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BenKii: BenKii will return to the Ship and seek out Aeshma to order 3 Heal Potions ...

... this was now or never to ask her out on a date. ... "I'll be a complete gentleman."
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bjgamer: It is still only 1 item per order. I've put you down for a Heal Potion and you can order another next Round if you like.

You are trying to make her take back that "No more captains" stance, aren't you? (Aye, Aeshma has a weakness for gentlemanly captains.) We'll see what the dice say. ;)
My mistake. I saw Grog'tail had an order for 3 Stun Bolts and thought the limit was for only 1 kind of item.

Yeah, I'm a hopeless romantic. :P
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BenKii: My mistake. I saw Grog'tail had an order for 3 Stun Bolts and thought the limit was for only 1 kind of item.

Yeah, I'm a hopeless romantic. :P
You're right. Bolts were done that way because so many can be used up each mission, but considering what's coming ...
I'll increase the Healing items limit to 2 per order and Aeshma can do double batches as long as her supplies hold out. Crew are also allowed to trade non-attuned/personalized items (so not their armor or already attuned gems and charms) between themselves if they wish.

Hm. Don't know if that will work. Aeshma is more of a hopeful romantic. :P
"Me knew girly music box would have been useful in de end! Hehe"

Durik was glad that he managed to help Baldbeard, also to repay him of his recent rescue.
But even if this mission was over, the danger wasn't yet: he immediately brought the cursed golden fingers to Cliodna, asking if she could help with those.

Afterwards, it was time to relax and rest a bit.
He drank hot cocoa from his happy mug and ate some rum-spice cake, finished his book and also trained a bit to warm up.
And of couse he helped building a snowman XD

About the games, Durik decided to only play round1 with a card draw.
He also tried the dart contest, even if he never played such game before.

Order:
- Potion of Mental Resistance
Mhm, I was like 90% sure it's what's gonna to happen :P This water must be counterfeit!

"Take it, letch, since ye love it so much! Last nice thing ye'll ever get!" - Count Karnstein shouts after the ghost. Once the situation calmed down, he decided to leave the frozen "installation art" on the deck as it is. Maybe Captain Baldbeard would appreciate it?

When back onboard the Ship, Count slips a note with a written purchase order for Potion of Clairvoyance and 5 silver attached to it under the Aeshma's shop's door.

Then he goes to the feast and tries everything. Oddly enough it might be actually first time since the voyage began, when he consciously acknowledges enjoying eating mortal food again. Something to think about. Maybe Clíodhna should consider taking over duties of the ship's cook as well? During the meal, Count looks out for Cap'n Rummyfangs and when finds him alone, uses the opportunity: "Psst, come to me cabin later, we need t'talk. I'll be waitin'." After that, Count eats another slice of rum-spice cake, takes couple cookies and biscuits for later, and leaves to his cabin.

-----

In the casino, Count will play dice because most choose cards so far, and bjgamer must be getting concerned that there won't be an opportunity to roll more dice. Besides I'm always garbage at dice when BenKii throws them. I need to check if I'm naturally garbage at it, or maybe he has a crappy dice or can't roll them properly.
Post edited December 19, 2024 by ssling
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ssling: In the casino, Count will play dice because most choose cards so far, and bjgamer must be getting concerned that there won't be an opportunity to roll more dice. Besides I'm always garbage at dice when BenKii throws them. I need to check if I'm naturally garbage at it, or maybe he has a crappy dice or can't roll them properly.
My dice are fine! It's just every time your name comes up for the draw, I can't help but ssling them across the counter. :P
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ssling: In the casino, Count will play dice because most choose cards so far, and bjgamer must be getting concerned that there won't be an opportunity to roll more dice. Besides I'm always garbage at dice when BenKii throws them. I need to check if I'm naturally garbage at it, or maybe he has a crappy dice or can't roll them properly.
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BenKii: My dice are fine! It's just every time your name comes up for the draw, I can't help but ssling them across the counter. :P
Ah, the latter then.
Devin controls his smirk at Count's shouting at the ghost and pointedly steps over the frozen miscellaneous lingerie left strewn on the deck as he concentrates on his music. Once the fighting is over, he checks to make sure Durik takes the cursed gold fingernails and toenails straight to Sensei or his lady to quarantine and deal with.

After returning to the Ship Devin gladly warms up with hot mulled wine, cinnamon cocoa, hearty spiced stew and biscuits, and the cinnamon spiced apple crumb tarts and snickerdoodle cookies his lady knows he favors. He makes a mental note to send a bird to Monkey Island and ask Mighty about getting more cinnamon sent soon.

He hopes sweet Argy does not take it wrongly, for Devin knows his lady would not look to take over Argy's place as cook. His lady usually only bakes for special occasions or celebrations, as a treat, or to busy and calm herself while her mind contemplates something. His fingers play with his wooden cube as he wonders which this is, beyond her wanting to help warm the Crew when they returned, and decides to ask her in private later. He places a pinch of his special herb mix into the mulled wine and swirls it in. It is the dark of the moon and they are close to the Lighthouse. He thinks about taking his British Breakfast tea to stay awake, but knows it will not work should his Lady of Dreams be determined. Instead he intones a quiet prayer sotto voce to his goddess in hopes she will choose to be merciful and allow him not to Dream this night.

Hearing Grog'tial inform the Crew of his dirk's reaction to the Lighthouse's light, Devin would first look to his Lady of Stars, uncertain of how much he should reveal or say. At her slight nod [per GM], Devin inclines his head and takes a moment to consider his words carefully. "It means you have a connection to the Lighthouse," he tells Grog'tial and the Crew. "Or rather, to what lies beyond it. The Lighthouse is a portal point. It opens gateways into other planes. It means something or someone on the other side of one of those gateways is seeking you, or you it/them." Devin toys again with the colorful cube, his hands deftly spinning and resetting its patterned sides as he looks to his lady once more. "Passage used to be controlled by altering certain lenses managed by the Lighthouse Keeper, but the word is the Keeper went missing a few years ago, along with the lenses, and the Lighthouse is now cursed. I assume our intent be to break that curse and use the Lighthouse to pass into the Weirding Sea, bypassing the sea triangles now under the aboleth's and Beckett's control."

Devin will gladly work with Grog'tial to study and unravel the forgeries and falsehoods contained in the documents. He will also work with his lady and Captain Aylar to look over and compare the charts and maps found, looking for clues as to those misdirections and what they may reveal. In his spare time he'll practice his blade and dart throwing on Woodkett.

Devin will take up the ghost's invitation and play cards and see what his luck brings, being cautious about using his card skills under spectral watchers. [I assume his card skills won't be allowed here, but if they are he would use them cautiously to try to benefit Crew.]

Priorities: Should any fighting break out or any attacks come, Devin will defend or Inspire Crew as previously posted, again keeping mind to keep clear line of fire for shooters and room to dodge. Rapier and silvered dagger or lightsheened pocket watch used to his best judgment, shadow step reserved for necessity or dire circumstance. Lute to Inspire or Calm.

[Devin checks to make sure Durik takes the cursed gold fingernails and toenails to Sensei or his lady to deal with. He enjoys his lady's feast and the warmth, mixes his herbs into the mulled wine and intones a prayer to his goddess. He plays with his wooden cube as he informs Grog'tial why his dirk may react to the Lighthouse. He works with Grog'tial unraveling the forgeries and false documents, and with his lady and Captain Aylar to compare the false charts and maps, looking for clues and information. Devin will play cards, and if allowed, very cautiously use his skills to benefit Crew.]
"Gambing??? Now we are talking!!"

First we will do a round of cards...
Aylar will answer whatever questions Grog'tial may have coming to whittling, and how one could use it in crafting bolts, but indeed, he would need to train his skills well before they fly as swiftly as the darts that have been carved for the upcoming contest. Grog'tial will be shown a few simple enough tricks to start him off on his way, if he really does wish to try the carving trade, though.

He will go over the charts with Clíodhna and Devin, seeking out clues and using whatever information all of them may glean to further flesh out his own plotting, when the opportunity presents itself. He'll entertain the ghostly offer of some gambling pastime and roll some dice, but only once; it be more courtesy rather than eagerness to get some coin or item. When it comes to entertainment, he seems much more interested in menacing Woodkett with darts or relaxing by the fire with the dragon book, snacking on dried apple slices.
Once back aboard the ship, Gilius eats and drink all he can, from the hot cocoa, to the apple crumb and all the rest.

Not much interested in the riches, he will play for fun and will not be afraid of losing money, so he will risk as much as he can.
He will also participate in the dart contest.

He also orders Refyx a poison potion.

When he has rested a bit, he will go on the deck and focus on his orb to make a heavy snow fall, so as to have enough material to craft a big snowman, tall enough to rival with Rocky.
Mission 6 - Gaming Round 2
*Turn Ends 11:59PM UTC, 23 December 2024.*

In order (this post, not done by initiative but by timing and story): Count, Grog'tial, Aylar, Devin, BenKii, Kyp, Durik, Gilius

Casino gaming results at the end.

Count Karnstein: (roll dice)
"Take it, letch, since ye love it so much! Last nice thing ye'll ever get!" you shout after the ghost as it disappears. You frown at what is left of your flagellum dei. This water must be counterfeit! Looking over the pieces left frozen to the deck you decide to leave the "installation art" on as it is. Maybe Captain Baldbeard would appreciate it?

Once back aboard the Ship you slip a note with a written purchase order for a Potion of Clairvoyance and 5 silver attached to it under Aeshma's shop door. Afterwards you go to the dining area and join the Crew, trying everything. Oddly enough it might be the first time since the voyage began that you consciously acknowledge enjoying eating mortal food again. It's something to think about, but for now you have other things on your mind. During the meal you keep a look out for Cap'n Rummyfangs and take advantage of the opportunity when you see him exit the dining area alone.

"Psst, come to me cabin later, we need t'talk. I'll be waitin'," you whisper. The Felinoid captain's ears flick slightly, but he gives you a slight nod before going off to check things on deck.

You go back to the feast and have another slice of rum-spice cake, watching as Captain BenKii escorts Aeshma to the other end of the table and they become engaged in a conversation. Grabbing a couple cookies and biscuits for later, you leave for your cabin. Later that night you see the glow of a spectral rumball bouncing up and down just inside your door. You open the door to see a grinning Cap'n Rummyfangs.

In the casino the next day you decide to play dice. Most of the Crew seem to be at the 'black Jack Sparrow' table, but you choose to be different, and to see if your luck with dice is always garbage or if the time you actually tried dice at Crew Night with Captain BenKii he'd either gotten a hold of Grog'tial's crooked dice, or just couldn't roll them properly.

Grog'tial: (roll dice*3)
After being up in the frigid crow's nest, you take a few minutes to warm up in the kitchen, pointedly not commenting on whatever failed culinary experiment seems to have made such a mess of the oven. When you are warm enough, the smoky atmosphere drives you back up on deck, where you notice your dirk reacting to the beam from the lighthouse.

Once you are back aboard the Ship you take stock of your rapidly dwindling supply of regular crossbow bolts. They all hit home, so were indubitably well spent, but all the same you need to increase your supply. You decide to ask Aylar how long a near-novice with a carving blade like yourself can expect to take afore being capable of carving decent bolts. You're not too proud to ask Aylar for tips. Meanwhile you place an order with Refyx for a batch of stun bolts, waiting on an order for regular bolts until you find out more about your carving idea. If you mention it, Refyx also lets you know that bolts are made only out of certain woods, balanced and tempered to fly straight without wobbling. You will need the right supplies to do it properly. He also lets you know that he has little else to do in this cold, so will be taking more orders before the next mission briefing should you decide you need another order from him.

You join the Crew in the dining hall and inform them, particularly Aylar and Devin, about the way your dirk reacts to the lighthouse beam. You catch Devin's quick look to Clíodhna before he answers, his hands twisting and fiddling with his wooden cube. His answer isn't exactly one you expected, but considering a moment, maybe it makes sense. Your half-brother, the shadowy figure, the shadows ... they all could be after you! You are even more determined now to study the forgeries and compare notes with Devin later.

During your down time, you toss your rigged dice, wondering if you can use them in the games at the casino ... although knowing the ghostly nature of the hosts, would you know if someone was invisibly watching you? How well do you know these ghostly dwarves? One already was an agent for Nerissa, who was an agent for Beckett. You think of the implications as you continue practicing shooting at the dartboard like before, hopeful that with Pugwash no longer among the Crew, you stand a decent chance of winning the dart contest. Though of course you need to take the possibility into account that Pugwash was an agent of your half-brother after all, merely faking his death so as to be able to report in, and could thus show up again right before the contest to take away the prize which by right should go to you! Why were you so short-sighted as to not think of checking the dental imprint of the alleged corpse!?!

At night, alone in your cabin, you sometimes clutch your pillow as you feel deeply the loss of your first and only pet, the much beloved Icy McIceface. Screaming silently, you vow that Beckett and your half-brother will suffer terrible payback for the way they conspired together to cause this loss.

Aylar:
You answer Grog'tial's questions about whittling, and how one could use it in crafting bolts, but let him know that indeed, he would need to train his skills well before the bolts would fly as swiftly as the darts that have been carved for the upcoming contest. You show Grog'tial a few simple enough tricks to start him off on his way, if he really does wish to try the carving trade.

Later you will go over the charts with Clíodhna and Devin, seeking out clues and using whatever information you may glean to further flesh out your own plotting. Between the charts that Devin found in the headquarters and the ones you found hidden in Nerissa's desk, you are sure that something is being hidden and you are determined to find out what.

You entertain the ghostly offer of some gambling pastime and roll some dice, but only once as it be more courtesy rather than eagerness to get some coin or item. For entertainment ye be much more interested in menacing Woodkett with darts or relaxing by the fire with the dragon book, snacking on dried apple slices.

Devin: (roll dice*2)
You check to make sure Durik has taken the cursed gold items straight to Sensei or your lady to quarantine until they can be dealt with. Then you gladly warm up with the hot mulled wine, cinnamon cocoa, hearty spiced stew and biscuits, and especially the cinnamon spiced apple crumb tarts and snickerdoodle cookies your lady knows you favor. You also make a mental note to send a bird to Monkey Island and ask Mighty about getting more cinnamon sent soon.

You place a pinch of your special herb mix into the mulled wine and swirl it in. It is the dark of the moon and you are close to the Lighthouse. The British Breakfast tea will not keep you from Dreaming should your goddess be determined. You intone a quiet prayer to Her in hopes she will choose to be merciful and allow you not to Dream this night.

When Grog'tial informs the Crew of his dirk's reaction to the Lighthouse's light, your eyes quickly look to your Lady of Stars, uncertain of how much you should reveal or say. At her slight nod, you take a moment to consider your words carefully. "It means you have a connection to the Lighthouse," you tell Grog'tial. "Or rather, to what lies beyond it. The Lighthouse is a portal point. It opens gateways into other planes. It means something or someone on the other side of one of those gateways is seeking you, or you it/them." You toy with your wooden cube, your hands deftly spinning and resetting its patterned sides. "Passage used to be controlled by altering certain lenses managed by the Lighthouse Keeper, but the word is the Keeper went missing a few years ago, along with the lenses, and the Lighthouse is now cursed. I assume our intent be to break that curse and use the Lighthouse to pass into the Weirding Sea, bypassing the sea triangles now under the aboleth's and Beckett's control."

Clíodhna nods again and you have your answer. Somehow she must have found the lenses and the key and intends to take the Ship through the Lighthouse's gateway once the Crew is able to break what or who holds the Lighthouse now. However, while waiting during the break before that mission and before the Ship heads into the Weirding Sea, you assist your lady and Captain Aylar with comparing the false charts and maps of that sea with the Ship's as well as those Aylar found in Nerissa's cabin. You also work with Grog'tial to study and unravel the forgeries and false documents, looking it all over for clues and reasons behind those misdirections and what they might reveal.

You take the ghosts' invitation to the casino to try your luck at cards and afterwards practice your blade and dart throwing skills on Woodkett.

Captain BenKii: (roll dice*5)
You return to the Ship and seek out Aeshma to order a couple Heal Potions and to take the opportunity to talk with her. The Count is planning some kind of move on her so it's now or never to ask her out on a date you think to yourself.

"Hi Aeshma, I'd like to apologize for the last time we spoke. I wasn't thinking clearly at the time and may have said some things deemed insensitive. I merely meant to check on you but clearly I flubbed my words, so for that I am very sorry," you say, clearly nervous by the sight of Aeshma's beauty. You want to ask her out but find yourself having a hard time finding the right words. Contrary to popular belief, you are actually not as much of the ladies man you portray yourself to be, but you muster up the courage to speak. "Since I've been aboard this ship, I've grown quite fond of you and wish to get to know you better. Would you perhaps like to join me for some food and drink? I'll be a complete gentleman."

You wait while Aeshma considers you for a long moment, feeling your nerves stretching tight. Then she slowly smiles and nods. "I just need to note down these orders and set a couple potions to distill. Do you mind waiting?" she asks you.

Most of the Crew are already enjoying the hot food and drinks when you escort Aeshma in. You find a place at the other end of the table from the Count, who has returned from saying something to Cap'n Rummyfangs. Together you and Aeshma enjoy some hot cinnamon cocoa and eat some hot cinnamon spiced apple crumb tarts, hot hearty spiced stew and biscuits. She stays strictly away from the rum and grog, but you do notice she has a sweet tooth.

You converse with her as if this were a first date, asking about her and where she's from. She surprises you when she tells you she is basically half angel, well, half celestial she calls it, but by her description and some of the things she describes that her ancestry does, you can't help but think angel. She tells you that in her case the powers are diluted, so instead of true Aasimir, the word she uses, she's considered half-Aasimir. Her specialty is purifying things which are corrupted and returning them to a more natural state. Thus she became a healer witch and can also work on breaking curses, banishing corruption which includes diseases and enhancing attributes with gems and charms. She has a special affinity to the sky, much like her celestial ancestors, so is attuned especially to air (thus the breath potions) and likes things light and airy and free. You find out she also likes music and dancing, reminding you of a combination of angel and gypsy in one intriguing package. You also share details about yourself without giving away that you're not from this world. There is still the Prime Directive and you aren't ready to share that detail just yet.

When given the opportunity to try your luck at the casino, you decide to try your hand at cards for only 1 round. You secretly know your luck sucks so you are determined to pass on the other rounds and take whatever winnings you earn.

Kyp
You return to the Ship and enjoy some hot food and drink. When told that the ghosts have invited the Crew to play at the casino, you are eager to try your luck. "Gambing??? Now we are talking!!"

First you decide to try a round of cards...

Durik: (roll dice)
"Me knew girly music box would have been useful in de end! Hehe," you say.

You are happy that Durik managed to help Baldbeard, also to repay him of his recent rescue. But you are reminded that even if this mission be over, the danger not be yet. You carefully take the sack with the cursed golden fingers to Cliodna, asking if she can help with them.

Clíodhna summons Sensei, who brings a chest with strange silvery glowing runes on it. The sack is quickly dumped inside and the lid slammed shut. You barely catch the hint of Clíodhna murmuring something in a strange language as she makes a sign over it and the runes flair brightly, then dim back down. "That should be doing it for now," she tells you. "Good thinking with freezing them and the sack, Durik. We be finding more and more of that cursed gold among Beckett's minions of late. The cursed gold be attracted to greed and will try to make ye become obsessed with it, then use it to weaken and bind ye to Beckett's and the DRM's will, until the bad fish, the aboleth, can take ye over. Be careful, the curse on the gold be strong. The only way to break it be to destroy it. We lost Foggy to the lust for it, don't let it claim ye too."

When you hear the ghosts have invited Crew to the casino the next day you decide to only play one round of cards. You have also heard whispers that a dart contest will be held aboard the Ship soon, with prizes, and decide to try it even if you've never played darts before.

Afterwards you order a Potion of Mental Resistance from Aeshma, then go to relax and rest a bit. You drink hot cocoa from your happy mug and eat some rum-spice cake, which you were told was safe cake for Durik to eat. You read your book then train a bit to warm up.

Remembering Mighty, you also help Gilius to build a very big snowman, asking nicely to get a big carrot from Argy to make its nose. When you are done the snowman is a giant. You have to climb the rigging to put on the nose, eye, an eye patch for a pirate look, and orange rind for the mouth. It is truly a Mighty snowman. Then your eyes widen ... you swear the snowman just moved!

Gilius: (roll dice*2)
Hearing Baldbeard's crew's invitation and not interested in riches, you decide to play at the ghosts' casino the next day for fun, not to be afraid of losing money. You choose to throw the dice. (Per PM) Later you look forward to participating in the dart contest.

You order a Poison from Refyx, then you go to join the Crew in the dining room. You eat and drink all you can, from the hot cocoa, to the apple crumb and all the rest. Clíodhna smiles at you as you relax and rest a bit, warm and full.

The next day, after returning from the casino, you remember Mighty and go out on the deck. Focusing on your orb, you call a heavy snow to fall. *Success* With all the snow, you and Durik together roll up giant snowballs and craft a huge snowman. It is so tall that Durik needs to climb the rigging a bit to put on the head and the carrot for the nose, a piece of coal for one eye, and orange rind for the mouth. It is tall enough to rival Rocky!

Clíodhna raids the excess clothing chest and comes up on deck with a pirate eye patch, a bright sash belt you wrap as a scarf around the snowman's neck, and a hat. She magics the hat big enough to mostly fit the snowman's head, then passes it to Aeshma, who has come out bundled in her furs, with a wink. Aeshma nods and tosses the hat into the air, where it is seemingly caught by a breeze and gently settles on the snowman's head.

Suddenly you see the snowman move! It isn't an ice elemental, but the snowman was crafted from magical snow you summoned, and given a hat magicked by Clíodhna, and possibly Aeshma too. The snowman grins down at you and Durik, then gazes around the deck before it shouts out in a deep bass voice ... "Yo-ho-ho! Happy Holidays!"

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Casino Results:
Those Crew who wish to try double or nothing their winnings, say you are "In for Round 2" and specify Cards or Dice. Remember in Round 2 you only risk what you won in Round 1, nothing that you already had before. To win your card or dice must beat the Dealer's.
Those Crew who did not play Round 1 but still wish to try, say you are "In for Round 1" and specify Cards or Dice. Round 1 is a guaranteed to win round for Crew.

Cards:
Devin = King = 1 Gold
BenKii = Queen = 1 Gold
Kyp = 9 = 5 Silver
Durik = Joker = Magic Item! Tankard of Plenty
(Large stein filled with rich dwarven ale 3/day) gold decorated with dancing dwarves and grain
Double or nothing on a magic item means you would win another magic item.

Dice:
Count = 8 = 1 Silver
Grog'tial = 18 = 1 Gold
Aylar = 12 = 5 Silver
Gilius = 10 = 3 Silver

*Orders are open again for Aeshma and Refyx. Preference will be given to those who didn't have orders in Round 1, but overages will be pushed into Round 3 orders.

[Reveals of the study of the charts, maps, forgeries and documents, and any Dreams, will come later.]
Post edited December 24, 2024 by bjgamer
Gilius smiles at Durik, Clìodhna and Aeshma. "It seems we can do jolly wonderful things together, lads ! Maybe we should show our new mate Icy to Grog'tial !"

Gilius tries to communicate with Icy and see if he can somehow command to it.
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Pouyou-pouyou: Gilius tries to communicate with Icy and see if he can somehow command to it.
You will find he can't be commanded, but he can be asked. (He's not like a summoned creature, he's an independent magical being, but friendly.)
Oops, Argy arrived late for the gaming! Too much eating, drinking and sleeping for the halfling...
She'll grab a mug of grog and watch the others play. However, if there's room, she'll try to join the dart contest.
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Lone_Scout: Argy arrived late for the gaming!
After quite a decent roll at the dice table, winning a gold, Grog'tial decides that'll do just fine for now. Right as he walks away from the table, he notices Argy coming in, looking somewhat forlorn. He moves to her to let her know she can still participate by saying she is "In for Round 1" and choosing cards or dice, and cheers her on for the darts contest.

After the games are over, feeling flush with money, he orders a potion of mental resistance from Aeshma, and a batch of regular bolts from Refyx, using the opportunity to ask more about the specific types of wood which would be suitable, and what all is involved in balancing and tempering. Given the time the crew has at hand, he decides that it can't hurt to start practicing his carving. Lesser quality bolts could still be useful for shooting his ribbon or distracting enemies if his regular supply ever runs out, and if they do come across any extra supply of the proper wood, it'd be good for him to already be halfway decent at carving, so he won't waste any of that wood.

Once (if) he is managing to craft wobbly but otherwise acceptable quality bolts, he practices shooting them. He's not aiming for pinpoint precision with them, but just managing to hit the intended target, learning their range and how to compensate for their wobbly flight.