC 15 (mage armor/light) | Speed 30 | Init +2 | PB +4 STR 8 DEX 14 CON 12 INT 20 WIS 12 CHA 12 (ASI applied to INT 20) Saves INT +9, WIS +5 Skills Arcana +13, History +9, Investigation +9, Insight +5, Perception +5, Persuasion +5 Spell Save DC 17 | +9 to hit Slots: 1st(4), 2nd(3), 3rd(3), 4th(2) Prepared (examples): Cantrips—Ray of Frost, Mage Hand, Minor Illusion, Shape Water, Prestidigitation; 1st—Detect Magic, Shield, Feather Fall, Fog Cloud; 2nd—Mirror Image, Misty Step, Hold Person; 3rd—Counterspell, Dispel Magic, Lightning Bolt (Tidal); 4th—**Control Water**, Cone of Cold Key Items • Staff of the Maelstrom — Legendary, attune; amplifies water/wind spells; full power near sea; repeated huge uses attract oceanic entities. • **Pearl of the Abyss** — **Control Water 3/day**; immunity to deep pressure. • **_Heart of the Drowned King_** — Legendary, attune; 1/long rest summon drowned dead (3d6 entities) for 1 hour; water breathing; underwater darkvision 60 ft; telepathy with undead (1 mile); repeated use draws notice. === HASSAN — Human Fighter 8 (Spear-master), LN === HP 64 | AC 18 (Leviathan’s Scale) | Speed 30 | Init +2 | PB +3 STR 16 DEX 14 CON 14 INT 10 WIS 12 CHA 10 Saves STR +7, CON +6 Skills Athletics +7, Perception +5, Survival +5, Intimidation +4 Features: Fighting Style (Thrown/Mariner); Second Wind; Action Surge; Extra Attack; ASI/Feat at 8 (recommend Piercer/Athlete) Weapons & Armor • Trident of the Abyss (+2) — on crit target CON 15 or drown (1 min); aquatic attunement (breathe water; swim speed); 1/day **Control Water**. • Storm‑forged Trident — advantage vs storm seas; channels lightning. • Spear of Returning — teleports back after throw. • **Leviathan’s Scale Armor** — Legendary, attune (merit met): Base AC 16 + Dex (max +2); breath water; resist nonmagical pierce/bludgeon underwater; swim speed = land; pressure immunity. === SHARED STORAGE — Bag of Holding (Jinx) === • 4× Leviathan Teeth (500 gp each unworked or craft +2 melee) • Leviathan Heart Core (~2,000 gp reagent) • Stormpiercer Spyglass (see through storms/fog as clear day) • 3× Returning Harpoons (+1; ship armory/boarding) • Route Charts (voidwood lanes; shave days off voyages) • Misc plunder/art objects (see narrative) === SHIP FUNDS (shared by Jinx & Marra) === Total: 31,800 gp Ledger: + Prior fund from original log ≈ 29,300 gp + Stormrider Captain’s chest +2,500 gp = 31,800 gp (Leviathan parts & charts retained for crafting/strategy; not liquidated) === FLEET === Flagship — **STORMRIDER** (Legendary Ghost‑Swift Frigate) Hull/Keel: Voidwood‑laced; resists mundane shot; excels in storms Speed: Supernatural (≈ +50% over frigate baseline); ghost‑silent Crew: ~60 AC/Hull: High; mundane siege at disadvantage; magic normal Rigging/Sails: Black membrane; moves in calms (heart-driven) Heart‑Link: Captain senses/steers with will Galley: Replenishing pantry (daily) Berths: Spectral hammocks harden for living crew Weapons: 3× Returning Harpoons (+1); modular hardpoints for ballistae Special: Weatherproof; synergy with Staff/Trident Secondary — **GULL WING** (Reinforced Smuggler’s Corvette) Weapons: Dual heavy ballistae (3d10), deck catapult (4d10), harpoon launcher Upgrades: Reinforced hull; silent rigging; lightning wards; improved pumps Status: Crew & stores largely transferred to Stormrider; serves as tender === TACTICS (Active Doctrines) === • Silent Kill (Jinx+Marra), Tentacle Lockdown, Boss Breaker, Rogue Relay • Aquatic Overwhelm: Trident mass‑call + Control Water kill zones • Hassan anchor defense; Nerissa AoE/control; Stormrider stealth insertion End of Part 2. --- ## PART 3 — Appendices & Logs JINX HARFOOT — COMPLETE CAMPAIGN ARCHIVE (Integrated through the Capture of STORMRIDER) PART 3 — APPENDICES & LOGS (History, Upgrades, Events, Recap, Next Options) Compiled: 2025-08-11 15:59 UTC FORMER VESSELS & CREW • Former Crew: Quartermaster Veyra “Redwake” — sacrificed at Gate (ritual), Tide Lord City. • Former Vessels: none lost; Gull Wing reclassified as secondary/tender after Stormrider capture. UPGRADE HISTORY (by port/event) • Driftmarket Atoll — Gull Wing: Reinforced hull; dual ballistae • Pre‑Veyra Action — Gull Wing: Lightning wards • Shattered Shoals — Staff of the Maelstrom won (Trials) • Dagger Reef — Stormrider captured; crew transfer; returning harpoons integrated; heart attuned to Jinx LEGENDARY POWER USAGE LOG (highlights) • Luckblade — Wish #1: Cleanse Trident of the Abyss; Wish #2: Remove all drawbacks from Abyssal Fang; Wishes remaining: 1. • Trident (Commands/Calls) — Serpent strike on hunter ships (3 sunk); tail bind vs leviathan; oceanic strike (Trial Three); routine sea‑life commands. • Heart of the Drowned King — not yet invoked this rest (0/1). • Staff of the Maelstrom — used during Trials; conserved since. • Pearl of the Abyss — available: Control Water 3/day (track per engagement). GOLD LEDGER (Ship Funds) Start ≈ 29,300 gp → +2,500 gp (Stormrider chest) = **31,800 gp** current. Consumables retained; crafting goods unsold. EXPERIENCE HISTORY (Running) Start (from uploaded file): • Jinx 47,980 | Marra 47,400 | Nerissa 33,500 | Hassan 32,800 Session Gains (party-split): • Abyssal Leviathan hunt (CR 17, story award): +1,125 each • Stormrider spectral captain & guardians (story award): +1,000 each Totals: • Jinx **50,105** → Level 9 • Marra **49,525** → Level 9 • Nerissa **35,625** → Level 8 • Hassan **34,925** → Level 8 NOTABLE BATTLES & EVENTS (Timeline) • Runebound Chitinbeast felled; Tide Key formed; vault ward dispelled. • Chained keystone discovered; left intact (knowledge first). • Pirate Lord Veyra captured; offered to the Gate; Tide Lord City entered. • Temple Vault breached; Orb of Command taken; black shard warded; Conch Throne released/hidden. • Shattered Shoals: Three Trials passed; Staff of the Maelstrom awarded. • Stormlord’s Vault riddles solved; all relics claimed (greed embraced). • Outside Shoals: hunter flotilla destroyed by Thalyss at Jinx’s command. • At sea: Barnacle Chest opened; Heart of the Drowned King recovered (to Nerissa). • Leviathan hunt: Lure with Siren’s Whisper; ballistae to gills; Thalyss tail‑bind; Hassan delivers killing blow. Feast & morale surge; crafting reagents harvested. • Siren Wastes: Siren Queen refused tribute; Dagger Reef reached at speed. • Stormrider boarded; chains broken; captain defeated in duel; ship mastered. • Crew transfer and Captain’s Oath aboard Stormrider; coffer disarmed; Pearl of the Abyss to Nerissa. RECAP OF LAST SESSION Captured the Stormrider at Dagger Reef by breaking six black‑water chains and defeating the Spectral Captain in a duel. Looted captain’s chest and a trapped coffer; assigned Pearl of the Abyss to Nerissa; transferred crew and stores from Gull Wing. Current Ship Funds **31,800 gp**. Legendary items distributed. Crew morale high. CURRENT LOCATION & SITUATION Riding easy in the lee of Dagger Reef aboard the **Stormrider**. Gull Wing lashed alongside as tender. No hostile sails on the horizon. IMMEDIATE OPTIONS (Pick a number to resume play) 1) Take Stormrider to open ocean for speed trials and shakedown combat drills. 2) Sail for Corsair’s Rest to fence charts/loot, recruit elite crew, and refit weapons. 3) Plot a course for the Red X beyond known charts (from waterproof map) and chase whatever lies there. 4) Return to the Tide Lord City to retrieve the **_Conch Throne of Command_** before the glamour expires. 5) Begin research on the **black metal shard** and **Heart of the Drowned King** to prepare counters for their downsides. 6) Hunt a rival corsair lord to test Stormrider’s boarding doctrine and send a message. --- ## MASTER ARCHIVE (Raw Full Text) JINX HARFOOT — COMPLETE CAMPAIGN ARCHIVE (Integrated through the Capture of STORMRIDER) PART 1 — INTEGRATED NARRATIVE (Chronological, decisions marked) Compiled: 2025-08-11 15:59 UTC [Includes original uploaded campaign history merged with this session's full play-by-play. Rolls hidden; outcomes applied.] — Opening Movements — Driftmarket faded astern as Jinx Harfoot leaned against the rail of the Gull Wing. Marra’s hand settled the wheel as rumors pointed to richer scores. The Rune Disc work pressed on: Tide, Wave, Flame, Storm, Sky’s Shadow—pieces gathered, traps beaten, vaults unpicked. Crew drilling filled the days; Nerissa teased secrets from the Tide Seals. In the Sunken Citadel, a Runebound Chitinbeast fell and the last Tide Seal was claimed. The seals merged into a Tide Key; Nerissa unpicked the vault-ward so the door would answer to the crew alone. Treasure gleamed: the sealed **_Heart of the Abyss_**, the **Tide Lord Orb of Command**, and a **_Conch Throne of Command_** hidden behind coral under glamour. In a deep fissure, a chained keystone warned: break the chains and the Gate opens—what it bars will come; refuse, and the Gate demands a different price. Knowledge before doom; they sailed. The crew voted on the Gate’s price; Jinx backed Marra: a pirate lord would pay, not one of their own. They chose Veyra “Redwake,” captured her alive in a two‑ship pincer, stripped her Fang, and sailed for the Gate. Nerissa’s Pendant of Abyssal Breath compelled truth; fear of the thing beyond the door spilled out. Even so, they set the Seals, and the arch drank Veyra’s scream as the water stilled to a mirror. They crossed into a drowned city where water moved only by will. A Temple Vault broke clean; they lifted the Orb of Command, coral tablets, and a black shard pulsing like the heartbeat below (warded by Nerissa). They released and hid the **_Conch Throne_**. At the city’s edge, a wreck yielded six pearlescent ingots, a waterproof map with a red X beyond known charts, and a deep‑blue ring that thrummed with magic. — Decision Points (early arc) — • Leave the chained keystone intact (knowledge first). • Confirm Marra as captain in and out of character. • Use compulsion on Veyra (chosen), then offer Veyra to the Gate (chosen). • Take & ward the black shard (chosen). • Release & hide the **_Conch Throne_** (chosen). • Explore wreck exterior; retrieve outer cache; deeper interior pending. — Interstitial Finds & Wishes — The serpent ally dredged silted caches: a **Luckblade** with three opals. Jinx attuned and used **Wish** to cleanse the **Trident of the Abyssal Dominion** of its influence (Wish #1). He used a second Wish to keep all power on the colossal trench spear—later named the **_Abyssal Fang_**—but strip every drawback (Wish #2). (Wishes remaining: 1.) Marra took the Fang; drawbacks gone. They sought a god-tier implement for Nerissa. Thalyss—leviathan serpent ally—whispered of a coral cathedral, the Stormlord’s tests, and a staff humming with storm. The crew refit at Windward Cay, then steered for the **Shattered Shoals**. — The Three Trials of the Stormlord — • Trial One (1): Cross erupting torrent channels by timing and control. • Trial Two (1): Withstand the Maelstrom’s Breath; Nerissa used short **Gust of Wind** bursts without “cheating.” • Trial Three (1): Command the sea offensively—Jinx’s trident coiled a vortex and sheared a coral effigy in half. Guardians bowed; Nerissa claimed the **Staff of the Maelstrom**. Beneath, riddles opened the **Stormlord’s Vault**: • Riddle answers: (1) Ocean, (1) River, (1) Rain. Guardians warned of “lessons in greed.” Jinx chose to take **everything** (3): **_Leviathan’s Scale Armor_**, **_Siren’s Whisper_** (conch), **_Tidal Fang_** (dagger), **_Pearl of the Deep Mind_**, **_Tempest Chain_**, and a **Barnacle‑Crested Chest** sealed by ancient ward. The crew departed before scavengers gathered. Three hunter ships lingered outside the Shoals. Jinx to Thalyss: *“Feed, my friend.”* The sea closed over iron and screams; the water stilled. — At Sea: Barnacle Chest & New Risks — Nerissa unraveled a ward; Jinx picked the ancient lock. Inside: the **_Heart of the Drowned King_**—a deep-blue crystal that beats like the sea’s pulse. Identified: summons drowned dead (1/long rest), grants water-breathing and underwater darkvision, telepathy with undead, but each use draws the Drowned King’s eye. They entrusted it to Nerissa. Jinx handed the **Pearl of the Deep Mind** to Marra, keeping the **Bag of Holding**. — Hunt to Earn the Scales — Leviathan’s trail curved under black-water swells. (3) Lured with **Siren’s Whisper** (the conch-song). (2) Ballistae hammered its gills. (1) Thalyss bound the tail. (4) Hassan took the kill. The feast boosted morale; **Leviathan Teeth** and a **Heart Core** went to the bag; Hassan earned the right to the **_Leviathan’s Scale Armor_** without drawback. — A Ship to Match Gods — Jinx declared the Gull Wing worthy but mortal; the crew wanted legend. They hunted the **Stormrider**, ghost-swift and voidwood-laced, in the **Siren Wastes**. The Siren Queen offered guidance for a gift; Jinx refused debts (4). Thalyss guided through **Dagger Reef**. The sea stilled; black sails hung like skin. A whisper in Jinx’s mind: *“Board… if you dare.”* — Boarding the Stormrider — (3) Secure the rigging and helm; (2) search the deck; (4) call to the presence. The Spectral Captain appeared: *“Claim the heart below, or the ship claims you.”* Jinx accepted (1). Below: a crystalline heart chained by six black-water links; spectral guardians drifted. Nerissa’s storm magic tore at them; Jinx **dominated** one guardian with the trident and made it break chains while the party held off reinforcements and shattered more. With the sixth chain sundered, the Captain manifested fully: *“Best me, or be chained.”* Jinx dueled and won. The Captain’s last breath became wind within the heart. The **Stormrider accepted its master**. — Spoils & Transfer — The ship yielded spectral hammocks (solid under living backs), a galley that refreshes rations, three **+1 returning harpoons**, a stormpiercer spyglass, Tempest Fang (spectral pistol), route charts that shave days off voyages, and coin. An iron coffer, double-trapped, fell to Jinx’s hands; inside lay the **Pearl of the Abyss**—Nerissa’s now, granting **Control Water 3/day** and deep-pressure immunity. The crews transferred; Jinx held a naming ceremony and took the Captain’s oath. The Stormrider’s heart pulsed once in approval. — Side Conversations & Clarifications (in-line highlights) — • Assassins and armor: Jinx keeps light armor; Leviathan Scales ill-suited to rogues—assigned to Hassan by merit. • Abyssal Fang (artifact spear) cleansed by Wish; drawbacks fully removed. • Siren’s Whisper here is the **conch** (not a sword); its song can charm/hearten but risks drawing the true Siren with overuse. • Pearl assignments: **Deep Mind** → Marra; **Abyss** → Nerissa. • Trident commands: serpents and sea life respond; a once-per-day mass call can unleash a five‑mile frenzy. • Tactics log: Jinx + Marra combo chains (Silent Kill; Tentacle Lockdown; Boss Breaker; Rogue Relay) recorded for future play. — Session End — The Stormrider rides at idle in Dagger Reef’s lee. The crew stands ready. Below deck, the heart beats in calm measure. Above, the horizon is clean. === SESSION SYNC MARKER === Current Point: Stormrider secured at Dagger Reef; crews transferred; coffer looted; Pearl of the Abyss to Nerissa. Awaiting next choice. JINX HARFOOT — COMPLETE CAMPAIGN ARCHIVE (Integrated through the Capture of STORMRIDER) PART 2 — FINAL STATUS BLOCK & REFERENCES (Live Sheets, Items, Ships) Compiled: 2025-08-11 15:59 UTC All characters fully healed at file creation. Rolls hidden; outcomes applied. XP and gold ledgers included. === Level & XP Summary === - Jinx — Rogue (Assassin) **Level 9**, **50,105 XP** (Next: 64,000) — Sneak Attack 5d6; Infiltration Expertise - Marra — Fighter **Level 9**, **49,525 XP** (Next: 64,000) — Indomitable (1/rest) - Nerissa — Wizard (Tide-scholar) **Level 8**, **35,625 XP** (Next: 48,000) - Hassan — Fighter (Spear-master) **Level 8**, **34,925 XP** (Next: 48,000) Auto-level triggers are armed; when thresholds are reached, HP & features will be updated in this block. === JINX HARFOOT — Halfling Rogue 9 (Assassin), CN === HP 72 | AC 16 (studded) — 17 underwater (Ring of the Tides) | Speed 25 | Init +4 | PB +4 STR 10 DEX 18 CON 14 INT 13 WIS 12 CHA 16 Saves DEX +8, INT +5 Skills Acrobatics +8, Athletics +1, Deception +7, Insight +5, Investigation +5, Perception +5, Performance +7, Persuasion +7, Sleight of Hand +12, Stealth +12, Survival +5, Thieves’ Tools +12 Passive Perception 15 | Investigation 15 | Insight 15 Features: Sneak Attack 5d6; Cunning Action; Evasion; Uncanny Dodge; Assassinate; Infiltration Expertise (Rogue 9) Feat: Lucky (3/long rest) Weapons • Trident of the Abyssal Dominion (Cleansed) — Legendary, attune +2 to hit/dmg; finesse (DEX or STR). Commands sea creatures telepathically (~500 ft); 1/long rest **Call of the Abyss**: rally hostile sea life within 5 miles to attack a designated target for several minutes; empowers aquatic strikes. • Luckblade (Cutlass) — Legendary, attune +1 to hit/dmg; +1 to all saves; **Luck (1/day)** reroll; **Wish (1 remaining)**. • Hand Crossbow (20 bolts; restock when docked) Magic & Gear • Ring of the Tides — Rare, attune; +1 AC in seawater; 1/day **Tidal Wave** (DC 15); swim adv; minor cosmetic tide-marks risk. • Siren’s Whisper (Conch) — Rare; blow 1/day to charm nearby creatures (DM saves). Overuse risks drawing the true Siren. • Tidal Fang (Dagger) — On hit, saps STR/DEX (save); niche sidearm. • Tempest Chain — Rare; thrown/whip; on hit, lightning surges; overuse burns. • Bag of Holding (shared storage) === MARRA — Human Fighter 9 (Captain), NG === HP 82 | AC 18 (armor+shield) | Speed 30 | Init +2 | PB +4 STR 18 DEX 14 CON 16 INT 10 WIS 12 CHA 14 Saves STR +8, CON +7 Skills Athletics +11 (exp), Intimidation +6 (exp), Perception +5, Survival +5, Acrobatics +6 Features: Fighting Style (Defense); Second Wind; Action Surge; Extra Attack (2); Indomitable (1/rest) Feat: Tough (+16 HP included) Weapons & Items • **Abyssal Fang** (Artifact Spear, Cleansed) — attune +3 to hit/dmg; +2d8 necrotic on hit (heal half necrotic dealt); **Drowning Strike (3/day)** CON 18 or lungs flood (1 minute, save ends); **Crush the Depths (1/week)**: trench guardian fights for 10 minutes; drawbacks removed by Wish. • Pearl of the Deep Mind — Rare; telepathy w/ sea beasts/monstrosities to 120 ft; resistance to psychic. • Shellback Shield — +2 AC vs currents/pulls. === NERISSA — Human Wizard 8 (Tide-scholar), N === HP 47 | AC 15 (mage armor/light) | Speed 30 | Init +2 | PB +4 STR 8 DEX 14 CON 12 INT 20 WIS 12 CHA 12 (ASI applied to INT 20) Saves INT +9, WIS +5 Skills Arcana +13, History +9, Investigation +9, Insight +5, Perception +5, Persuasion +5 Spell Save DC 17 | +9 to hit Slots: 1st(4), 2nd(3), 3rd(3), 4th(2) Prepared (examples): Cantrips—Ray of Frost, Mage Hand, Minor Illusion, Shape Water, Prestidigitation; 1st—Detect Magic, Shield, Feather Fall, Fog Cloud; 2nd—Mirror Image, Misty Step, Hold Person; 3rd—Counterspell, Dispel Magic, Lightning Bolt (Tidal); 4th—**Control Water**, Cone of Cold Key Items • Staff of the Maelstrom — Legendary, attune; amplifies water/wind spells; full power near sea; repeated huge uses attract oceanic entities. • **Pearl of the Abyss** — **Control Water 3/day**; immunity to deep pressure. • **_Heart of the Drowned King_** — Legendary, attune; 1/long rest summon drowned dead (3d6 entities) for 1 hour; water breathing; underwater darkvision 60 ft; telepathy with undead (1 mile); repeated use draws notice. === HASSAN — Human Fighter 8 (Spear-master), LN === HP 64 | AC 18 (Leviathan’s Scale) | Speed 30 | Init +2 | PB +3 STR 16 DEX 14 CON 14 INT 10 WIS 12 CHA 10 Saves STR +7, CON +6 Skills Athletics +7, Perception +5, Survival +5, Intimidation +4 Features: Fighting Style (Thrown/Mariner); Second Wind; Action Surge; Extra Attack; ASI/Feat at 8 (recommend Piercer/Athlete) Weapons & Armor • Trident of the Abyss (+2) — on crit target CON 15 or drown (1 min); aquatic attunement (breathe water; swim speed); 1/day **Control Water**. • Storm‑forged Trident — advantage vs storm seas; channels lightning. • Spear of Returning — teleports back after throw. • **Leviathan’s Scale Armor** — Legendary, attune (merit met): Base AC 16 + Dex (max +2); breath water; resist nonmagical pierce/bludgeon underwater; swim speed = land; pressure immunity. === SHARED STORAGE — Bag of Holding (Jinx) === • 4× Leviathan Teeth (500 gp each unworked or craft +2 melee) • Leviathan Heart Core (~2,000 gp reagent) • Stormpiercer Spyglass (see through storms/fog as clear day) • 3× Returning Harpoons (+1; ship armory/boarding) • Route Charts (voidwood lanes; shave days off voyages) • Misc plunder/art objects (see narrative) === SHIP FUNDS (shared by Jinx & Marra) === Total: 31,800 gp Ledger: + Prior fund from original log ≈ 29,300 gp + Stormrider Captain’s chest +2,500 gp = 31,800 gp (Leviathan parts & charts retained for crafting/strategy; not liquidated) === FLEET === Flagship — **STORMRIDER** (Legendary Ghost‑Swift Frigate) Hull/Keel: Voidwood‑laced; resists mundane shot; excels in storms Speed: Supernatural (≈ +50% over frigate baseline); ghost‑silent Crew: ~60 AC/Hull: High; mundane siege at disadvantage; magic normal Rigging/Sails: Black membrane; moves in calms (heart-driven) Heart‑Link: Captain senses/steers with will Galley: Replenishing pantry (daily) Berths: Spectral hammocks harden for living crew Weapons: 3× Returning Harpoons (+1); modular hardpoints for ballistae Special: Weatherproof; synergy with Staff/Trident Secondary — **GULL WING** (Reinforced Smuggler’s Corvette) Weapons: Dual heavy ballistae (3d10), deck catapult (4d10), harpoon launcher Upgrades: Reinforced hull; silent rigging; lightning wards; improved pumps Status: Crew & stores largely transferred to Stormrider; serves as tender === TACTICS (Active Doctrines) === • Silent Kill (Jinx+Marra), Tentacle Lockdown, Boss Breaker, Rogue Relay • Aquatic Overwhelm: Trident mass‑call + Control Water kill zones • Hassan anchor defense; Nerissa AoE/control; Stormrider stealth insertion End of Part 2. JINX HARFOOT — COMPLETE CAMPAIGN ARCHIVE (Integrated through the Capture of STORMRIDER) PART 3 — APPENDICES & LOGS (History, Upgrades, Events, Recap, Next Options) Compiled: 2025-08-11 15:59 UTC FORMER VESSELS & CREW • Former Crew: Quartermaster Veyra “Redwake” — sacrificed at Gate (ritual), Tide Lord City. • Former Vessels: none lost; Gull Wing reclassified as secondary/tender after Stormrider capture. UPGRADE HISTORY (by port/event) • Driftmarket Atoll — Gull Wing: Reinforced hull; dual ballistae • Pre‑Veyra Action — Gull Wing: Lightning wards • Shattered Shoals — Staff of the Maelstrom won (Trials) • Dagger Reef — Stormrider captured; crew transfer; returning harpoons integrated; heart attuned to Jinx LEGENDARY POWER USAGE LOG (highlights) • Luckblade — Wish #1: Cleanse Trident of the Abyss; Wish #2: Remove all drawbacks from Abyssal Fang; Wishes remaining: 1. • Trident (Commands/Calls) — Serpent strike on hunter ships (3 sunk); tail bind vs leviathan; oceanic strike (Trial Three); routine sea‑life commands. • Heart of the Drowned King — not yet invoked this rest (0/1). • Staff of the Maelstrom — used during Trials; conserved since. • Pearl of the Abyss — available: Control Water 3/day (track per engagement). GOLD LEDGER (Ship Funds) Start ≈ 29,300 gp → +2,500 gp (Stormrider chest) = **31,800 gp** current. Consumables retained; crafting goods unsold. EXPERIENCE HISTORY (Running) Start (from uploaded file): • Jinx 47,980 | Marra 47,400 | Nerissa 33,500 | Hassan 32,800 Session Gains (party-split): • Abyssal Leviathan hunt (CR 17, story award): +1,125 each • Stormrider spectral captain & guardians (story award): +1,000 each Totals: • Jinx **50,105** → Level 9 • Marra **49,525** → Level 9 • Nerissa **35,625** → Level 8 • Hassan **34,925** → Level 8 NOTABLE BATTLES & EVENTS (Timeline) • Runebound Chitinbeast felled; Tide Key formed; vault ward dispelled. • Chained keystone discovered; left intact (knowledge first). • Pirate Lord Veyra captured; offered to the Gate; Tide Lord City entered. • Temple Vault breached; Orb of Command taken; black shard warded; Conch Throne released/hidden. • Shattered Shoals: Three Trials passed; Staff of the Maelstrom awarded. • Stormlord’s Vault riddles solved; all relics claimed (greed embraced). • Outside Shoals: hunter flotilla destroyed by Thalyss at Jinx’s command. • At sea: Barnacle Chest opened; Heart of the Drowned King recovered (to Nerissa). • Leviathan hunt: Lure with Siren’s Whisper; ballistae to gills; Thalyss tail‑bind; Hassan delivers killing blow. Feast & morale surge; crafting reagents harvested. • Siren Wastes: Siren Queen refused tribute; Dagger Reef reached at speed. • Stormrider boarded; chains broken; captain defeated in duel; ship mastered. • Crew transfer and Captain’s Oath aboard Stormrider; coffer disarmed; Pearl of the Abyss to Nerissa. RECAP OF LAST SESSION Captured the Stormrider at Dagger Reef by breaking six black‑water chains and defeating the Spectral Captain in a duel. Looted captain’s chest and a trapped coffer; assigned Pearl of the Abyss to Nerissa; transferred crew and stores from Gull Wing. Current Ship Funds **31,800 gp**. Legendary items distributed. Crew morale high. CURRENT LOCATION & SITUATION Riding easy in the lee of Dagger Reef aboard the **Stormrider**. Gull Wing lashed alongside as tender. No hostile sails on the horizon. IMMEDIATE OPTIONS (Pick a number to resume play) 1) Take Stormrider to open ocean for speed trials and shakedown combat drills. 2) Sail for Corsair’s Rest to fence charts/loot, recruit elite crew, and refit weapons. 3) Plot a course for the Red X beyond known charts (from waterproof map) and chase whatever lies there. 4) Return to the Tide Lord City to retrieve the **_Conch Throne of Command_** before the glamour expires. 5) Begin research on the **black metal shard** and **Heart of the Drowned King** to prepare counters for their downsides. 6) Hunt a rival corsair lord to test Stormrider’s boarding doctrine and send a message. --- ## PART 4 — Latest Campaign Log (This Session) ### Summary of Major Events - **Objective Shift**: Pursuit of the Red X on the map, but first stopping for ship repairs, upgrades, crew, and supplies. - **Ship & Fleet Management**: - Gull Wing and Sea Wraith captains replaced with fully experienced and savage leaders. - These ships ordered to operate as a team under Jinx's flag, with Jinx receiving 60% of loot. - Jinx takes the Stormrider solo for speed. - Multiple supernatural ship upgrades purchased: veilwood hull maintained, upgraded rigging, keel, and ram. - Ship crewed to full capacity across all vessels. - **Vaults and Loot**: - Boarded a wrecked House Varinth galleon for loot. - Multiple obelisk vaults targeted and looted, all traps checked and disabled. - Jewels and magical crystals given to Nerissa. - High-value items identified, appraised, and sold, including helm and cutlass. - Retained Abyssal Trident and Tidebreaker artifact. - **Beast Allies**: - Thalyss (Ancient Sea Serpent) and Fang assigned patrol, guard, and escort duties. - Used Abyssal Trident to command sea creatures in battle. - **Artifact Quests**: - Collected and united all Eyes of the Chain for unknown ultimate purpose, linked to ocean obelisks. - **Diplomacy & Alliances**: - Negotiated directly with the Tideblood Syndicate, offering a partnership deal. - Terms: Jinx retains full autonomy, 30% of syndicate profits, and exclusive rights to loot from missions. - Guaranteed a minimum of 3 missions/year for the Syndicate; possibility of leadership role. - Delivered captured enemy captains and logbooks to the Syndicate as gestures of goodwill. - **Combat & Raiding**: - Multiple hostile ships sunk using Thalyss, Fang, and supernatural abilities. - Prisoners generally executed except for select captains taken hostage for ransom or delivery. - Obelisk vault raids continued between naval engagements. - Final mission of session: three consecutive naval raids, each ending in decisive victory. - **Crew Morale**: - Crew meeting held to discuss Syndicate alliance; majority supported new venture. - Jinx reaffirmed loyalty to the crew above all else. ### XP Gains - Total XP awarded this session: [exact XP total to be calculated from individual battles & loot events]. - Jinx reached Level 10 this session. - Gains: +1 Feat/ASI, additional class abilities per subclass. ### Gold & Treasure - Substantial gold gains from loot sales, vaults, and plunder. - Exact total post-session: [value calculated after upgrades and sales]. ### Inventory Changes - Added: - Magical jewels and crystals (given to Nerissa). - Orb from previous vault (given to Nerissa). - Multiple ship components and upgrade materials. - Sold: - High-value helm and cutlass from vault. - Old keel, figurehead, and miscellaneous ship parts. - Non-essential hold cargo. ### Ship Status **Stormrider**: - Hull: Veilwood (Supernatural) - Keel: Upgraded supernatural model - Rigging: Reinforced supernatural rigging - Ram: Upgraded supernatural ram - Crew: Full complement, elite - Artifacts: Tidebreaker (integrated fragment), Abyssal Trident **Gull Wing** & **Sea Wraith**: - New savage captains appointed - Fully crewed, elite - Operating independently as a raiding team - Returning 60% of loot to Jinx ### Beast Allies - **Thalyss** — Ancient Sea Serpent - Role: Scout, patrol, attack - **Fang** — Sea Beast - Role: Escort, intimidation, attack ### Standing Orders - Gull Wing & Sea Wraith: Remain on plundering duty as a team. - Thalyss & Fang: Guard ship or attack on command. - Nerissa: Identify magical items, disable magical traps, advise on arcane matters. - Merix: Backup to Nerissa for magical duties. --- The Stormrider rides low in the water, its Veilwood hull gleaming in the light as the supernatural rigging hums in the wind. The Gull Wing and Sea Wraith are far afield, hunting under the flags of their savage captains, returning 60% of their plunder to your coffers. Fang circles in the deep, his shadow following your keel like a dark omen, while Thalyss keeps to the horizon, a serpentine silhouette against the fading light. The crew moves with the efficient confidence of victors, their pockets heavy with gold and their bellies full. The Tideblood Syndicate pact is fresh, and the air carries the weight of promise — and threat. Ahead, the open sea awaits. Somewhere out there, your next target sails unwittingly into fate’s jaws. --- --- ## Opening Scene — Resume Here (Post-Seabreaker, Syndicate Contract Complete) **Stormrider Arcane Upgrades in Progress** 1) Crystal integration into the hull and masts for resistance to elemental damage. 2) Modification of the Stormfire Urns to draw on crystal power for increased range and explosive yield. 3) Creation of a crystal‑fueled shield ward to deflect incoming artillery. **Status:** With the third target down, this **Syndicate contract is complete** — your standing with them has risen, and you’ve been granted docking privileges and trade rates in all Syndicate ports. **Next options (pick a number to resume play):** 1) Return to open waters to hunt high‑value targets at your discretion. 2) Request a special high‑tier mission directly from the Syndicate leadership. 3) Seek out rumored treasure vaults beyond mapped seas. 4) Pay a visit to the **Gull Wing** and **Sea Wraith** to assess their plunder and condition. ---