It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
BenKii: The chess board was set. Devin and BenKii played the classic game of strategy .... Then suddenly BenKii heard yelling in the distance....

(edit: Oh did Devin just beat me to carrying Aeshma back to her room. I think we need a dice roll to determine initiative.)
avatar
bjgamer: You set your board with the two of you close, but Devin has half-elf hearing. If BenKii heard it, Devin definitely did and Devin's inclination and goddess based impulse would have him investigate. So the both of you would go. However, Argy has initiative, a pepper grinder and a Stunning Pan. GM awards this one to Argy. :P
"Alright alright, I'll leave ye be Argy." BenKii sighs and turns back to Devin, "Back to the chess board I suppose." BenKii plops his butt down on the seat and prepares for his next move.
Devin and Captain BenKii are deeply engrossed in their chess game in Captain BenKii's cabin when loud voices come first from the passage just outside the door, and then the Count's quarters diagonal across the way. It's definitely Aeshma's voice, and she's rather upset. It's impossible not to hear her.

"I cannot BELIEVE you swore to serve her as your MISTRESS! Me, I'm good for serving coffee evidently, but HER, you'll lick her boots for eternity? That's it! I'm done!" Aeshma is on a rant. "... I hope you know what you're doing, because that one escaped. That means she can come back for you ...."

"I won't deny any of that, but ye're clearly mistaken 'bout one thing. The bitch is no more. It's finished definitively!" They hear Count reply.

BenKii looks across at Devin. The Count pledging himself to a vampiress and licking her... boots? Eww. The two quietly move to Captain BenKii's door, opening it just as Aeshma sweeps back out in a fury.

Count shouts after Aeshma going away: "If it'd be any consolation, 'twas you who saved me, so to speak, and the sole reason why it ended like that! I simply couldn't imagine ye be my thrall - as I was promised. Would you believe that? It just didn't feel right and I wouldn't allow it!"

Concerned, Devin and Captain BenKii follow her to see her grab a tankard of ale from Argy in the officer's mess and down it in a few gulps. (roll dice) Devin's half-elf hearing can't help but hear Aeshma's and Argy's discussion. He decides it doesn't bode well to be a male and interrupt right now.

(roll dice) Captain BenKii sidles closer but cautions himself against asking about the entire affair. As captain of a starship, he's learned to observe when some of his crew obviously wish to be left alone and these two females definitely look like they wish to be left alone. Glancing over his shoulder he notices that Devin, now leaning alert but relaxed against a bulkhead is likewise staying back.

Aeshma states she is "swearing offa captains", tosses back a shot of rum and shoves her tankard forward again asking for another drink.

"Scupper that!" Argy rants together with her, gulping a few sips of grog. "Them males be all the same..." She blinks as Aeshma passes out.

Both Devin and Captain BenKii immediately leap forward to assist the incapacitated witch.

"Geez Argy! How much did she drink?" Being a gentleman, BenKii can't leave Aeshma there passed out. He approaches to carry her back to her chambers. "I'll be sure to get her back in her own bed and sleep off the rum n' grog."

Argy is having none of it, however. "Heave ho, ye scurvy dog! Go aft where ye came from an' leave this here fine lass in peace." She calls for Durik to help instead.

"You are mighty protective of your friends Argy. I assure you to be an honorable man and have no ill grandiose intentions towards the lady except to make sure she gets the proper rest she needs and sleeps off that "medicine" of yours," Captain BenKii tries to tell the half-drunk halfling. "To prove my intentions, perhaps you can help me take her back to her chambers and see that is clearly what I intend to do."

Argy wields her pan and pepper grinder to show them she's not joking. Devin bows to Argy and the inevitable as he hides an amused smile. He secretly sends the cat to check on Aeshma and alert him if needed.

Durik quickly arrives to Argy's call from his hammock on the Gun Deck. "What? Me have to carry Esma to her bed? And slightly bonk anyone who tries to approach? Ok tiny, me protec." The half-orc picks Aeshma up gently in one arm while fingering his special knock-back cudgel with his other hand, looking at Captain BenKii and Devin. He's not quite sure why they seem to be in trouble with Argy, but he trusts tiny ... except for the cakes she sometimes has, he reminds himself. "Durik didn't know Esma liked grog like us. Oh.. it's not like that? Mm.. me don't understand, sorry."

As Durik carries her past, Aeshma's eyes barely drift open before closing again. "You know, not all of us Captains are ruffians," Captain BenKii says, not knowing if she can hear him but he speaks anyway, "Some of us are upstanding honorable men." He steps back as Argy brandishs her pan again. "Alright alright, I'll leave ye be Argy." BenKii sighs and turns back to Devin, "Back to the chess board I suppose." BenKii returns to his cabin and prepares for his next move.

Devin nods to Argy and follows Captain BenKii with a calm expression. He's already made his move. (roll dice) As the Ship unlocks Aeshma's door to let Durik carry her to her bed, a black cat streaks inside and hides itself in the corner, quietly observing.

Satisfied, dizzy and with a little headache, Argy climbs to the deck and stays there for a second, gazing at the horizon and feeling the coldness of the wind. The ship is sailing towards a place of danger and death, and she feels an ominous sensation in the air.

[Sorting out the events: Devin and Captain BenKii hear Aeshma's rant at Count and follow her. Aeshma gets drunk with Argy and passes out. Argy wields her pan and pepper grinder and calls for Durik, telling Captain BenKii and Devin to stay back. Durik carries Aeshma to her cabin. Captain BenKii and Devin return to their chess game as a black cat hides itself in Aeshma's cabin.]
Count Karnstein fully expects that the "prison incident" will have to be addressed sooner or later. He fully expects to face the consequences: whether it'd be paying a fine, losing his cabin for a cell, being expelled from the Ship, or something worse. But he didn't expect jealousy to be the main motivator leading to this confrontation.

Count shuts the door and tries to think while looking at the large illustration depicting a beholder in the open book. "Women, right? They're all crazy, I tell ya. I'd rather face the music an' get it o'er with already, yet here I am only more confused. What was that? Ye're right, watchful friend, I shall deal with it meself 'fore that hysteric gets me into even more trouble."

Opening the door again, Count steps out and turns towards the admiral's cabin to seek Clíodhna and plead to be punished for his transgression. Sensei stands in front of the admiral's door, baring his fangs in a grin. The spectral Felinoid slowly shakes his head, his attitude and the look in his ghostly eyes clear. The admiral is in with Captain Aylar and is not to be disturbed. Ah, well, tomorrow then.
_____

It's the morning of the third day since leaving the grotto and Aeshma slowly wakes with a pounding head and iffy stomach. At least the ship isn't rocking quite so much, even though she still hears the wail of the wind. That must mean Captain Aylar is at the helm.

Ugh. Captains. She closes her eyes and vaguely remembers having a drink with Argy and swearing off captains ... then nothing. Well, not quite. From somewhere she does remember ... wait, Durik carried her? One-armed? Huh. Big, strong and kind, Durik must have carried her back. She'll have to remember to thank him. At least Durik isn't a captain.

"You know, not all of us Captains are ruffians ..." A whisper drifts across her memory, but she can't quite grasp it.

Aeshma feels something warm move slightly and a vibration start next to her chest. Startled, she opens her eyes and stares into the green eyes of the purring black cat. "Oh, it's you," she says, then groans. She looks again as the cat taps her to get her attention, and then turns to look pointedly at the bedside cabinet. Aeshma follows its gaze. It takes her a moment to recognize she is staring at one of her own stomach and head calming potions. Wait, that wasn't there before. She looks at the cat again and snorts. She manages to drink it down and minutes later feels much better ... until she remembers her rant. She can only imagine that Clíodhna heard it. Lady of Winds, that means the Captain heard it too.

Aeshma looks at the cat again. "I guess I need to face her. Better now while the Captain's at the helm, eh?" The cat flicks an ear and fixes her with that bright green gaze. "Yeah, I know." Aeshma sighs. She owes Captain Aylar an apology. One she hasn't gotten a spare moment for yet. Neither of them have. She needs to talk to him about those papers the Council ship was carrying too ... but he's another captain, and ....

"Some of us are upstanding honorable men."

Aeshma looks at the cat and raises her eyebrows. "Did you say something?" She shakes her head as the cat huffs in amusement at her. It must just be an aftereffect of her drinking last night, she muses.

Getting up, she foregoes breakfast and stops in quickly to say a quick apology to Clíodhna. Her friend and admiral seems more concerned about how Aeshma is doing, but empathy or not, Aeshma isn't ready to talk about it just yet. Instead she makes the excuse of needing to get more orders out today and prepare and equip herself for possible communication or banishment of ghosts ... only to bite her tongue as she sees the haunted look cross Clíodhna's eyes. Ah, nine hells, she's either reminded her at one time the phoenix could have easily helped, or of the missing Ship's spirit. Aeshma shakes her head, mutters another excuse and she quickly makes her her way to her shop to bury herself in her work.
_____

Late morning Count Karnstein finally sees the coast, or the passage in this case, is clear and squaring his shoulders under the new cloak and shoulder cape, he goes to seek Clíodhna. The admiral listens while regarding him steadily with her deep blue eyes. She let's him ramble, saying nothing, until he's circled back around and admits to his confusion.

"Yes, well, Aeshma be very adamant about certain things and people she cares about. She has a temper when she sees those threatened." Clíodhna fixes him with an intense gaze. "Do not push it right now, Count Karnstein. Back away for awhile, except for Crew reasons, unless ye want to end up a frog ... or a wart on someone's bum. I be serious about that, in case ye think I be joking. Aeshma in a tempest be nothing to play with."

She sighs. "It doesn't help that Aeshma's parents be killed by Night Vargs. They be a feral, brutal and ye would say barbaric or uncivilized strain of vampire. That's why I say leave her be for now. She was focused on helping free ye and be furious at the moment."

Clíodhna regards him gravely. "Do ye understand why there be concern, Count? It be because the vampiress you willingly and freely swore to serve is not the same one that once turned ye and became yer sire. The vampiress ye gave power over yer life this time be not the one ye ashed. That vampiress still be out there and now that she be a freed spawn also, she can gather her own spawns and thralls and come to demand ye fulfill that promise to her. That be what Aeshma be furious over, and what we be concerned about ... as well as that ye didn't even consider that possibility nor the danger it could put Crew in. Ye be marked now by this, Count. It not be over, not nearly," she tells him. Her eyes begin to glow slightly. "While aboard Ship the Wards will protect ye and Crew. Once off Ship, stay sharp and keep yer charm on ye. As I said, ye have not heard the last of this. As for 'punishment,' I will think rather of a task for ye later, more appropriate to resolving this."

[Count seeks punishment from Clíodhna. Aeshma's morning after. Count finds out he really did possibly give his life and freedom away and no, it isn't over like he thought. Oops.]
Ai.... Breaking out of his reverie, Captain Baldbeard tells everyone what he remembers of his last moments on his ship.
The next morning, Captain BenKii decided to check on Aeshma to see how she was doing while also making sure Argy and her frying pan were nowhere in sight. He finds her at the potion shop. "Morning Aeshma," He started, "I trust you're feeling better today?" The Captain could see she looked much more alert today but perhaps still not doing so well emotionally. "Aye, it's good to see you up and about. You didn't look so good last night. Quite a few of the crew heard your reprimand of the Count. I am not one to pry if you don't wish to speak of it, I only wished to see you get back to your room safely after you had...umm... passed out." He waited to see her response or facial reaction, "Yes, I think you had a bit too much." he said with a chuckle, " I attempted to get you back to your chambers but your friend Argy didn't exactly trust me much for that. She got Durik instead to carry you back. I guess Argy thought Durik was a more honorable man than myself to see you to safety. All the same, looks like it worked out. Hopefully we can focus on the upcoming mission and forget about all the Count business." With that, BenKii gives a tip of his hat, "Have a good day M'lady." And leaves to find a place to practice dual wielding his musket and rapier. Or just his rapier if musket practicing isn't possible yet.
avatar
bjgamer: "Yes, well, Aeshma be very adamant about certain things and people she cares about. She has a temper when she sees those threatened." Clíodhna fixes him with an intense gaze. "Do not push it right now, Count Karnstein. Back away for awhile, except for Crew reasons, unless ye want to end up a frog ... or a wart on someone's bum. I be serious about that, in case ye think I be joking. Aeshma in a tempest be nothing to play with."

She sighs. "It doesn't help that Aeshma's parents be killed by Night Vargs. They be a feral, brutal and ye would say barbaric or uncivilized strain of vampire. That's why I say leave her be for now. She was focused on helping free ye and be furious at the moment."

Clíodhna regards him gravely. "Do ye understand why there be concern, Count? It be because the vampiress you willingly and freely swore to serve is not the same one that once turned ye and became yer sire. The vampiress ye gave power over yer life this time be not the one ye ashed. That vampiress still be out there and now that she be a freed spawn also, she can gather her own spawns and thralls and come to demand ye fulfill that promise to her. That be what Aeshma be furious over, and what we be concerned about ... as well as that ye didn't even consider that possibility nor the danger it could put Crew in. Ye be marked now by this, Count. It not be over, not nearly," she tells him. Her eyes begin to glow slightly. "While aboard Ship the Wards will protect ye and Crew. Once off Ship, stay sharp and keep yer charm on ye. As I said, ye have not heard the last of this. As for 'punishment,' I will think rather of a task for ye later, more appropriate to resolving this."
"Yes, that was exceptionally embarrassing mistake on me part, I regretfully admit. One that I cannot justify. Is it truly that grave? I may not be a jurist, but I wish I had what exactly was said in writing. There could be a loophole. Vampires are famously quite fond of this sort of claptrap. Anyway, I would be more concerned about possible vengeance than this foolish pledge. Though it may depend on what nature her affiliation with my former Sire was. See, solidarity is quite rare among children o' the night, a lot of, usually awfully dull, drama involved. I wouldn't be surprised if we did 'er a great favor by killin' her colleagues.

Speakin' o' promises, hereby I vow I shall duly commit to the required deed whenever the time will come.

An' I appreciate the warning, ma'am, may avoid the witch fer a while."
Post edited November 15, 2024 by ssling
[GM reverses ruling - This info can now be considered as Captain Baldbeard has told everyone.]

As Captain Baldbeard tries to recall, he remembers seeing certain things in the Fate's scrying bowl ... following his nose tracking an enemy ship, but that ship was actually part of the aboleth's DRM fleet leading him into a trap to seize his treasures for its own ... his ship run into an ice field, which slowly grows over many days, until the ship is completely locked tight ... his freezing body illuminated on occasion by a lighthouse they could never reach.

Ai.... Breaking out of his reverie, Captain Baldbeard tells everyone what he remembers of his last moments on his ship.

"Illuminated by a lighthouse? Then body be probably on the upper decks. Unless moved," Durik says.

Devin nods at Durik but says, "Occasionally illuminated by the Lighthouse. On deck it should be more than just occasionally, it should be a consistent rhythm. It could mean Captain Baldbeard's body be in the Captain's Cabin or the Chart Room. Both be having windows and if curtains or something be blocking them that be blown aside on occasion, that be a clue. At least if the Lighthouse be shining on his body we know it not be in the hold. Unless moved, as Durik said."

[Captain Baldbeard tells everyone what he remembers. Durik and Devin surmise Baldbeard's body should be on the upper decks probably an area with windows or curtains. Unless moved.]
Aeshma greets Bellandra as she steps into the shop. Finally, somebody she can actually do something for. Earlier Captain BenKii had stopped by, supposedly to check on her, but also to tell her she didn't look too good the previous night, that quite a few of the Crew heard her upset with Count and he thought she drank too much. Not like Aeshma didn't know all of that already. She had bitten back a retort. Perhaps the women where he hailed from liked being told they had looked bad, yelled loudly and got too drunk. Then he informed her that evidently Argy hadn't trusted this captain to take her back to her cabin. Was that supposed to make her feel better? On second thought, maybe it should. She'd have to thank Argy for looking out for her. By the time Captain BenKii left, with some sort of captainy reminder for her to 'concentrate on the mission and not the things he's just brought right back to the forefront of her mind', Aeshma was not only back to being miffed, but more certain than ever that a no captains tattoo needs to be on her list for their next port stop.

Bellandra, however, is more than welcome. Aeshma waves Bellandra over to the worktable she has set up in preparation of blessing Bellandra's new weapon. Usually she would only bless the four silver tipped bolts, but Devin had suggested the regular bolts as well. Aeshma locks the door and wards the area, then completes the circle and sigils. (roll dice) Something whispers in her ear and Aeshma listens, then looks closer at the hand crossbow's silver fittings. Her eyes widen at the small symbol she sees engraved there. Celestial, elemental.

"Bellandra, place the crossbow in the circle as well," Aeshma tells her, then has her stand back.

Following her instincts, Aeshma blesses the weapon and bolts in the name of the Lady of Winds and Storms. As she sprinkles the blessed water she'd collected from the storm rains overnight the silver fittings of the hand crossbow spark and glow and an eldritch lightning springs to life, traveling over the crossbow and four silver tipped bolts before settling back within the silver.

"It's magically enhanced and enchanted," Aeshma tells Bellandra. "Now we need to see if it accepts you. It's been made from the wood of a lightning tree. Not in a bad way," she assures Bellandra quickly. "The trees channel and use the lightning to spark life within."

Aeshma carefully dissolves the circle and has Bellandra reach for the hand-crossbow. (roll dice) The eldritch sparks dance over Bellandra's hand, but instead of hurting they tingle warmly. Then the sparks vanish and the small symbol glows once before fading back into the silver, but Bellandra feels an eager energy in her hand. Bellandra has an attuned +1 Accurate Hand-Crossbow of Shocking Burst (+1 to accuracy, bolts will deal additional electric dmg, plus extra shock bonus on crits). The four silver tipped bolts and 6 regular bolts are now blessed.

[Aeshma recalls Captain BenKii's visit. She blesses Bellandra's new magical hand crossbow.]
Devin will dress in silken thermals and woolens that don't bind. His flash powder will be near to hand in his sash. Rapier ready against Ice Elementals, silvered dagger for spectral enemies. Moonbow reserved against boss, shadow creatures or dire circumstance.

He will reserve his Necrotic Resistance potion until he knows if they are going to talk to the innkeeper or send Sensei in to scout. If necrotic inducing enemies are likely to prove hostile, then he will take the potion. If the ghosts are Captain Baldbeard's old crew and may be favorable to Captain Baldbeard, then Devin will wait. If or once hostilities occur with ghosts or other necrotic inducing enemies, Devin will take the potion at the first available moment.

[Devin dresses in warm non-binding clothing and prepares for the mission.]
Third day is a break in the routine. Both of them agreed that the future planning can and should be postponed for now: he has found what he was seeking in those charts, and further Ship makes it north, sharper is the turn the weather takes, and stronger is the bite of cold wind and the force of the storm that carries it - his hand is needed all the more urgently to steady the wheel against the forces he would find the affinity in. Clíodhna was intending to start on Devin's attire next, hoping to further her Work enough to make it before they would make dock by the ice-trapped ship that once belonged to Baldbeard. He had not a leaning to empathy as strong as hers, but it was still evident to him that she worried quietly for the source of that memorable, smaller tempest that took place the day before. Maybe Devin could take her mind off it, as well as all the enemy designs that they still were not in a proper position to outfox. He though, was preparing to spend entire day on deck, if need be.

As he sticks his head out of his cabin's window to check the weather, Aylar squints at the barely brightening sky, heavy with clouds that were yet dark despite spending most of the night pouring their heavy burden into the world, and after getting blasted in the face with a helping of cold wind, graciously deems it to be but "a wee bit nippy". Enough for the thermals. After some thought, he resorts to some light woolens as well, reasoning that he is intending on deck duty, and if he did catch a bug, both Clíodhna and Aeshma wouldn't let him hear the end of it. As he makes his way to the helm, he finds with a relief that he is losing no dexterity like that, and the wind billowing through his coat offsets the gained warmth just enough for it to be quite pleasant. He might actually enjoy being here in this miserable weather, at the end of it all.

Rummyfangs is waiting for his approach, having led the Ship through the storm overnight. He gives over his post with salute and a flourish as he bounds off to have his customary catnap (if only for the ritual of it, as the need has long passed), but high spirits or not, the sense hints to Aylar that the night still was rough on him, judging by his ruffled exterior. He is getting better at picking up on small things here and there, be it both through the Wards or by the Ship's careful fleeting reports over his metaphorical shoulder. Ghostly or not, it appears the Felinoid captain still found the experience of severe winds harmlessly finding their way through his spectral self to be quite hair-raising. The rest of the Crew are soundly asleep for now, which leaves Aylar to lean into the howling wind, comfortable in the wail of it, and think, as he keeps the Ship steadily on course by efforts of both hand and magick.

He dedicates himself to the task throughout the day. The Ship lets him know ever so briefly when more and more people awaken. Once Aeshma does, he considers his options briefly, then forwards the information to Clíodhna. He knows that there is a lot to be discussed, explained and apologized for; they have never resolved their misunderstandings, and he knows the sorceress would like them both to work things through. Aylar hums under his breath, glancing briefly towards Crew members briskly beelining across the deck to reach their desired morning destinations beyond the safety of blessedly stormproof doors - Aeshma is among them at one point, steady on her feet as she goes to Clíodhna's cabin, clearly intending on skipping breakfast. Not entirely a good decision to go fully clear after a hangover, but he can't judge. Nor would he want to trouble her with anything any time soon. Aye, it was his intention on making her aware of the goings on at the prison, and he understands her exasperation at some events perfectly, but even that was a wee bit more noticeable than he expected. Aye, she will need more time to cool off; as a fellow hot-tempered redhead, he does understand that even more. It is prudent to let her be still, he thinks to Clíodhna, watching impassively as Captain BenKii hurries towards Aeshma's shop, practicing the proper tipping of his hat. Playing his hand too soon, this one. Fortunately, some time later Bellandra follows after the captain; some peace gained after some temper likely lost. It is enjoyable, overseeing the Ship like that, even despite the howling wind not intending on letting up much, or perhaps, because of it.

Once the weather clears up enough for the Ship be comfortable to find its own way, he entertains the thought of practicing somewhere indoors or returning to the charts, before ultimately deciding to have some unwound time while there still be some time before arrival. Later in the evening, Refyx finds him practicing darts in the mess hall, schematics for a dart gun in his hands. Aylar gets in some carving work started on that before bed, mulling over things that need to be said and asked in the near future.

-------------

On the fourth day, while gathering his thoughts over finishing the dart gun and some bark pigeons to go with it, ultimately he decides that honesty is the best policy. Not too different from his usual approach, especially that he is no longer mired in the uncertainty of not knowing the specifics of his predicaments or the obsessive need to protect people as he was told to, or gnawing suspicion that there could be Council cronies lurking about, or sleep deprived. He takes a moment to settle himself before knocking on the shop's door and letting himself in only after being allowed - an undertone of [this is less of an official business and more of an overdue well-visit] hiding in the small ritual of such - no ranks, no file, just a just talk.

Aye, it be a checkup in a way, he admits as such to Aeshma as he finds himself a chair to sit backwards in, head rested on the top-back of it and arms hugging it casually. But he is very much aware that he has been neglecting to explain himself, and that she might likely have questions and grievances that it is his duty to resolve, if he be able to do so.

He answers whatever questions come his way. Aye, he knew that something was up with his inability to reach Clíodhna, but he thought that it was due to him being weakened by the events and his overstay in the mortal realm, not reaching far enough, not calling loud enough. Bean Sidhe sleep in the ground, among the roots, like the dead do, he explains to her, and so he was getting quite sleep deprived and yet remaining exceedingly driven to complete as much of the protection wards as he could, before his mind would deem the obligation sufficiently fulfilled. He didn't consider himself strong enough to call in the way he was supposed to, unless he were to return home and rest enough to regain as much of his strength as he could, and so he did so, seeking council of his mother in the process. He is somewhat apologetic about making such a secret out of the fair specifics of his nature, but implies enough for her to understand that he be keeping his cards to his chest due to Council related matters, and was simply trying to be careful, especially since his mother be a powerful mage of his people. He assumed she would be able to point him in the right direction, and thus she did: it was not a familiar bond as Aeshma surmised, but something other - a connection between people, not a caster and a magickal creature. It crosses his mind as he speaks that he still doesn't know where exactly Clíodhna was, only that it was somewhere where Devin knew and was able to return her from.

If Aeshma requests to be looped into any of the fey trio's ongoing schemes, he will pitch a question to Clíodhna on such.

[Aylar confusingly doesn't mind the weather, captains and observes his way through the third day and makes an effort to mend strained bridges on the fourth.]
The third night Cap'n Rummyfangs slows the Ship. Not for the winds, which still whips but no longer wails, but for the icebergs. A phantom keeps a sharp eye out from the Crow's Nest and luckily the Owl Gargoyle there also has superior vision at night. The last thing Cap'n Rummyfangs wants to do is to get them struck or stuck like Captain Baldbeard's ship.

A hot breakfast helps everyone's mood as the cold begins to settle in and seep beneath cloth and into the bones. The silk thermals are appreciated now, by some more than others. Captain Baldbeard has layered in doubles, just in case. His ring helps, but he still has an aversion to the cold. Gilius takes the cold better, but even he has donned the silk now. Argy, working in the galley, doesn't have as much difficulty as she is near the fire. She makes a hot grog and hot rum for the Crew. Nothing like hot spirits to take their minds off the cold ones that await them soon.

Aeshma gives a pass on the hot rum and grabs some hot water for tea instead. She is just finishing straining the last potion on her list when Captain Aylar comes calling. He is surprisingly direct, refreshing after all her stressed and storm-tossed emotions of prior days. As he speaks and answers her questions, she also answers some of his, and is relieved to finally apologize to him. She tells him she also was pressured and desperate and angry at herself for not figuring out in time what was going on. She should have detected the illusion sooner and they would have destroyed the mechanism and known that Clíodhna was nearby. She tells him she realizes now that Aylar was doing exactly what Polly had asked of him and charged him to do and she's sorry she didn't see it before.

Aeshma admits she hadn't considered a bond outside a familiar bond and it appears that none of them know what it truly is. She wonders if it is something to do with that place and the wild magics Aylar must have summoned there. She had been confused as to why Aylar didn't call the phoenix. Now she better understands. She had tried in her own way to help. From what Clíodhna had once said, she had surmised that Aylar would need to dream to rest and thought he needed sleep, not understanding the aspect of the dreaming for Fae. She also reluctantly admits to trying to slip him sleeping potions and ends up laughing ruefully as she realizes it's the phoenix influence when Aylar simply tells her he burned through them because he's now immune. In the end they both agree there were misconceptions and that neither had the understanding of some definitions common to the other, but both agree the Council and the aboleth are foes not to be taken lightly. Aeshma tells Aylar she doesn't know where Devin found Clíodhna either. She only knows Devin turned up right after Aylar left, driven, determined and certain, with a plan already thought out and a desperation that it had to be immediately. Wherever it was, no other living soul could go he'd said.

Grog'tial asks Gilius to bless his bolts and Gilius agrees. He blesses 10 regular bolts for Grog'tial and a test with purified water determines that up to 6 bolts can be soaked with a single holy water.

Bellandra occasionally listens with her inner senses, trying to see if she can feel any shipkin nearby. (roll dice) There is the faintest of essences, almost like an old familiar memory lost to distance or time. It comes to her almost like a rhythmic pulse or heartbeat, so very faintly to the north.

Devin's jacket is finished and fitted to him. It has been made in a deep hunter green with smoky brown accents and brushed silver buttons in the varying aspects of the moon. Clíodhna begins on Aylar's at last.

[Aeshma and Aylar talk. Gilius blesses bolts. Bellandra feels a very faint essence. Devin's jacket is finished.]
Post edited November 16, 2024 by bjgamer
It's starting to get a bit cold now. BenKii will find those warm thermals and put them on. He also will apologize to Aeshma a bit later. His attempt to check on her earlier was to cheer her up but it apparently backfired. Sometimes BenKii found it hard to find the right words when in front of a lady as beautiful as Aeshma but he was going to try again.
Gilius will gladly bless any wooden bolt from Grog'tial and Bellandra if needed.

He will also ask Aylar and Clìodhna about the ship's approach. If stealth is needed, maybe he could use his druidic powers to raise fog if there is none ? (Or the opposite if a good visibility if preferable to stealth ?)
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.
Attachments:
Post edited November 16, 2024 by bjgamer
A little alarmed that any may entertain the other option, Captain Baldbeard speaks up quickly and informs them that he would not participate in battling his own crew, and if it comes to that, might as well just leave his body there. They've defeated vampirates before, and they can again.
Post edited November 16, 2024 by babark