The Lighthouse - Pre-brief *Turn Ends
11:59PM UTC, 17 January 2025.*
(As the forum has been slow and messed up on Thursdays due to Amazon Prime code releases, I'm moving this to Friday.)
Aeshma passes a vial of her hangover remedy to
Argy at breakfast, and leaves several more on a side table for those of the Crew who might have need of them. As she passes she
gives a wink to Captain Benkii, then
delivers the Sleeping Potion to Gilius with a smile.
Now that the treasure has been restored, the ghosts deliver
Captain Baldbeard's frozen body to the Ship after breakfast.
Cap'n Rummyfangs quickly instructs the phantom crew to place it in a special outplane holding section belowdecks.
Shortly afterwards a frigate flying a Wolf's Head flag appears from out of a mist. The Owl Gargoyle perched at the Crow's Nest (Owl's Nest now?) swiftly
notifies Bellandra as the phantom on watch calls out to
Cap'n Rummyfangs at the helm. It soon comes alongside and it's
ghostly human captain comes aboard to meet with Captain Aylar in the Captain's cabin.
Mission 7 - Briefing Admiral Clíodhna calls a meeting of Crew mid-morning. Woodkett is noticiably trying to stay as far away in the dartboard as possible as the Crew gathers.
Captain Baldbeard with his loyal first mate and his bosun are in attendance and are speaking with the admiral. The ghostly frigate captain sits to
Captain Aylar's left, quietly discussing something with him until the admiral starts.
"
Captain Baldbeard has informed
Captain Aylar and myself that he feels beholden to be seeing his loyal crew to their final rest and so
will be leaving the Ship for time being," Admiral Clíodhna announces. "We wish him and his crew fair winds on their journey."
She looks over the Crew. "We are about to sail into the dangerous waters of the Weirding Sea. Once we cross the portal we will be in a plane where the material can interact with magical and spectral forces in odd ways, becoming less bound to the purely physical realm." Clíodhna nods towards the frigate captain. "Captain Faelan will be seeing the captured vampirate ship to a safely hidden port.
Any Crew who do not wish not to continue this voyage and risk the Weirding Sea
may instead leave now and join his crew rather than chance the monsters we be pursuing in the waters we be sailing.
"Our next mission be the Lighthouse."
"The lighthouse!"
Captain Baldbeard's bosun exclaims, then turns to
Captain Aylar who he knows from the parlay and shakes his head. "Oh, ye don't want to go there, laddie. There be a terrible banshee and werewolves there."
Clíodhna looks at
Aylar.
Banshee? Do you know of this? "Nay, it be no banshee and wolves, ye superstitious scallywag. It be sirens sure we be hearing from there sometimes,"
Baldbeard's first mate declares. "Though one of the visitin' ghosts swears it be a Selkie he saw, 'cept a specter said it be hideous."
"That just be it," Clíodhna continues, ignoring the bickering as
Captain Baldbeard quiets them both. "It be unknown what exactly we be facing. Only one of us here has ever seen or been through it." She nods to
Devin.
[Per PM. Thank you, Devin.]
Devin bows his head to his lady before he begins. "The Lighthouse has been used as mostly
a nautical gateway into other planes for centuries. 'Twas overseen and managed by the Lighthouse Keeper then, and
passage be determined by altering the magical lenses in combinations timed with the light and pulses. It be said
if ye felt or heard something through one of those pulses it meant someone or something with strong magic on the other side of a portal be seeking ye, or ye be focused on them. That be how it used to be. Now word be something happened. What happened be as yet unknown, but several years ago the
Lighthouse Keeper disappeared as well as the lenses. Some say he portalled and didn't return. Other rumors be that the island and Lighthouse now be under a curse and
all who venture there vanish.
I be not knowing what happened or what or who we may face, but I can speak of the island and the Lighthouse itself. The island rests within a magical dome. Storms and weather don't effect it, meant to be keeping the Lighthouse safe. We'll
not be needing the thermals, it won't be cold there. What will be there is moonflowers.
Moonflowers be a magical flower, similar to a white morning glory, that gives off a sweet enchanting aroma like a cross between jasmine and vanilla. The
vines are poisonous with hallucinagenic and soporific properties."
Devin stops and glances at
Durik. "In other words, the poison from the vines and leaves can make you see things and make you sleepy.
"Besides the Lighthouse Keeper's dwelling and the Lighthouse itself, there is
a cave on the island. It used to be used as a non-nautical gateway and sometimes if one was hit by the light pulse randomly in an off manner then
ye could find yerself in the undercaverns and have to be making yer way back out. Considering that, I be advising that we
take some torches or light sources with us, as well as
some bandages."
Clíodhna nods. "There be
torches available in the Ship's storage. We be having
bandages in the Loot. Remember, a bandage will help stop bleeding and bind a wound while potions work from the inside but do not stop bleeding right away or bind or heal wounds immediately.
A potion used with regular bandages can make 2 of that potion's type of bandage."
She pauses then continues. "We have the lenses.
Grog'tial recovered them for us at the Fortress." She gives
Grog'tial a nod. "Which means Beckett somehow acquired them and may have had something to do with the Lighthouse Keeper's disappearance. That still be unknown, but it would be good to
be prepared to face anything we've seen of Beckett's minions so far. Including Drowned Ones and the possibility of Driders down in that cave system." She glances at
Grog'tial again, knowing his dislike of spiders. "Before he had to leave,
Bhrigu figured out the combination we need. Now all we have to do is
get the key, which should be in the Keeper's house.
Devin has drawn us a map to use as he remembers it from before. There could be changes now, we not be knowing. Once we be through the portal there be other things we be facing.
Devin?"
Devin bows his head to her again. "Once we cross through the portal beyond the Lighthouse there be a port where we can harbor. It be independent and a bit rough but has many
shops with strange and magical wares and ingredients," he tells them, with a look to both Aeshma and Refyx. "I should be able to secure more information then. However there be a strong indication we'll be facing a
Sea Hag involved in this, and some troubling rumors of
strange creatures with poisonous tentacles similar to chuul, but not quite. Perhaps a hybrid of sorts.
Grog'tial and I have also been looking into a lead to the cursed gold and black iron used to make those cursed shackles. Those items need be forged and magically Worked and where'er that be,
to forge the black iron those fires must be magical and extremely hot. So I would predict we be facing
poison, mind magics and magical fire and need be prepared for such." [With permission from the GM,
Devin takes 2 bandages from the Loot, uses his Cure Poison potion on them and
donates 2 Cure Poison bandages back to the Loot to counter the vines' poisons.]
"
Grog'tial and Devin have both been working on gathering information for Crew," Clíodhna says. "
Devin mentioned the forge, which they are working on.
Grog'tial's contacts have led to a
disturbing rumor of a new foe they are calling a
Gorc sighted recently in the Weirding Sea. It seems to be
a hybrid of goblin, orc and possibly chuul. They seem to be
big and probably quite strong like an orc, but cunning like a goblin, with four arms. Two of those arms are said to have pincer claws like a
chuul (Mission 4), and
crustacean armoring, so hardened or explosive bolts may be called for on these and
strikes of weapons to their joints or unarmored areas. They are also reported to have
tentacles around the mouth like a chuul, so be aware those may have the same
chuul paralyzing poison and be
immune to most poisons themselves. Goblins are also known to use poisons, so if we do face these Gorcs and any goblins are among them, take care that any
goblin darts, arrows or blades may be poisoned.
Grog'tial, do you have anything to add as yet?" she asks.
[She will pause here to let
Grog'tial speak.]
"Again,
if any of you wish to leave and join Captain Faelan instead, tell me soon as he'll be leaving within hours."
The admiral then brings a chest up onto the table. "Here be the loot to share among you. If you be leaving, then do not take from the loot, leave it to the Crew who will be needing it. Be warned, while these items have been cleansed of curses, a few still bear drawbacks to their use.
"
The port Devin refers to primarily uses the trade tokens over silver and gold, which be why we found so many aboard the vampirate ship," Clíodhna says. "Crew should also be able to trade any unwanted items there if you find the right merchant."
LOOT (Each Crew Member receives 357 trade tokens, 2 gold, 5 silver.)
Item Loot: each Crew member may choose
5 items (choosing a loaner item = 1 choice).
6 bandages (each choice = 2 bandages)
0 Heal Wounds bandage (single use, heals wounds only, some HP + stops bleed, burns) *each = 1 choice
0 Cure Poison bandage (single use, cure poison + stops bleed) *each = 1 choice [donated by Devin]
0 Heal Potion (single use) *each = 1 choice
1 Cure Disease Potions (single use) *each = 1 choice
0 Cure Poison Potion (single use) *each = 1 choice [donated by Devin]
2 Pirate Pete's Pain-Killing Rum (single use, keep fighting while wounded until you drop) *each = 1 choice
1 Fire Resistance Potions
0 Potion of Mental Resistance
0 Potion of Force Resistance (single use, +50% to resist magical force dmg for 1d4 Turns)
(Count) Potion of Frost Giant Strength (single use; +3 Strength for 1d6 Turns)
(BenKii) Repel Zombie Potion (repels zombies, single use) *each = 1 choice
0 Water of Purify (Cure All, single use) *each = 1 choice
5 Holy Water (single use) *each = 1 choice
Teas = 5 +1d6 to resist roll for duration of Mission, single use. *each = 1 choice
- 0 British Breakfast (Sleep Resist)
- 3 Earl Grey (Poison Resist)
- 4 Orange Spice (Disease Resist)
- 3 Lemon Ginger (Cold Resist)
- 5 Mint (Fire Resist)
(Argy) Dust of Disappearance (single use) throw in air, everyone in 10ft radius is invisible 2d4 min. while not moving
(BenKii) Ice Dust (single use) turn water to ice in direction thrown for 20ft/6m, solid but slippery.
1 Flash Powder
0 Fire Weapon Oil
0 Frost Weapon Oil (single use) *each = 1 choice
Fate Items - only 1 per person *each = 1 choice (A 1 time second chance dice roll, as specified.)
- 1 Luck Bead reroll+1d10 (single use)
Gems = can be
magically attuned (Aeshma) as jewelry or applied to weapon. Properties are as described. (
Not for Argy, Baldbeard, Devin, Durik, Gilius who already have gems attuned.)
(Bellandra) Chalcedony (+5 Calm/Resist Controlling Passions; Fear/Rage/Lust, etc.)
(BenKii) Ruby (Vitality, -1 exhaustion rate/+1d6 heal/Turn)
(Grog'tial) Brooch of Shielding (2 charges) - looks like a small bronze shield. Resist Force dmg, immune to Magic Missile
(Kyp) Spectral wrapping of Ghost Touch (1+1d4 necrotic dmg) only 1 wrap/weapon, this can also be used on elemental weapons
Bastard Sword (1 hand for half-orc, 2 handed otherwise)
Belt axe (sharp)
Blood Rune Dagger (cursed/Leech blade); +2 Bleed, +1HP/turn (offhand only; requires blood after drawing, yours or an enemy's)
Cudgel
2 Cutlass
Dagger
Ghostly Musket (cursed); fires only 1/turn, no reloading. (Spectral shot, silent, ignors armor except Holy/Death, does not affect specter class, leeches a small amount of your HP per shot.)
Hand Crossbow
+1 Long Sword of Quality (+1 dmg)
Long Sword
Mace
Musket w/6 Shot & Powder
Spiked Mace
----- Items on loan - single Mission only then back into the Great Cabin for someone else to use -----
(Gilius/Rocky) A Chessboard = gives 2 players +1 strategy Intelligence for next Mission (play chess game together)
(Kyp) A heart-shaped music box = (+1d12 to resist mental attacks/influence - like the hallucinogen)
(Bellandra) A cracked magical Handmirror = Twice per Mission sees hidden, but mirrored. "What ye seek but can not find, Use me instead, I not be blind."
A magical Lantern = cuts through *any* darkness, adjustable cold blue light surrounds user with a cold fire up to a 5' radius.
(BenKii) Book on Dancing = +1 to Dodge for one Mission
(Count) Book of Plots, Intrigue, and Politics = +1 Influence/Intelligence for one Mission (this includes any Intelligence Resist roll)
(Aylar) Book of Puzzles and Treasures = +1 to figuring Puzzles/disarming Traps/finding Treasure for one Mission
Book on Sword-fighting technique = +1 to Rapier/Saber for one Mission
Book, The Mighty Monkeys™ Cricket Manual = +1 to Cudgel for one Mission