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Note to Crew: Both Captain BenKii and Devin have been affected by Hurricane Helene. BenKii assures me everyone survived but they have debris and power is out. Devin is stuck at the airport but so far out of the major flooding he says. Stay safe guys! Best of luck and I hope your power comes back and repairs/cleanup go quickly, BenKii!

I will be looking at posting a Briefing later tonight (overnight UTC). To help with losing some time in the planning, it will be someplace familiar.
Post edited September 28, 2024 by bjgamer
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bjgamer: Note to Crew: Both Captain BenKii and Devin have been affected by Hurricane Helene. BenKii assures me everyone survived but they have debris and power is out. Devin is stuck at the airport but so far out of the major flooding he says. Stay safe guys! Best of luck and I hope your power comes back and repairs/cleanup go quickly, BenKii!

I will be looking at posting a Briefing later tonight (overnight UTC). To help with losing some time in the planning, it will be someplace familiar.
They must have been more directly hit by the storm than I was... my house didn't flood by others in town did and I only lost power for an hour last night.

Hope they make it out safely and without much damage.
[GM Note: Posting this for Devin who is stuck in the aftermath of the storm currently.]

-----
Devin shifts slightly in the shadows beneath the quarterdeck stairs, just enough to be noticed by half-elven sight. He locks eyes with Captain Aylar over his lady's head. Then he inclines his head in a small bow and silently returns to his cabin. For now his Lady of Stars' spirit is held secure within the bond. He will be watching.

When Captain Aylar reveals the elaborately carved dartboard with Commodore Beckett's lifelike likeness and very pointedly laments having no 'piece of 'im' Devin's eyes gleam. He can take a hint, and his lady's nod makes it a direct request. The cutter is available. It should not take long if he is not needed for reports or briefings this day and night. He should be able to return by the next morning.

Devin watches Cliodhna greet Aylar unknown to her. He locks eyes with Aylar and inclines his head in a bow. Later Devin takes a hint about getting a piece of Beckett for the dartboard and will use the cutter if he is not needed right away.

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GM Note - Kyp, Durik, Argy, are you doing anything with that chest? (Post 120)
(Glad to hear you are safe, Kyp!)
Post edited September 28, 2024 by bjgamer
Mission 5, Briefing
**Briefing ends and Mission 5 Start 10PM UTC, 30 September You may RP, plan together and ask questions until that time, then Mission 5 will start.*

MISSION 5 - BRIEFING

The morning after Captain Aylar's return, Cliodhna stands at the bow near the penguin figurehead. A seabird slowly glides in and perches nearby. A short while later the seabird plunges to the sea to grab a fish and Cliodhna passes a message to Captain Aylar and calls the Crew together in the Mess Hall to give them their first Mission after their Interim.

"During the last mission the aboleth lost most of its DRM fleet stationed in these waters," she tells them. "It and Commodore Beckett now seek to replace those ships with a new fleet, many of which would be Bellandra's enslaved kin. Devin has discovered the location of the carver who carves the magical figureheads for these ships that other beings' souls are then enslaved into. A ship is being sent to pick up this carver and his current batch of magical carvings. The Mission is to get that carver and those figureheads before they be taken, enslaved and installed on ships."

[see attached Harbor Map] She unrolls a map of a familiar place. "Ye remember the harbor from the first mission where we sank the Denuvo. This be our target." She points to building away from the town (C74), "the carver's house and workshop. And this, (C69) between the carver's place and the harbor tower, be where innocent prisoners be held in a dark dungeon, waiting to be sacrificed into being shipkin." Cliodhna turns to Aylar. "It seems that tunnel ye found in the harbor tower leads there. Mighty left those keys for ye before he left for his Monkey Island duties."

She looks back at the Crew. "We be sailing there under stealth and be arriving at night under a waning quarter moon. Captain Jac be bringing two ships to cause a distraction on the other side of the harbor and town. Ye will need to move quickly to get this done during her distraction before they can bring too many guns and pressure to bear on her ships. Our shipkin allies Pearl (mermaid), Finn (seahorse) and Zephyr (griffon) be also assisting. This means we can use the same place to hide the Ship and have a way (griffon) over the wall. Kyp we could use yer rope tying skill to secure the figureheads for flying back over the wall."

"Enemies be likely to be mainly guards, humans and half-orcs, on patrol and in the dungeon. Be watchful, there may be some vampirates. If so, try to hit them from afar and stay away from any ash," Cliodhna glances at Aylar's white lock. (Reminder explanation of Vampirates)

"Currently Aeshma and Refyx have 6 slots each available for orders. Get yer orders in quickly." She also points to the table. "There also be ten stakes here, share them out among ye."

Loot!
Attachments:
Post edited September 30, 2024 by bjgamer
Once both the key and the lock have cooled enough to be handled, Argy unlocks the chest. She will store all of its contents into the sack she brought (if it's too heavy, it can be carried by Durik).
Then she'll look for a safe way to return upstairs.
(Hi everyone. I'm doing fine after the hurricane but Internet is still iffy. Gonna try and make some shorter posts here too discuss the mission.)

BenKii listened to the briefing and their objective. A carver who can enslave beings into wood? Preposterous! Upon hearing that a ship was coming to pick up this carver and the wood, an idea formed in the Captain's head.

"What if we intercepted the ship set to pick up this carver? We take it over then pose as that ship's crew. They board, we leave, and Bubs your uncle."

"Or better yet, we fly the enemies' colors and this ship poses as the people picking up the carver. Thoughts everyone?"
Post edited September 28, 2024 by BenKii
The morning after Aylar's arrival, Count came to the Mess Hall fashionably late. Seeing Aylar, he grinned quizzically and spread his arms.

"Cap'n Aylar, what a surprise! Straight from vacation, I see. Lookin' swell, lad, dashing as ever. Look ladies, if it ain't proper gentleman now without that savage beard!" Count lowers his voice, but not so everyone present can't hear. "Tell, haven't ye stationed at the same resort as our dear ol' Birdie by chance, 'aven't ye, ye dog, eh? Harr, harr, harr! Or if so, ye must share the address!" Count laughs loudly and sits in his place at the table.

After presentation of the dartboard:

"That's one curious memorabilia, must say. Quite impressive though, likeness is downright strikin'. From what I can vaguely recall anyway. Aye, real shame that villain escaped an' we didn't 'ave a chance to cross our paths once more."
Post edited September 28, 2024 by ssling
(roll dice) As Argy unlocks the chest, she first sees four darts situated to spring as a trap. However the darts have been locked in place, perhaps the sound they heard when Kyp had placed the candle on the lid. He must have disabled the trap.

(roll dice) Inside the chest are several items, many of them curious. There are books, odd trinkets and a tavern menu. A recipe box has recipes for everything on the menu, including brewing and mixing drinks. Maybe if Argy knew what some ingredients were and where to get them she could try some out on the Crew. (roll dice) She quickly stuffs the contents of the chest into the sack and gives it to Durik to carry while she turns to consider how to get back out.

(roll dice) Luckily there is another shelf in the corner that Argy is small and light enough to climb. Having Durik reposition and hold it where the stairs had been, Argy climbs out, followed by Kyp. Kyp is able to rig his rope net he wears around his waist so that Durik can use it to climb out. They return to the Ship with their findings.

-----

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BenKii: "What if we intercepted the ship set to pick up this carver? We take it over then pose as that ship's crew. They board, we leave, and Bubs your uncle."

"Or better yet, we fly the enemies' colors and this ship poses as the people picking up the carver. Thoughts everyone?"
Cliodhna addresses Captain BenKii. "Yer suggestions we once could have possibly done more easily, but I forget that ye have no way of knowing certain things the Crew faces here. First, the Naval Harbor's passages be protected by a massive chain stretching just beneath the surface of the waves. Pearl, Finn and Kyp can tell us if those chains are in place or not, however the western chain's mechanism resides in the H1 fortress. We would need to infiltrate and disable it once again to either enter or prevent our being entrapped within the harbor ourselves should they detect the ruse. Captain Aylar, Grog'tial, Argy and Durik have done so before, but the Harbor Guard is likely to be more cautious because of it now. Second, they now know this Ship and be looking for us. Third, each of the Crew besides yerself, Grog'tial and Devin have Bounty Posters placed throughout this area and it be probable that all guards and dock tenders in the area, and especially this harbor, will be on the lookout for any Crew that they may turn in to Beckett for a substantial reward."

She turns to look at Count Karnstein, "We do still have the foppish clothing of the vampirates." Then she shifts her gaze to Aylar and the his white lock, "But ye be still too easily recognized, even with yer recent changes."

Argy, Durik and Kyp unlock the chest and return with various items. Cliodhna considers Captain BenKii's suggestions and informs him of difficulties he doesn't know the Crew faces in this area.
"Darn! So commandeering the ship is a no go? A quick question, Admiral. Who are Pearl, Finn, and Zeffyr?"

BenKii takes 2 stakes from the table and leaves the rest for the crew.
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BenKii: "Darn! So commandeering the ship is a no go? A quick question, Admiral. Who are Pearl, Finn, and Zephyr?"

BenKii takes 2 stakes from the table and leaves the rest for the crew.
"They are Bellandra's kin, former ship's figureheads who had fey souls trapped inside them. Bellandra and the Crew helped them free themselves early in our last mission and so they have agreed to assist the Crew to do the same for these shipkin. Each of them are living wooden carvings similar to Bellandra, but Bellandra herself is unique. Pearl is the mermaid figurehead and patrols around the islands for us. Finn is a seahorse figurehead and accepts Kyp as his rider many times. Zephyr is a griffon carved figurehead who currently stays near the spring on the Dragon Turtle Island, but he has carried members of the Crew before when needed."
Post edited September 30, 2024 by bjgamer
GM Note: The Fate items are powerful items which can save you in certain instances. Each allow a second chance dice roll on a dire failure (except the Ally and the Wrap). Coins cover any dire fail with a single reroll, Knots and Beads in specific instances with added bonus. These will be used automatically in more dire circumstances, not normal fail to hit, or if you know you are planning something risky you can post you touch or remember the item as a prep. If not needed, they will remain in inventory until used. The Ally bead you will need to post you are throwing or rolling toward a specific location. It will guarantee summon a powerful appropriate ally for that instance only.

LOOT
Item Loot: each Crew member may choose 3 items (choosing a loaner item = 1 choice).
Except: Gilius (who got Pet Rock/Rocky) may choose 2 items.
1 Heal Wounds bandage (single use, heals wounds only, some HP + stops bleed, burns) *each = 1 choice
0 Heal Potions (single use) *each = 1 choice
0 Cure Disease Potion (single use)
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
- 3 British Breakfast (Sleep Resist)
- 1 Orange Spice (Disease Resist)
- 1 Lemon Ginger (Cold Resist)
- 2 Mint (Fire Resist)
0 Water of Purify (Cure All, single use) *each = 1 choice
2 Holy Water (single use)
0 Spiderclimb Oil (single use, 1d4 turns; lets you climb any surface, use with gloves)
1 lockpicks (1 time use each)
? Key - 30% chance unlock any lock (1 time)
Fate Items - only 1 per person *each = 1 choice (A 1 time second chance dice roll, as specified; Ally = guaranteed summon.)
- 0 Fate Coins (single use) - reroll dice if fail
- 3 Knots of Fate (single use) - (Count) Fool's Knot reroll+1d4 any Foolish Action; (Aylar) Hero's Knot reroll+1d4 any Heroic Action; (Gilius) Sage's Knot reroll+1d4 any Magic/Mental Action/Resist
- 3 Fate Prayer Beads (single use) - Bless Bead reroll+1d4 save/attack; Luck Bead reroll+1d10; (Devin) Planular Ally Bead (GM rolled Ally)
(Durik) - Fateweave Wrapping - Weapon handle wrap = +1 to Luck Card (permanent, can only have 1 wrapping/weapon)
(Kyp) Crystal flask (purifies whatever liquid is put in it)
(Gilius) Pet Rock - Summon Stone Elemental (2+1d6 turns)
(Devin) A small empty plain pouch (conceals whatever is put inside it)
(Grog'tial) Portable Hole (single use) - fine black cloth hankerchief unfolds to make a circular hole 6'/1.83m diameter through any wall/floor
Rapier of +1 Parry

----- Items on loan - used for 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)
A heart-shaped music box = (+1d12 to resist mental attacks/influence - hallucinogens, vampirates)
(Grog'tial) A magical Handmirror = 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.
(Aylar) Book on Dancing = +1 to Dodge for one Mission
(Argy) Book of Plots, Intrigue, and Politics = +1 Influence/Intelligence for one Mission (this includes any Intelligence Resist roll)
Book of Puzzles and Treasures = +1 to figuring Puzzles/disarming Traps/finding Treasure for one Mission
(Kyp) Book on Sword-fighting technique = +1 to Cutlass/Rapier/Saber for one Mission
(Captain Baldbeard) Book, The Mighty Monkeys™ Cricket Manual = +1 to Cudgel for one Mission

-----
Special Random Loot (found by Kyp, Argy & Durik) - each Crew member may select one, not cumulative with above loot.
Books - (minor bonus rolled as you read these)
(Count Karnstein) - Beauty Is In the Eyes of the Beholder (resistance to Beholders)
(Durik) - Spells We Are Still Trying To Make Work (resistance to spells)
(Gilius) - Surveillance Techniques That Don't Work (bonus to stealth)
(Captain BenKii) - The Great Extraplanar Hoax (resistance to extraplanar creatures, ex: elementals, fiends)
(Aylar) - Wyverns, Wyrms, Drakes and Dragons: The Differences (anything involving Dragons)

Trinkets - (minor stat bonus rolled as you have/use these - a mystery until you achieve one.)
(Argy) - A drawing of a flower that looks different when viewed from an angle.
(Belllandra) - A locket containing a picture of an unrecognizable child.
(Kyp) - An iron holy symbol devoted to an unknown god. (Looks like a warhammer)
(Captain Baldbeard) - A mechanical canary inside a gnomish lamp.
(Grog'tial) - A pair of rigged dice
(Devin) - A Wooden cube etched with lines that divide each side into 9 squares. The squares are randomly painted in six different colors.

[Galley] A Menu and a box of recipes - this is just for fun, showing the menu they found and maybe Argy or Crew can try some.
(Prices are just shown as part of the Menu, no need to spend on these!)
Menu
Tarrasque Broth
a Tarrasque broth with puréed brussel sprouts - 10 sp -
Charred Black Bear
Charred black bear smothered in a light avocado sauce - 7 sp -
Grimlock Steak
Grimlock steak smothered in a smooth sausage gravy served with a multigrain muffin - 6 sp -
Charred White-Winged Dove
Charred white-winged dove doused with a tart vodka sauce - 5 sp -
Grilled Black Beans
Grilled black beans served with baked spinach and a slice of cheddar cheese - 4 sp -
Baked Bell Peppers
Baked bell peppers sauteed in a heavy peach sauce - 2 sp -

Beers
White Plantain Cider - 4 p8
Spicy Mandarine Stout - 4 p8
Yellow Boysenberry Stout - 4 p8
Soul Stealer Ale - 4 p8
Orange Papaya Porter - 2 p8
Amber Mandarine Lager - 1 p8

Wines
Woody Plantain Dessert Wine - 1 sp
Satyr's Best Friend - 1 sp
Pirate's Rusty Red - 2 p8

Liquor
Queen's Favor - 2 sp
Blue Honeydew Gin - 1 sp
Moon Juice - 4 p8

-----
Your current inventory can always be found in Post 4
Post edited September 30, 2024 by bjgamer
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bjgamer: There are books, odd trinkets and a tavern menu. A recipe box has recipes for everything on the menu, including brewing and mixing drinks. Maybe if Argy knew what some ingredients were and where to get them she could try some out on the Crew. (roll dice) She quickly stuffs the contents of the chest into the sack and gives it to Durik to carry while she turns to consider how to get back out.
Upon returning to the crew Kyp takes one of the books and starts flipping through it to see what it says, besides, Kyp was really just looking for a book to read anyways... turns out he was so preoccupied he must have forgot to notice what the buildings needed to be renovated.

"Ayee, so chains in the water? Sounds like the perfect tasks for me, swimming and likely to be out of the way of most danger I hope"

Upon knowing all the titles and hopefully general contents of the books Kyp and knowing the potential items he can take with him on the next mission... Kyp selects these items

1 Spiderclimb oil
1 Crystal Flask
The classic book on Sword-fighting techniques because Kyp should probably refresh his memory


and from the random loot he takes the:
An iron holy symbol devoted to an unknown god. (Looks like a warhammer)
Post edited September 30, 2024 by aCyborg
"There may still be some benefit in having some of our bounty-less mateys on the field running careful subterfuge, but I be in favor of tampering with the chains, now that we have underwater capable folk, rather than repeating the old trick with the mechanism. That be also giving us a benefit of unaware guards wasting time to activate the gates, only to see the entire deal backfire on 'em." Aylar hums. "In addition, now that there be Wards carved all over the Ship, I could potentially pull a decent glamour over it and make it seem like anythin' other like a verily obvious and recognizable Ship as any of them might likely be on a lookout fer. Turning it to enemy colors might be ill-advised going in, especially if they be attentive and able to count, but could perhaps befuddle them once it be time to retreat."
"I request for the upcoming mission a lockpick, a Heal Wounds bandage, and a Holy Water for those vampirates."

"It seems the rest of ye folk have been 'ere before. Perhaps I shall listen to what the rest o' the crew think be best course o' action."

BenKii requests from loot pile 1 lockpick, 1 Heal Wounds bandage, and 1Holy Water.
(roll dice) Cliodhna nods at Captain Aylar, "A glamour could work, and the Ship's own energies could maintain it for a short while without your presence."

She turns to the rest of the Crew. "For the benefit of Captain BenKii, I will be reminding ye all of what we learned last time. Vampirates can move extremely quickly, crawl like spiders on any surface, and sense those not of their kind by yer life force. They are not vampires, rather than drinking blood they drain yer life energy by proximity (environmental effect), so ye will become slowly weakened and slowed. They enjoy cruelty and all physical pleasures to excess, and can mess with yer mind. Most of all, I remind ye how we lost Larissa to that battle and how Aylar got his white lock of hair. Beware the ash! When a pure vampirate dies they explode into ash, That ash contains a necrotic disease that will eat away at live cells. If ye get any ash on ye, use a Cure Disease bandage as soon as possible to counter the effect. Aeshma has also reminded me she can now brew Potions of Necrotic Resistance that can help ye resist or at least delay it.

"Vampirates die from beheading or crushing the skull completely, from a stake through the heart (it must be left in until they are ash and then ye must be careful touching the stake), or by burning. Vampirates cannot turn into bats and do not fly. Holy water acts like acid, burning and eating into their skin. Intense sunlight will also cause them to burn and possibly catch fire if in it long enough, shadowed sunlight however, only causes sunburn. Garlic oils also cause them great pain and drive them crazy to the point of fleeing."

Cliodhna agrees a glamour could work and the Ship should be able to maintain it for a short while on its own. She reminds the Crew about what they learned about fighting vampirates.
Post edited September 29, 2024 by bjgamer