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