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BenKii: He also wanted to get Aeshma a gift. Something with her attunement with the air. He'd be sure to be on the lookout on the next mission for such a gift.
Why is it nobody ever thinks to ask Clíodhna for suggestions of what Aeshma might like? After all, they've only been friends for decades. (A clue Captain BenKii might have gotten from how much the admiral knew about Aeshma's background and ways.) Even paranoid Grog'tial knew to ask Refyx and consider advice from Aeshma on what to get the admiral when he wanted something. :P
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BenKii: He also wanted to get Aeshma a gift. Something with her attunement with the air. He'd be sure to be on the lookout on the next mission for such a gift.
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bjgamer: Why is it nobody ever thinks to ask Clíodhna for suggestions of what Aeshma might like? After all, they've only been friends for decades. (A clue Captain BenKii might have gotten from how much the admiral knew about Aeshma's background and ways.) Even paranoid Grog'tial knew to ask Refyx and consider advice from Aeshma on what to get the admiral when he wanted something. :P
(Perhaps that would be a good idea. However, I thought the Captain had heard from Admiral Clíodhna about Aeshma liking air attuned items as possible gift ideas. Regardless, Captain BenKii will seek advice from the good Admiral about potential gift ideas. Something to show his appreciation for teaching him to dance properly.)
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BenKii: (Perhaps that would be a good idea. However, I thought the Captain had heard from Admiral Clíodhna about Aeshma liking air attuned items as possible gift ideas. Regardless, Captain BenKii will seek advice from the good Admiral about potential gift ideas. Something to show his appreciation for teaching him to dance properly.)
She told Captain BenKii that Aeshma was an Aasimir white witch with an air attunement. It was Count Karnstein earlier that she told some of Aeshma's preferences to. However it is possible that Captain BenKii could have heard Admiral Clíodhna'a discussion with Count Karnstein in the passage outside her cabin (next to Devin's). Devin heard it that morning and Captain BenKii's cabin is next to Devin's.
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BenKii: (Perhaps that would be a good idea. However, I thought the Captain had heard from Admiral Clíodhna about Aeshma liking air attuned items as possible gift ideas. Regardless, Captain BenKii will seek advice from the good Admiral about potential gift ideas. Something to show his appreciation for teaching him to dance properly.)
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bjgamer: She told Captain BenKii that Aeshma was an Aasimir white witch with an air attunement. It was Count Karnstein earlier that she told some of Aeshma's preferences to. However it is possible that Captain BenKii could have heard Admiral Clíodhna'a discussion with Count Karnstein in the passage outside her cabin (next to Devin's). Devin heard it that morning and Captain BenKii's cabin is next to Devin's.
(Oh I see. I'm reading everyone's posts and must've merged them with mine at some point. No matter, a direct conversation with the Admiral should still be a good idea for Captain BenKii.) :)
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
Attachments:
Post edited January 19, 2025 by bjgamer
Captain BenKii will take a look over the loot deciding what would be best for this mission. That Repel Zombie Potion was very appealing. He didn't want any zombies to be sneaking up on him so he took one of those. The Ice Dust also seemed very appealing. Could become useful to form an ice bridge if they came across an impassable river. Then one of those gems for his rapier might be useful. Namely the Ruby with its healing properties. Sounded like it acted like a Regen effect. Then the last two would be the Book of Dancing and the Chessboard waiting for another player to join in. (most likely Devin)
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BenKii: ... Then the last two would be the Book of Dancing and the Chessboard waiting for another player to join in. (most likely Devin)
So I take it Aeshma has you enjoying dancing, eh? ;)
You can only have 1 loaner item, so either the Book of Dancing OR the Chessboard ... and as you can only borrow the same item twice in a row, Devin elected to take the Chessboard last time and cannot use it again until next time. (Which means you cannot take it again next mission if you choose it for this one.)
Post edited January 15, 2025 by bjgamer
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BenKii: ... Then the last two would be the Book of Dancing and the Chessboard waiting for another player to join in. (most likely Devin)
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bjgamer: So I take it Aeshma has you enjoying dancing, eh? ;)
You can only have 1 loaner item, so either the Book of Dancing and the Chessboard ... and as you can only borrow the same item twice in a row, Devin elected to take the Chessboard last time and cannot use it again until next time. (Which means you cannot take it again next mission if you choose it for this one.)
Understood, then in that case I'll pass on the Chessboard and take one of the teas. Hmm, perhaps Earl Grey... hot. :P

I'll also put in an order for Aeshma to install the Ruby Gem into the +1 Rapier of Parry.
As the briefing gets started, Grog'tial notices Woodkett moving about in the dartboard, and his paranoia flares up. He speaks softly to Captain Aylar, making certain to stand with his back to Woodkett so lip-reading would not be possible, "Let's remove him from the premise for briefings. I can think of several ways in which he could communicate what he sees back to Beckett, for example by pinching himself in a code pattern." Unless there's strong disagreement, Grog'tial proceeds to do so, making certain to set Woodkett's movement range to zero and flash a particularly nasty grin as the last thing Woodkett will see for a while, before placing the dartboard in a dark cupboard somewhere.

When Devin mentions the forge, Grog'tial will inform the crew about the goblin connection, and gives them a background primer on Goblin strengths and weaknesses, as well as other relevant background information, including the sightings of the probably annoyingly scary "gorcs" (goblin-orc-chuul hybrids). He'll sorta imply that this type of knowledge is common in the dwarven tunnels which he hails from, due to some Goblin troubles many years hence, but will not go into any detail on that, nor explain how he's come to some of the keener insights which he seems to possess.

After the meeting, he makes a beeline for the book of dancing as he doesn't want to disappoint Argy a second time - but that new captain who's been making a fool of himself with Aeshma grabs it first. Carefully not letting any of his intense disappointment or interest show, while muttering several particularly vehement dwarven curses in the back of his mind, Grog'tial instead picks
- 2 bandages
- cure poison potion
- earl grey tea
- frost weapon oil
- brooch of shielding

He then visits Aeshma to get the pearl in his dirk magickally enhanced. (No, he's not trying to impress Argy or anything, and you have a dirty mind.) ;P

(ooc: my interest in the book of dancing is purely roleplaying - it doesn't make tactical sense for me to pick that)
Post edited January 15, 2025 by gogtrial34987
Durik thinks he had enough adventure last year, maybe it's time to have a break. Good luck crew!
Argy will take a Fire Resistance Potion, a Cure Poison bandage, the Dust of Disappearance, a Pirate Pete's Pain-Killing Rum and prepare herself a British Breakfast tea before the mission.
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phaolo: Durik thinks he had enough adventure last year, maybe it's time to have a break. Good luck crew!
But, but... who will carry tiny??! And come up with all the brilliant ideas that actually work? :(

Shame to see you go - I really enjoyed what Durik added to the game! Fair winds to you!
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phaolo: Durik thinks he had enough adventure last year, maybe it's time to have a break. Good luck crew!
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gogtrial34987: But, but... who will carry tiny??! And come up with all the brilliant ideas that actually work? :(

Shame to see you go - I really enjoyed what Durik added to the game! Fair winds to you!
Thank you, have a good continuation :)
Count will choose:
Cure poison bandage
Potion of Frost Giant strength
British Breakfast tea (do we actually need to specify drinking it before mission or is it the default already :P)
Mint tea (unless only one tea is allowed)
Book of Plots, Intrigue, and Politics - he didn't finish it last time

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bjgamer: Spectral wrapping of Ghost Touch (1+1d4 necrotic dmg) only 1 wrap/weapon, this can also be used on elemental weapons
Is this permanent upgrade or one-time use?

Also, I believe Potion of Clairvoyance can be removed from my inventory.
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ssling: 1) ...(do we actually need to specify drinking it before mission or is it the default already :P)
2) ...(unless only one tea is allowed)
3) ...Book of Plots, Intrigue, and Politics - he didn't finish it last time
4) ...Spectral wrapping of Ghost Touch (1+1d4 necrotic dmg) only 1 wrap/weapon, this can also be used on elemental weapons ... Is this permanent upgrade or one-time use?

Also, I believe Potion of Clairvoyance can be removed from my inventory.
1) Yes you need to specify because you may want to save it for another mission (as some others have been) and don't want to automatically waste it, or you may have more than one tea and need to specify which you want.
2) Yes you can have more than 1 tea, just not picking the same type all in one loot pick so to be fair to others.
3) Be aware you cannot pick it three times in a row, so if you take it this time you will not be able to choose it again next time but must skip a mission before you can choose it again. (Like Devin cannot choose the chessboard this time.)
4) Yes it is a permanent upgrade to your weapon ... for example your saber would have both Frostbite and Ghost Touch permanently.
Let me know if you want to edit any choices.

Thanks, you're right, I missed that about the potion.

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gogtrial34987: He then visits Aeshma to get the pearl in his dirk magickally enhanced. (No, he's not trying to impress Argy or anything, and you have a dirty mind.) ;P
LOL! I'm not touching that and Aeshma isn't saying a word. (Argy may have her own thoughts) :P
Post edited January 16, 2025 by bjgamer