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!" -----
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.]