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BenKii: "A bit o' sparring may be the thing to pass the time." said BenKii, "Aye! Thank ye for the rapier. I be needing to brush up on me melee skills."
"That be the spirit!" Devin replies, with a quick riposte. If Captain BenKii is not fully familiar with the rapier, or is out of practice, Devin will show him some finger work, feints and parries. "Do ye shoot with either hand, BenKii? Rapier and musket be a good combination for a gentleman buccaneer or captain. The ladies like to see a bit of fancy blade and footwork," Devin confesses to him with a wink, then nods subtly to where his lady be watching them, her hand on the hilt of her own rapier. "What did I tell ye?" he says lowly to Captain BenKii. "Ye notice which blade M'Lady of Stars carries. She be quite skilled with it. Come, Captain, let us show her how we make these blades dance and mayhaps she will gift us with her presence and join us."

When his lady goes to watch Captain Aylar, Devin will continue to spar and work with Captain BenKii. He will welcome sparring with Kyp or Bellandra also. And should his lady decide to return and do more than observe, Devin will be most pleased to test a few new tricks out with her, knowing it will be challenging and invigorating.

[Devin spars with Captain BenKii, showing him various things with the rapier and encouraging him to take up this gentleman's weapon. (Plus he knows his lady favors it.)]
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Devsea: "That be the spirit!" Devin replies, with a quick riposte. If Captain BenKii is not fully familiar with the rapier, or is out of practice, Devin will show him some finger work, feints and parries. "Do ye shoot with either hand, BenKii? Rapier and musket be a good combination for a gentleman buccaneer or captain. The ladies like to see a bit of fancy blade and footwork,"
"I be quite ambidextrous with me fingers. Two swords, two guns, a gun and a sword. Whatever I may hold in me hands, I can dual wield it. I'm also not half bad dual fisticuffs in case I ever be disarmed."

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Devsea: Devin confesses to him with a wink, then nods subtly to where his lady be watching them, her hand on the hilt of her own rapier. "What did I tell ye?" he says lowly to Captain BenKii. "Ye notice which blade M'Lady of Stars carries. She be quite skilled with it. Come, Captain, let us show her how we make these blades dance and mayhaps she will gift us with her presence and join us."
"Ayyyyeeeee... the rapier you say? Hmm, I best be practicing me fencing skills with this 'ere weapon." said BenKii as he eyed the Admiral going up the steps, "I see you have an eye for the lady as well. May the best man win the lady's heart then." BenKii assumes a fencing stance and begins his sword practice with Devin.
Bellandra contemplated the tale the carver had told. "I be proud to bear a visage like that of yer daughter", she said, "and I be sorry for yer loss of her. As for what happened to the ship and the captain, I have no clear memory - only that she sank in a battle."

"'Tis a wondrous gift, to be able to carve so, that yer figures seem alive. I do not know if that be all there is to it, as I saw a vision where a phoenix imparted to me an energy as well. Mayhap 'tis a combination of forces, unexpected to all, that gave true life to me. Whatever it be, I be glad for it, as I am for the kin I have found in yer carvings."

"I be sorry for what ye endured at Beckett's hands, and for your wife's fate. Beckett's power be built on dark dealings and intimidation, but we shall yet see his empire collapse from under him."

"As for yer granddaughter, and for yer lost son too, if it be in our power to find them we will. As shall we find the carved ones still held by Beckett's forces."

Bellandra carefully memorized the list the carver gave. She marveled at the variety of carvings, and wondered what they might be able to do once given their freedom. She frowned at the plans for a phoenix carving - why a phoenix? Was it meant as a shell to trap Cliodhna in servitude to Beckett?

She smiled at the prospect of a new outfit. She opted for a new jacket, but asked to make it similar to the design of her current one, as it had served her well in adventurea past and its design reminder her of their past accomplishments. For colors she chose a mix of forest greens at the top and deep sea blue toward the bottom - honoring her origins in dryad woods and in the depths of the sea. On top of that base color, details she would wish to have in colors of wood, honoring her shipkin. She had thought of adding a dash of bright color in honor of the phoenix's fire too that had awakened her, but thought it prudent to keep the outfit stealthy - she would keep the memory of it within her instead.

She stared bemused at the dartboard with Beckett's figure in it. "I be not sure I wish to stare at that one throughout our voyage, be it mannikin or not. But for the moment, mayhap we shall have a debate, I and him, about his practice of enslaving others. Aye, I will have a few pointed remarks to throw at him."
Bellandra would spend some time throwing darts at the board, thinking of the missing carvings and the carver's kin as she did.
The Ship spent three days at the hidden grotto. On the second day the fluyt and Captain Jac's ship left with the shipkin, the rescued and the enemy prisoners. The Crew was told the prisoners would be transferred to the other of Captain Jac's ships and taken to a port far to the south and west to throw off any pursuers, while the Ship itself had come north.

Before he left, the carver spent some more time with Bellandra and told her the secret of her special connection to the other shipkin. Inside each figure he carved, he included a tiny space near their heart. Into that space he inserted a sliver of the dryad's tree that he had carved Bellandra from. Then he sealed each one and used his gift in hopes of forging that magical link that they would know each other. Bellandra was the first, made of a magical wood with love, and thus the key for all of them. He confessed how proud he was of her and all she had accomplished. Then old carver gave her a hug and with tears in his eyes wished her a successful journey and told her to come visit him and the other shipkin when she could. There would always be a place for her in his home and his heart should she ever choose to come.

During those three days Captain Aylar dual wield trained often and Admiral Clíodhna would perch on a railing or sometimes on the stair and watch him. Occasionally she would glance over her shoulder at Devin and Captain BenKii, or walk around the deck and pause observing others sparring, often with an encouraging comment or a smile to Gilius and Durik ... but always she would return to watching Aylar. They were rarely apart, consulting often and spending late into the night locked in the admiral's cabin with Sensei at the door. Whatever happened, Sensei would never say, and both the Admiral's and Captain's Cabins were well warded, with windows and portholes closed. What the Crew could see, however, was that Captain Aylar was steadier than he had ever been, with a certain power about him and an underlying purpose and energy.

For her part, when Clíodhna wasn't watching or with Aylar, she was in her cabin, except for those times a seabird arrived. Then she would consult with the bird and go to navigation room, sometimes pass a note to Devin, or to Grog'tial. Each morning a member of the Crew found their new or reinforced spidersilk clothing just inside their door. The first morning was Argy and Grog'tial. The second morning was Gilius and Kyp and on the third morning it was Durik's turn to find it by his hammock. At breakfast Cap'n Rummyfangs would give that Crew member a sassy smile and a tip of his hat. The armor always fit perfectly, was light, breathable and very easy to move in ... and if the Crew noticed it was the one's who did well practicing with their weapons so she could observe their movements who got their armor first, well that might have encouraged others to practice more as well.

[The carver tells Bellandra the secret of her special connection with the other shipkin. Captain Jac's ship and the fluyt leave. Clíodhna watches weapons training, consults often with Aylar and works on crafting the new armors for Crew.]
Bellandra absorbed the carver's newest secret. So the shipkin were united, if not in blood, then in their heartwood. She hugged the carver thankfully and wished him safe journey, with a promise that she would do her best to bring his kin back, and to visit if she could.
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BenKii: "Ayyyyeeeee... the rapier you say? Hmm, I best be practicing me fencing skills with this 'ere weapon." said BenKii as he eyed the Admiral going up the steps, "I see you have an eye for the lady as well. May the best man win the lady's heart then." BenKii assumes a fencing stance and begins his sword practice with Devin.
Devin continues to practice sparring with Captain BenKii over the next few days if BenKii is willing. The sparring helps break the boredom of waiting and will improve both their skill. Devin be determined to tempt his lady into joining them and seeks to increase BenKii's performance in the art of rapier as well.

"Come, Captain BenKii, we must redouble our efforts," he tells the captain. "She be playing with us, wanting us to improve before she graces us with her presence. There, ye see, she glances this way. We must not be pleasing enough yet if she would prefer to watch hack and slash instead of artistry and talent." [OOC: :P Fair One.]

[Devin continues to spar with Captain BenKii, knowing at some point his lady cannot resist the artistry and dance of the rapier.]
Post edited November 12, 2024 by Devsea
Chapter Six - Into the Light

Far to the north a ship's heart paused, hearing once again a faint call. It contemplated a reply, but no. Last time it had been curious. This time it was too close to where it needed to be to delay any longer. The one who called would find their own way, and the other ... the other it had left in good hands. Ignoring everything else, the spirit passed into the light and over the edge of the world.

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Mission 6 - Briefing
*Briefing ends and Mission 6 begins: 11:59PM UTC, 15 November 2024.*

Whatever they were waiting for must have come. On the third morning after breakfast Admiral Clíodhna and Captain Aylar called a meeting of the Crew. Right below Woodkett's dartboard were two chests of warm woolen clothing and fur lined coats and cloaks.

"We be sailing north. The birds have found Captain Baldbeard's ship," Admiral Clíodhna tells them. "As ye know, except for Captain BenKii, all of us be havin' bodies which must be retrieved to reunite yer living spirits with them and return each o' ye to yer life once this voyage be done, thwarting the aboleth's plans for yer untimely deaths and false fates."

She looks at Captain BenKii. "I will explain later should ye wish, Captain BenKii, but if ye were indeed sent to us and now be aboard this Ship, it be quite possible yer physical form has met with an 'accident' and like the rest of us ye now be separated from yer body and it be only yer living spirit that be here. Seeing as ye joined us in the Sea of Lost Souls, that be more than likely, and we'll be needing to locate yer physical form," the admiral tells him with a straight face. "Be not worried, we have our ways," she motions briefly towards Captain Aylar and his broken compass, "and we be doin' our best to find and retrieve yer body and restore ye to it," she says to him earnestly.

Clíodhna turns to Captain Baldbeard. "It appears, Captain Baldbeard, that yer ship now be a haunted destination. Someone has built a small dock on the ice and turned the ship into an inn for Ghosts, Haunts and Specters." She indicates the plans on the table. "Captain Baldbeard has laid out the plans of his ship for us, and the rest is the area as described by the scouts. The ice be unnaturally thick about Captain Baldbeard's ship, which leads me to suspect an ice elemental or two could be involved in keeping that ship trapped.

"The enemies we may face be several. Ghosts can be harmed by holy water while in their semi-material form, weapons made of silver, or enchanted weapons, which luckily all ye have at least one. Aeshma has made enough holy water for each of ye to take one. Be aware that even if ye defeat a ghost, they can still reform later. The only way to truly get rid of a ghost is to be putting it to rest by resolving its unfinished business. Ghosts exude a sense of fear within 60 ft/18m of themselves, which if great enough can age ye until Aeshma can restore ye. They also use a Moan of Fear to try to either paralyze ye with fear or make ye flee. The music box may help against both these fear weapons, as will Potions of Mental Resistance. They are capable of possessing a body, but yer charms and Captain Aylar should be able to throw them back out of ye should that occur, or Aeshma should be able to exorcise it, although ye will be weakened by it. Ghosts can also either temporarily possess an object it used in life, or use telekinesis to move objects, so be aware that anything around ye could become their weapon. A Ghost's most deadly weapon be its withering touch. It imparts a withering necrotic energy similar to the necrotic disease from vampirate ash. Potions of Necrotic Resistance will help.

"Haunts be spirits of those who died before completing a task and trapped at that location. They will seek to possess ye to complete the task for them. They may look like a more incorporeal ghost of themselves or a will-o'-wisp form. Their touch can make ye feel numb and cold until ye be unable to move and then they possess ye. Again yer charms, Captain Aylar or Aeshma should be able to throw it out of ye. Haunts can be harmed by enchanted or silver weapons, or fire.

"Specters appear as mostly transparent and faintly luminous humanoid form, which died violently and thus have a hatred for all living things. They keep their mental capacity to think, so be wary. Their touch is painful and drains living energy which invigorates them. If they drain ye empty then ye will turn into a specter as well. Their favored attack is to come at ye by moving through a wall, ceiling or the ground. They are powerless against radiant light, such as sunlight, starfire through yer charms, or the light from the magic lantern and will flee from it. However the lantern is a cold light and so may attract Ice Elementals and increase your chances of hypothermia.

"There may also be an Ice Elemental or two keeping that ship locked into the ice. Ice Elementals can hide beneath snow drifts or look like floating or sitting chunks of ice. They will attempt to slam ye down, encase ye in ice (immobilize) or shoot shards of ice in a radius of 30ft/9.15m. They do not take damage from cold, in fact Cold weapons will restore their hit points so Kyp and Count Karnstein ye two need to not use your primary weapons on an Ice Elemental. Kyp, your net is strong enough to restrain it and either the Harpoon Gun or the Trident have offered to loan themselves to ye. Count Karnstein, as ye have proven proficient with a whip, the Cat o' Nine Tails has offered to loan itself to ye for this Mission. Ice Elementals are immune to cold and poison, resistant to acid, but very susceptible to fire and piercing damage.

"Ye will also be fighting hypothermia, measured in levels. The cold here be intense, depending on the wind and weather when we arrive (dice roll). Each turn ye will have a slowly increasing chance of suffering hypothermia unless ye be actively fighting or find warmth. When ye become hypothermic, ye gain one level of hypothermia. Level 1 hypothermia brings a disadvantage to Dex based initiative/saving throws. Level 2 hypothermia brings a disadvantage to Int/Wis based throws. At Level 3 ye be unable to concentrate so yer Cursed Weapons will fail ye, yer speed is halved and ye cannot react well to defend yerself. By Level 4 ye will have the urge to rid yourself of yer clothing and must spend yer turn attempting to cool yourself down (dice roll). Reach Level 5 and ye be only looking for a hole to hide yerself in while ye wait to freeze and perish. Ye can fight becoming hypothermic by bundling up, wearing the supplied silk thermal underwear and woolen shirts and breeches under yer new armor, and the fur cloaks or coats over it. It be bulky and reduce yer dexterity and agility some, but necessary if ye don't wish to be weakened and incapacitated in a short time. Potions of Cold Resistance or Lemon-Ginger tea can also work."

Admiral Clíodhna nods to Aeshma, "Aeshma has agreed to go with ye. She be a witch and can talk to those spirits that allow it, as well as heal and help exorcise ye. I would suggest that perhaps the innkeeper might have information or be persuaded to help before we kill off his 'guests'. We have four days of sailing ahead of us, so everyone be havin' a chance to get orders in before the mission."

[Admiral Clíodhna briefs Crew on the Mission to retrieve Captain Baldbeard's body from his frozen ship. They will face Ghosts, Haunts, Specters, possible Ice Elementals and Hypothermia.]

The admiral then brings a chest up onto the table. "Here be the loot to share among ye. I will warn ye, while the items have been cleansed of curses, a few still bear drawbacks to their use. Think well and choose wisely. The wolf ring be not included. It would allow the user to become a Wolf Berserker for 1d4 turns, but if the user failed a Wisdom roll to control the berserker, the user would turn on the Crew. Only a few of the Crew would have been able to control it and Captain Aylar and I decided it not be worth the risk to suffer such danger to Crew or to be havin' to put the wearer of the wolf ring down."

LOOT (Each Crew Member receives 3 silver and 4 pieces of 8)
Item Loot: each Crew member may choose 1 holy water + 3 items (choosing a loaner item = 1 choice).
Except: Aylar and Bellandra may choose 2 items. (exchange for upgraded weapons)

6 bandages
0 Heal Wounds bandage (single use, heals wounds only, some HP + stops bleed, burns) *each = 1 choice
0 Heal Potions (single use) *each = 1 choice
1 Repel Zombie Potions (repels zombies, single use) *each = 1 choice
Teas = 5 +1d6 to resist roll for duration of Mission, single use. *each = 1 choice
- 1 British Breakfast (Sleep Resist)
- 2 Earl Grey (Poison Resist)
- 1 Orange Spice (Disease Resist)
- 0 Lemon Ginger (Cold Resist)
- 3 Mint (Fire Resist)
0 Fire Weapon Oil (single use) *each = 1 choice
0 Holy Water (single use) *each = 1 choice
(Grog'tial) 1 lockpick (1 time use each)
(Count) ? Key - 30% chance unlock any lock (1 time)
(Devin) Silver Pocketwatch
(Argy) Bat Ring (2 charges) = User can summon a Bat to scout for 1d4 turns. (Requires drop of user's blood)
Fate Items - only 1 per person *each = 1 choice (A 1 time second chance dice roll, as specified.)
- 2 Fate Prayer Beads (single use) - (Grog'tial) Bless Bead reroll+1d4 save/attack; Luck Bead reroll+1d10
Bastard Sword (1 hand for half-orc, 2 handed otherwise)
Belt axe (sharp)
Blood Rune Dagger (Leech blade); +2 Bleed, +1HP/turn to user (offhand only; req. blood once drawn, an enemy's or it cuts ye)
Cudgel
2 Cutlass
Dagger
Ghostly Musket; fires 1/turn, no reload req. (Works underwater. Spectral shot, silent, ignores armor except Holy/Death, does not affect specter class, leeches 1+1d4/2 HP per shot. Sorry Aylar, your Charms won't allow you to wield this.)
Hand Crossbow
+1 Long Sword of Quality (+1 dmg)
Long Sword
Mace
Musket w/6 Shot & Powder
Spiked Mace
(BenKii) +1 Rapier of Parry

Bellandra: +1 Hand Crossbow of Accuracy (silver fittings) w/4 silver tipped hand-bolts (can be blessed) and Quiver w/4 Reg, 6 Hardened Hand-Bolts

Grog'tial: added to your inventory 4 reg + 4 hardened Crossbow Bolts

----- Items on loan - single Mission only then back into the Great Cabin for someone else to use -----
(Devin + BenKii) A Chessboard = gives 2 players +1 strategy Intelligence for next Mission (play chess game together)
(Durik) A heart-shaped music box = +1d12 to resist mental attacks/influence - like Fear; up to 15ft/4.5m radius.
(Kyp) A cracked magical Handmirror = Twice/Mission sees hidden, but mirrored. "What ye seek but can not find, Use me instead, I not be blind."
(Argy) A magical Lantern = cuts through *any* darkness, adjustable cold blue light surrounds user with a cold fire up to a 5ft/1.5m radius.
(Baldbeard) Book on Dancing = +1 to Dodge for one Mission
(Karnstein) Book of Plots, Intrigue, and Politics = +1 Influence/Intelligence for one Mission (this includes any Intelligence Resist roll)
(Bellandra) Book of Puzzles and Treasures = +1 to figuring Puzzles/disarming Traps/finding Treasure for one Mission
Book on Sword-fighting technique = +1 to Cutlass/Rapier/Saber for one Mission
(Gilius) Book, The Mighty Monkeys™ Cricket Manual = +1 to Cudgel for one Mission

-----
Your current inventory can always be found in Post 4
Attachments:
Post edited November 15, 2024 by bjgamer
Count will accept Cat o' Nine Tails offer, let this junk see some action. He'll also take 1 Holy Water (yuck), 1 Lemon Ginger tee, and, whatever, "a ? key" (only 30%??? come on).
Devin fiddles with his wooden cube while listening to the briefing. There be a lot to take in. "Ghost and Specters may be immune to Charm, but to help handle the Fear I can either Calm or Inspire which be working on Crew, not the enemy. The one I be wanting to Charm and question be the innkeeper. How be this innkeeper protecting themself from their guests? Be there some trickery here we can use?"

Devin has both piercing damage and a silvered weapon, so he be leaving the fire oils to those who can use them. Instead he will take 1 holy water, then requests to loan out the chessboard and play chess with someone.

OOC: North. I take it we be heading to the Lighthouse after this, Fair One?

If so, Devin will request the Silver Pocketwatch and a British Breakfast Tea, leaving the Lemon-Ginger teas for other Crew. He will order 1 Flash Powder from Refyx and a Necrotic Resistance Potion from Aeshma.
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ssling: Count will accept Cat o' Nine Tails offer, let this junk see some action. He'll also take 1 Holy Water (yuck), 1 Lemon Ginger tee, and, whatever, "a ? key" (only 30%??? come on).
You may choose 1 more item as the holy water is in addition to 3 items. And yes, 30% to open ANY lock, but once it does, it's gone.

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Devsea: OOC: North. I take it we be heading to the Lighthouse after this, Fair One?

If so, Devin will request the Silver Pocketwatch and a British Breakfast Tea ...
"Aye, the Lighthouse be where we be sailing next. The cinnamon tea and cinnamon sticks, the items for Refyx and Aeshma, the rapier sparring, now this. What be ye plotting, Devin? I know ye, smart and sneaky Rogue. There be something in yer devious mind."

GM question: If I make a rule that you cannot borrow the same thing 3 times in a row, do you still want the Chessboard for this mission?
Post edited November 12, 2024 by bjgamer
Devin studies the Silver Pocket Watch. He knows his lady, Captain Aylar, and possibly Aeshma would have checked against curses already. He will check with his own methods as well and if clear as he suspects and it be true silver, he takes it to Refyx to buff and apply the moonmirror shine. Then he applies a single drop of lightsheen chants a low prayer and closes the watch, tucking it in his pocket. It will have to do for now, but once they arrive at the Lighthouse he should be able to Work it properly.

[Devin studies the Silver Pocket Watch then takes it to Refyx to apply a moonmirror shine. I believe Devin owes Refyx a silver, Fair One.]

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bjgamer: "Aye, the Lighthouse be where we be sailing next. The cinnamon tea and cinnamon sticks, the items for Refyx and Aeshma, the rapier sparring, now this. What be ye plotting, Devin? I know ye, smart and sneaky Rogue. There be something in yer devious mind."

GM question: If I make a rule that you cannot borrow the same thing 3 times in a row, do you still want the Chessboard for this mission?
If my day count be correct, this mission be on the dark of the moon. Devin will take the chessboard now and risk the Lighthouse with the moon coming just off actual dark moon.

The pocketwatch be true silver ye said. It be coming moondark and while Devin can't use it a certain way there be another. That and we be heading for the Lighthouse next. Devin misses his old locket, Fair One. *wink*
Captain Baldbeard can almost taste the excitement on his lips, but it is mixed in with a tiny bit of dread. He wonders what he will see on the ship of himself, and tries to remember if in his (apparently) past life, he had wronged anyone who would have stuck around as a ghost or a haunt.

Shaking away his misgivings, he goes over to Refyx and asks about the properties of the Gnomish lamp he has in his possession, and whether it could come in handy on this upcoming mission. He also picks up a Holy Water and lemon ginger tea, and borrows the book on dancing, hopefully to help avoid mishaps that happen to him so often with enemies and his crewmates. He prepares his clothes and doubles up everything to stay warm.

He spends the remaining time before the mission brewing and enjoying his tea while perusing the book, feeling quite fancy as he mimes the motions in his swashbuckling new coat inbetween sips.
Post edited November 12, 2024 by babark
"You mean..." BenKii touches himself over as if to check to see he is still in physical form, "I'm a ghost! Not sure if I should be frightened or fascinated. Perhaps both. So where in the world is my blasted body?"

After hearing of the dangers for the next mission, BenKii decided on his equipment. He'd take one of the Holy Waters, keep the +1 Rapier of Parry, a Lemon Ginger Tea, and play Chess with Devin again.

He will order a Fire Weapon Oil from Refyx to use with his Rapier. Hopefully the extra Fire damage will work against those ice elementals

And he will order a Potion of Fire Breath from Aeshma. Hey, more Fire more Power is what I always say.
Post edited November 12, 2024 by BenKii
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bjgamer: You may choose 1 more item as the holy water is in addition to 3 items.
Oh, I thought Cat o' Nine Tails already counts towards the limit. But if not then he'll also loan Book on Dancing to improve his slick moves and minimize the chance of being ghosted.

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bjgamer: And yes, 30% to open ANY lock, but once it does, it's gone.
Meaning it's not gone if it doesn't work? In that case it's more reasonable.
Argy will ask for the magical Lantern (loan), a flask of holy water and the Bat Ring. She'll serve herself a Lemon Ginger tea before the mission (with a tiny drop of rum...).
If available, she'll buy a Fire weapon oil from Refyx.

In the days before the mission, she'll practice with her sling, trying to hit seagulls or any moving targets available. When getting the new outfits, she'll also try to explain the male crew members the tone differences between teal, cyan, aquamarine and the many variants of blue and green, to no avail.