Mission 6 - Turn 1 *Turn Ends
11:59PM UTC, 18 November 2024.*
It is a dim hour after noon when the Ship arrives, with a cold so deep and a wind so chilling that even the air seems to want to crack. In the distance comes the misty
pulsing flash of a lighthouse; long short, long short, almost like a heartbeat. An eerie silence reigns, shattered only by the occasional sharp report of cracking ice. Even the waves here seem unnaturally deep and still.
Captain Aylar's breath looks like puffs of fog as
he navigates the Ship manually, edging it through the nilas, fingers of sea ice in a thin elastic crust, and growing clusters of thicker ice. It may be afternoon, but this far north
the days are short and they have lost time to the weather and the ice. He pulls the Ship in as close as he deems safe.
Aylar is well aware of the conditions they face and
will not risk the Ship getting caught and ensnared as Captain Baldbeard's was. (roll dice) He is fairly confident the spectral energies of the Ship will repel most of the normal ice and has
attuned the Wards to repel any magical elemental ice they sense. Hopefully it will be enough.
Earlier that morning after breakfast it was decided to
send Sensei in first to scout. The cold will not hamper the Felinoid ghost in any way, and he will not need the longboat to traverse the distance. He will try to be thorough, but also needs to be quick as
the light will soon fade and tonight will be the dark of the moon. It is not an optimal night to face ghostly energies in the cold dark this far north.
Aeshma has prepared as well as she can, and being a warmth loving being, has bundled in thermals, woolens, scarves and fur until now she looks slightly like
a walking teddy bear. She can still do what she needs to, which luckily does not involve melee and
hopefully won't mean running. She had already cautioned
Captain Aylar, but at breakfast she informs the rest of the Crew that
if she goes into a sudden trance, they are not to touch her or try to break her out of it
unless she appears in distress. The trance may be a ghost or haunt trying to communicate with her. Specters hate the living and won't communicate except to drain life.
As
Aylar settles the Ship,
Sensei departs. Clíodhna contacts him through the bond, wanting to see him. When he arrives at her cabin she smiles and
hands him his finished coat. It was close, but it is finally complete. It is in a pale gray, with deep crimson cuffs and collar and brushed silver buttons. All of the armors done also have
a secret pocket sewn into the upper side seam on their offhand side, and all armors will
slowly mend themselves so she won't have to be constantly patching. Clíodhna has him dual wield a bit to test the movement and nods when it flows easily with no binding.
An hour later
Sensei reappears with news. The innkeeper is another ghost, and
Captain Baldbeard's bosun, and the ship is now
both their prison and a spectral casino. Sensei only scouted the ship itself briefly so to not attract too much attention.
Captain Baldbeard's body has been moved to a place of honor below
on the casino deck (hammock deck on map) in full view of the tables. His body is the
crew's tie to the ship and their afterlife along with the oath they made which keeps them here. His body is also near worshiped as
the lucky idol for the gamblers as
Baldbeard's massive treasure and profitable exploits were well known. The
bosun and crew will entertain parlay, but will not give his body up easily,
unless the Crew promises to help honor their vow and his body which will free their souls and put them to rest. The problem is the visiting specters and ghosts may not appreciate the living Crew taking their lucky idol and interrupting their gaming.
Sensei did not reveal that Captain Baldbeard is with the Crew, only that he has known and worked with
Captain Baldbeard before. He mentioned Cap'n Sam No-Bell-On-Me and that likewise
Captain Aylar the Red Mane and the Crew have
sailed with Captain Baldbeard as allies and have come to honor and tend to Baldbeard's body so his spirit may know release also. As far as the bosun knows,
the parlay will be with Captain Aylar the Red Mane. Sensei does not know what seeing
Captain Baldbeard might do, but it is his opinion that the
bosun is loyal to Baldbeard.
If the Crew wishes to parlay, Sensei tells them, then
they must retrieve Captain Baldbeard's treasure and return it to Baldbeard's ship. This is the oath the ghosts swore to
Captain Baldbeard in life, to not let the enemy get the treasure, and in death to
Captain Baldbeard's body, to not pass on until they restored the treasure or somehow make the amount back. Thus they created a casino ship where wandering ghosts and specters could bring treasure in an attempt to earn their right to rest and pass on.
They are told the treasure is not far away in
a sea cave that is the enemy's hideout. The Crew can enter the sea cave via Ship or longboat from the water, or the North small passage (upper arrow) is connected to the NW (upper left corner) tunnel on Balbeard's ship map. The bosun will allow them to take the night to discuss it. Sensei has brought with him a map of the cave. The enemy are
vampirates of the DRM fleet. Baldbeard's
treasure is stashed in their vault (9 on the map). The decision now facing the Crew is if they want to
fight 32 Ghosts, Haunts and Specters, or 15-20 vampirates and a vampirate mage. Your potions will work for both as hypothermia is possible in both places, but the vampirates are a little more susceptible to the holy water and fire.
Sensei also reports he
did not see any Ice Elementals, but they are good at staying frozen until approached. The innkeeper did not mention them beyond the magical ice keeps the ship trapped, and that only when asked. He got the impression
Captain Baldbeard's ghostly crew and the Ice Elementals do not associate with each other. He cannot say if the Ice Elementals are in league with the vampirates or not, but many elementals,
unless associated with a mage, are independent to their own natures. There is a
vampirate mage, and both hate fire, so it is possible they have an association, but not known.
[The Crew must decide which mission to take; fight the Ghosts, Haunts and Specters for Captain Baldbeard's body, or fight the DRM vampirates to retrieve Captain Baldbeard's treasure and put Captain Baldbeard's ghostly crew to rest at last.] -----
GM Note: At the original time of this post the forum was throwing fits refusing the post. After a few hours I cut it to bare bones just to be able to post until I could rework it and find the words that was stopping it. I've now put back in the information needed but lost a fair amount of the flavor just to be able to get it done.