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

×
When boarding, Argy greets Captain Benkii with an amused smile: "Cap'n Potatogun... Nice to see ye again!"

Argy will stay below deck, helping with healing and feeding the prisoners.
Grog'tial's paranoia flares up, as he realizes that a bunch of prisoners coming onto the ship would be a great way for his half-brother to slip in an agent, and he might've taught that trick to the big fish as well. While waiting for Aeshma to do her thing, he surreptitiously checks over the prisoners using the mirror.
Uh oh, I'm late. I think the only actions left to do for Durik are to throw off the fluyt lines as instructed and then to shoot the archer in the water after the ships are far away from the harbor but near the coast.
Unless the admiral wants another prisoner
Post edited November 04, 2024 by phaolo
Captain Baldbeard places the satyr on one of the 5 beds gently and takes the Cure Poison and administers it carefully. He plings his bell fidgetly, worried while waiting to be checked for any lingering curse effects.
As soon as he has walked up the gangplank, Gilius heads to the infirmary to help and attend to the prisonners. As soon as his magic recharges, he will use his crystal again as many times as necessary to purify any foul magical presence inside of them.
He will also help to apply any bandage / administer any potion if needed.
He will listen for any instruction from Aeshma to help.

While providing his help, he will look out for any peculiarity on their bodies (markings, tattoos, piercings, strange wounds, whatever...) or any mumbling during their sleep.

Since he is staying at the infirmary, he doesn't need any disguise and is dressed as usual.

---

Once the healing is done and the ship is out of the port, Gilius will go to the bridge and focus his spirit to make the wind rise to help push the ship forward and evade any pursuer.

After that, Gilius will show his runic axe to Aeshma and Clìodhna for any advice on what it is / does. Same goes for the key and the purses he found on the guard's body near the carver's house. They key probably either opened the house, or the bracelets restraining the carver, so it's likely useless now. If the golden bracelets were cursed, hopefully, the key isn't too ? Better check it to be sure... and dispose of it if necessary !
Bellandra heard the owl's message and agreed. It was time to go before the fluyt's crew returned to find their ship freed from their control. She signaled to BenKii and Durik to be ready to sail away.

She then mentally contacted the swan lady figurehead and said they were all ready to depart. She agreed with the plan to follow the Ship and stay hidden behind it. She would also communicate with the owl gargoyles regularly to relay any new information with both the swan lady and the others aboard - she would also make use of their vision to help align the fluyt to be as hidden as possible from any arriving ships.

She also communicated with the freed three carvings- the grecian lady, the knight, and the lion - and requested that one of them, mayhap the lion, would guard the prisoners in case they woke and tried magical trickery. The carvings should stay hidden until fighting broke out, but if it did they would be welcome to help in case they felt capable of manning guns or fighting on deck.

Meanwhile, she herself planned to also lie low near the stairs to the deck, ready to sprint to the deck guns in case Beckett sent any ships after them. If enemies tried to board she would shoot at them with her crossbow first, then engaging them with her cutlass at close range. If needed she would use the fate coin or the sextant to avoid catastrophic danger or harm to the crew.
Mission 5 - END
*Mission 6 Briefing begins: 11:59PM UTC, 11 November 2024.*

"Cap'n Potatogun... Nice to see ye again!" Argy greets Captain BenKii as she passes the fluyt. Mari glances at Argy with a puzzled look, then at Captain BenKii, but she looks quickly away when she notices a half-orc on the fluyt watching them. Instead the halfling ex-prisoner concentrates on keeping her feet moving towards what she hopes is safety.

Devin smiles at the cabin boy before turning to talk with the dark-haired smuggler captain in the patched coat. He speaks lowly and informs Captain Aylar of the ring's status and that he intends to take the cutter and finish disposing of the bedamned thing before secreting the cutter away in a safe location and rejoining the Ship. To that end they agree on two meet locations and times in case of the need to foil pursuit or something unforeseen happens.

Schedules and course of action decided upon, Devin removes the bundles of spider silk and gives them to the cabin boy. Aylar sees his cabin boy's eyes widen with delight as the waif eagerly takes the bundles and clutches them tightly. There comes the feeling of intense satisfaction, hope and eagerness in the bond, as well as figuring and plotting and a slight surge of magic, quickly contained. Devin winks as he hints to the cabin boy not to forget the humble bard who bears such gifts in the lad's enthusiasm. Then he bows to Aylar and the boy and departs, once more a mere minstrel humming and strumming his lute.

Captain Aylar coughs somewhat loudly (most likely trying to draw Captain BenKii's attention) and tells his cabin boy to to notify everyone that it be time to depart. He saunters up to the wheel, patting it lightly to reassure the Ship to maintain the disguise, then rolls up the sleeves of his bit too large coat so that it doesn't interfere with his leading the ship out of port. Aylar glances towards Captain BenKii poised at the helm of the neighboring fluyt, then calls for the docking lines to be cast off and slowly nudges the Ship from the dock and comes about for the harbor exit.

In her guise as cabin boy, Clíodhna has the Owl contact Bellandra and the other Owls and informs Kyp while she runs to stash the spider silk in her cabin and grabs another disguise from a chest for Count. She runs down to the infirmary to deliver the disguise and the captain's orders.

Captain Baldbeard places the satyr on a bed and carefully administers the Cure Poison potion. He fidgets and plings his bell while he waits to be checked, and the old woman who he scents is Aeshma looks up to smile and nod at him before she goes to check on Grog'tial.

Argy takes the Heal potions and helps Mari and the human woman take them. She stays long enough to see they are working, then goes to the galley to make some broth and bread for the prisoners. Argy sighs. Since none of them are Mer, she probably shouldn't do fish head broth. Ah well, there are still plenty of cabbages and tomatoes. She hefts her pan and looks it over on the way to the galley. She may have to bang a few dents back out of it after hitting that vampire so hard, she muses.

(roll dice*3) Grog'tial's paranoia has flared up and he uses the mirror to look at the prisoners. However he soon discovers that the mirror almost blinds him with all the magic currently in the infirmary. It is a cacophony of colors! They are all under the effects of it, The whole Ship is encompassed by a glamour, there's the old woman's illusion, the potions, and all the prisoners, especially the Fey ones who have natural magic within them, glow with it. It's overwhelming, and the mirror goes dark as the Ship prioritizes it's energies for the glamour and to recharge Count's pipe.

(roll dice*5) The old woman takes the mirror from Grog'tial and hands it off to the cabin boy as he enters, then turns back to Grog'tial. She murmurs under her breath in a language Grog'tial cannot understand and draws a symbol in front of his face. The symbol glows and Grog'tial cannot look away from it. Then the old woman pulls a stick from somewhere in her raggedy clothing and waves it around Grog'tial while whispering to the air in that incomprehensible language. From one of the other beds, the satyr, who is now awake, says something back to her. The old woman pauses, nods and then draws a different symbol over the first. She nods again, says a word and both symbols fade and Grog'tial can look away again. "You will be all right. No residual effects," she tells Grog'tial. Then she shakes her old granny finger at him. "Be more careful next time. Better yet, don't let there be a next time." She waves him off the bed and beckons to Captain Baldbeard.

(roll dice*5) Count Karnstein glances at the old woman somewhat suspiciously, but takes the half-nymph to the infirmary and places her on a bed. He takes the potion from the old woman and sets it next to the unconscious half-nymph. "What? I ain't no bloody nurse." Surely someone qualified will see to it, he thinks. Fortunately the cabin boy comes to the rescue bringing a disguise and a more fitting task for him. Count swiftly switches his cape for the old coat, wraps the dirty scarf about his face and dons the tattered hat, then makes haste up on deck. He grabs a spyglass and takes his stance as an officer, doing a quick scan of the shoreline. There are no lights in the windows of the towers facing the interior harbor. As the Ship nears the Harbor opening, Count takes the pipe from his pocket and begins to give it a good few puffs. *Success* A fog spreads out from the Ship to hang about just prior to the west Naval Harbor entrance and through the opening to just after.

(roll dice*3) Captain Baldbeard sits on the bed and looks up to see the old woman he knows to be Aeshma standing with her hands on her hips looking at him. "And what did you pick up?" she asks. "Did you use this first?" She reaches out and tinkles the bell. "Let's see then." Once again she draws a symbol in the air in front of his face. Captain Baldbeard finds he cannot look away. Again the old woman murmurs, checks with the stick, and then nods. Before he is released, however, the granny leans forward and plants a peck on his cheek, then lets the symbol fade and indicates he is fine and free to go. The satyr in the other bed grins as the old woman turns from Captain Baldbeard to him and puckers his lips. Aeshma just laughs and shakes her head, waving Gilius over to him while she goes to heal the wakening half-nymph.

(roll dice*9) As soon as he has walked up the gangplank, Gilius heads to the infirmary to help. He gives the Cure Poison potions to the Fey and half-nymph females then quickly checks on the halfling and human women and sees that Argy has already given them both Heal potions which are currently at work. Returning to the Fey female, Gilius uses his crystal to purify and heal her from the unnaturalness the bracelets have caused. *Success* The first round of purifying helps by 53%. It will take a couple times each for all the prisoners to be completely well again after those horrible unnatural bracelets. Next Gilius goes to heal and purify the grinning satyr while Aeshma works on the half-nymph. The satyr gives him a respectful nod. While the Fey and half-nymph didn't have any, the satyr does have tattoos and piercings, but he says they are all his own. None of them seem to have unusual or curse markings. *Success* Using his magic and his crystal again, the satyr is purified and healed to 98% and will be fine. Gilius checks again on the halfling and the human while Aeshma does the first round of purifications on the Fey and half-nymph, but saves his crystal's last bit of purifying energy for the carver who should be coming aboard shortly and will need it more.

(roll dice*3) Aboard the fluyt, Bellandra hears the Owl's message and signals to Captain BenKii and Durik. She contacts the Swan Lady that they are soon to depart and the Swan Lady agrees to follow the Ship and stay hidden behind it. Bellandra keeps in contact with the Owls to help align the fluyt and keep as hidden as possible. She contacts the Lion and he agrees to prowl outside the brig and keep a fearsome eye on the prisoners within, discouraging any trickery. The Knight and Grecian Lady stay hidden ready to man the guns in case of need. Meanwhile Bellandra lays low near the stairs to the main deck, ready to sprint to the deck if need be to man guns or repel boarders.

(roll dice*2) Durik throws off the lines and stands by in case he is needed for the guns or fighting. Luckily the fluyt had a half-orc crew member and in the fog as they approach the Harbor Watch towers, he goes unnoticed.

(roll dice*2) Captain Benkii sails the fluyt behind the Ship, following it out of the harbor. As they near the exit, a fog slips around the fluyt, hiding them. It is difficult to see far, but he manages well. He knew that Assassin's Creed IV: Black Flag - Holodeck Remastered Edition would come in handy. It's almost like the fluyt is sailing itself. Unfortunately the Saucy Sirens were all back inside their house of saucy repute, to the east over the Naval Harbor wall and couldn't see him.

(roll dice*4) The Ship makes its way out of the Naval Harbor exit and Captain Aylar turns northward, away from the yells from the sinking ships and the bobbing lanterns of the longboats. Between the fog and the darkness, the H1 Tower doesn't see them and the H2 Harbor Guard is too busy trying to get down to the beach in an attempt to help any sailors swimming for safety. There are shouts of "Shark!" and something has evidently run into two of the longboats, causing one to capsize and another to take on water. For now the scruffy smuggler ship's captain seems to think it best to avoid the whole scene. The fluyt slips quietly away as well, stealthed in the fog behind the Ship. It carefully stays behind, then slips to one side where it is hidden from the H1 tower as both ships sail north where they will pass by the inlet.

(roll dice*3) Kyp hears cries of "Shark!" and Mort tells him he is keeping the sailors busy. Meanwhile Pearl has gone out to use her wooden tail to cause some waves and slap a couple long boats. The old man is frail, and coughs a lot, but manages to tell Kyp he carves figures like Zephyr. It turns out Kyp's friends Pearl and Finn were also carved by this old man. In his desire to be kind to the old man and to do his best to guard the carver, Kyp seems to forget he has a fear of heights and joins the carver for the trip back to the ship, climbing up behind the old man. Luckily the griffon flies closer to the water in the dark to avoid being seen as easily. Kyp closes his eyes and hangs on for dear life. He arrives at the Ship just a bit trembly and pale, but thankfully with no other side effects. However Kyp reminds himself not to just take offers like that again without thinking of the possible consequences. :P

Argy brings the broth and bread into the infirmary. After the other patients have taken theirs, the satyr puts his aside, grins at her and asks for wine instead, volunteering to waltz Argy down to the ship's wine storage and make it a night she'll never forget.

With Aeshma having things in the infirmary now in hand, Gilius comes up on deck. Once Zephyr lands, he uses the last of his crystal pendant's current energy to once again heal and purify the carver. *Success* 100%! The carver is healed, but Gilius still has Kyp take him to the infirmary for Aeshma to check him over for any curses and to get some food from Argy. With that taken care of and Zephyr back aboard safely, Gilius focuses his spirit and calls upon the wind to fill the sails of the Ship and nearby fluyt. *Success* A south wind answers, increasing the speed of both ships and leaving the Port behind before the dawn is even a glimmer on the horizon.

Later the admiral had Durik tell Dakka to fire the crossbowman into the sea, Pearl retrieved him to be put in the fluyt brig with the others. Knight and Lion took turns guarding them.

The Crew, carver, prisoners, shipkin and fluyt have left the harbor and are free.

-----
Very nicely done! Kudos to the Crew for pulling together on your teams on this one! :)
Captain BenKii, your Luck card was the Knave of Hearts ... which doesn't mean Luck in Charming, (or with the ladies, unfortunately), but rather means luck in health. Diamonds are for opportunity. Better 'luck' next time!
Next will come reveals: of the Carver's Story; the cursed loot; new armor possibilities(!); and where the Crew be headed next. (Captain Baldbeard, ye may want to pay close attention to this next Mission!) ;)
Post edited November 07, 2024 by bjgamer
My apologies to the Crew. I have been ill since last Friday and did not get to the writing I had hoped to this past weekend. I am getting better but today RL has interfered. I will try to get the rest of this part of the story posted soon, but there will be a slight delay.

Psst, Argy ... Clíodhna would suggest ye serve the fey folk pastries with honey, sweet fruits and teas or mulled wine with honey or sugar. And be careful of that satyr. ;)
avatar
bjgamer: My apologies to the Crew. I have been ill since last Friday and did not get to the writing I had hoped to this past weekend. I am getting better but today RL has interfered. I will try to get the rest of this part of the story posted soon, but there will be a slight delay.
Don't worry, we're in no hurry. The crew just completed a mission successfully and will have a rest too ;)
avatar
bjgamer: My apologies to the Crew. I have been ill since last Friday and did not get to the writing I had hoped to this past weekend. I am getting better but today RL has interfered. I will try to get the rest of this part of the story posted soon, but there will be a slight delay.

Psst, Argy ... Clíodhna would suggest ye serve the fey folk pastries with honey, sweet fruits and teas or mulled wine with honey or sugar. And be careful of that satyr. ;)
Glad to hear you are getting better! No hurry, great storytelling takes its time. :)
"Oh thank the water spirits that I didn't have a heart attack... let me just... lay here and hug the ground for a while"
throws up
Kyp rolls away from the mess...

"uuuuughhh, I'll clean that later"
--------------------------------------------------------

Take your time and get well bjgamer.
Get well Admiral! We'll wait for your return. No hurry.

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

Argy will prepare the meals as suggested by Clíodhna. As for the satyr, she threatens him to have him on a diet of fish heads and tea unless he behaves properly.
She will also scold Grog'tial for breaking a valuable handmirror with his clumsy handling and asks him to keep an eye on the satyr. Perhaps he can play some tunes with his flute to entertain him.
Captain's Log Mission 5 End:
We've secured the carver safely aboard The Ship, rescued the prisoners, freed the wooden figures from their enslavement, and escaped with a bonus ship to boot. I'd definitely call that a Mission Complete! While Captain Aylar sails The Ship, I've been sailing the fluyt. But calling it "the fluyt" sounds too simple. She needs a proper name. One worthy of our daring mission to break free the chains of those who were bound to an eternal life of slavery. My first thought was "Freedom" but that's the name of my starship orbiting above, so perhaps "The Independence" would be a fitting name. Ahh, yes, that does have a good ring to it! May she forever imbue liberty and justice to all whose eyes lay upon her hull. For now, I sail The Independence on the open sea with the cool wind at my back awaiting what the good Admiral has in store for our next mission.

Captain BenKii is at the helm of the fluyt known as "The Independence" freely sailing the sea and taking in the joys of playing pirate. So much so, he started humming a pirate tune,

♪ Yo ho, yo ho, a pirate's life for me ♪
♪ We sneaked around, we swiped the loot ♪
♪ Drink up me goggies, yo ho ♪
♪ We freed the slaves and gave the vamps the boot ♪
♪ Drink up me goggies, yo ho ♪
♪ Yo ho, yo ho, a pirate's life for me ♪

Before the next mission begins, BenKii will be sure to check in with Aeshma about the loot he acquired like the vampire ring to find out if it is cursed. He will also take the magical bracelets and hand them over to Aeshma for her to dispose of as she saw fit. Remembering that BenKii did not have a stealthy weapon for the last mission, he would also ask Admiral Clíodhna about any "special" short range weapon he could use for the next mission.

(note to GM: I noticed my inventory on post #4 doesn't account for the new items I acquired like the loot and sword. Don't know if it was an oversight or not but I was taking into account that I still have all that stuff I picked up during the last mission.)
avatar
bjgamer: I have been ill since last Friday
Take your time recovering! We probably won't burn the ships down too badly while you're not paying attention. (And if we do, we can just capture a new one, right?)

avatar
Lone_Scout: She will also scold Grog'tial for breaking a valuable handmirror with his clumsy handling and asks him to keep an eye on the satyr. Perhaps he can play some tunes with his flute to entertain him.
Grog'tial doesn't think the flute will have a noticeable effect on a satyr, but finds it unexpectedly hard to deny the request, so mumbles, "As you wish", and starts playing.

avatar
BenKii: (note to GM: I noticed my inventory on post #4 doesn't account for the new items I acquired like the loot and sword. Don't know if it was an oversight or not but I was taking into account that I still have all that stuff I picked up during the last mission.)
Loot gets pooled, with some items sometimes stored for later missions (if they first need to be examined / de-cursified and so on) and then everyone may pick a number of items from the pool before the start of the next mission, same as what we did at the start of this mission. (There are exceptions where individual items get reserved for the person who picked them up, but those are rare, and tend to have a strong narrative reason.)
Post edited November 06, 2024 by gogtrial34987
The Carver's Tale
*Mission 6 Briefing begins: 11:59PM UTC, 11 November 2024.*

(roll dice*3) Gilius's wind takes them northward at a steady pace. Aeshma gives Kyp a Calming potion for his nerves and his stomach, and tends the ex-prisoner patients. Argy prepares meals and threatens the satyr to put him on a diet of fish heads and tea unless he behaves properly. It doesn't seem to discourage him. In fact he wonders if this is some new form of halfling aphrodisiac. Argy scolds Grog'tial for his clumsiness in breaking a valuable handmirror, but then asks him to keep a watch on the satyr and maybe play some tunes to entertain him.

"As you wish", Grog'tial mumbles and starts playing. (roll dice) *Success* The satyr sits back, closes his eyes and blissfully nods to the music while Argy returns to the galley.

As the Crew aboard the Ship get some rest, Captain BenKii sails the fluyt and thinks of naming it "The Independence," not realizing that the shipkin choose their own names once free, as Bellandra will no doubt explain to him and encourage them each to do. Taking enjoyment in freely sailing the sea and of playing pirate, he starts singing a pirate shanty.

♪ Yo ho, yo ho, a pirate's life for me ♪
♪ We sneaked around, we swiped the loot ♪
♪ Drink up me goggies, yo ho ♪
♪ We freed the slaves and gave the vamps the boot ♪
♪ Drink up me goggies, yo ho ♪
♪ Yo ho, yo ho, a pirate's life for me ♪

(roll dice*8) By the afternoon the wind begins to turn. Both ships have reached a misty promontory with a narrow opening leading into a natural grotto harbor where they can conceal themselves and rest before deciding what comes next. Captain Aylar carefully guides the Ship through the rocky passage. He senses a storm coming and Gilius's weather sense agrees. The fluyt's Lady Swan shipkin takes over from Captain BenKii to follow within. She informs Bellandra it's no disrespect to Captain BenKii, but she will manage the dangerous passage on her own. (Fluyt Shipkin's dice insists it didn't trust holodeck experience for this.) Knight, Lion and Grecian Lady keep a close eye on the now awake prisoners in the brig so that Bellandra, Durik and Captain BenKii can join the others on the Ship to rest, recoup, make their reports and hear the news. All loot is placed into the joint pool for those with magic to look over and make sure it is safe for Crew to use. The vampire's bat ring is swiftly tucked into the warded safety chest for further examination and possible decursing later.

That evening the Crew and rescued prisoners gather in the Officer's Mess to enjoy one of Argy's hearty meals. Afterwards the carver looks at Bellandra and clears his throat. "I think I owe you a story," he says quietly.

The Carver's Tale -

The carver can't help but stare at Bellandra. She can see his eyes glittering with unshed tears as in his mind he goes far away, back to another time and place. His old roughened voice takes on a smoother, almost mystical quality as he begins.

"Once, years ago, we were happy. So very happy. We lived at the edge of a forest near the sea in a small port town. We may not have been a rich port, but we had enough. We helped each other, and we were free.

"I was a woodworker, a carpenter, and I did fine enough work. I didn't work on the ships per se, but I built the cabinets and the beds and the tables." His fingers stroke over the top of the table he sits at. "We always made sure to be careful with what trees we took, and to replant, for not far within the forest was another, a magical Fey forest and deep within it was said to be an old mound. We made sure to honor their territory," he says, nodding respectfully to the fey folk, Clíodhna and Captain Aylar. "We left gifts at the edge; honey cakes, sugared fruits, sweet apple cider and pretty shiny stones or crystals found on our shore. In return we felt we were a lucky town, a happy port. Sometimes I would find a log or two left by the trees, with a drawing. It was always a little more than I needed, a beautiful magical wood, such a pleasure to work. I would do my best to make it and return the item. Slowly they began to shift more and more into some carved pieces, and I learned to carve." He swallows. "We were happy," he whispers.

"We had been blessed with two daughters and a son. My eldest, your sister, liked to garden and stay close to home and the port. But you, I mean my younger daughter. Apologies Bellandra. You ... you look so much like her." The old carver takes a deep breath, then continues. "Even as a child Lynnea loved to run wild, to dance among the trees and frollick amid the waves and be free. Back then we had not known that she had taken to dancing with the dryads and the nymphs. Then one day a new ship docked at our port. The captain was Fae and they swiftly became enamored of each other and became lovers. He spent months at sea, but would always return, always ... and she would swim with the selkies and dance with the nymphs and watch the sea for his ship's return.

"My granddaughter was born that autumn and they were happy. We were all happy. But the following year ... the following year, Lynnea took my granddaughter down to watch the sea, for her father's ship was due to return." His voice becomes rougher, broken. "There was a late storm, it blew up out of nowhere." He swallows again and the tears slowly trace down his cheeks. "The little one, my granddaughter, was swept into the waves and my daughter went after her. The selkies heard her cry out and came. They found them clinging to a sea stack that Lynnea had shoved my granddaughter up onto and brought them to shore. My granddaughter survived, but my daughter never recovered.

"Lynnea was buried in the forest she loved so well, overlooking the sea. She was put under a massive dryad's tree for the fey welcomed her there. Her Fair captain renamed his ship for her and asked me to carve a figurehead of her for it so he could always be near to her." The carver looks to Captain Aylar as his old hands carress the case with the carving tools inside. "For that purpose I was given these tools, a log freely given from the dryad's tree, and the gift to carve figures that seemed alive."

He turns his eyes back to Bellandra. "You were the first. Meant for her captain. I was told you arrived and were placed and blessed. It was a fine, very fine ship. I don't know what happened after that, Bellandra. But those that saw you marveled and I was asked to carve more. I carved a selkie next, then a mermaid, a seahorse, a swan-fey ... and then they came for us." The old carver takes a shuddering breath and hangs his head. "My gift brought them down on us.

"Beckett came, young and brash, seeking more figureheads. At first I thought it was a good contract for fine ships, but I was wrong. They were after the magic for a terrible selfish purpose, to enslave others into servitude. They sought to use them to bring the seas under their influence and power, to make all bow to them.

"They weren't satisfied. I wasn't working fast enough. So they took over our port town, cut down our forest to build their ships ... took our children. I don't know where they took my eldest daughter, Svana. I tried to stop them. They beat me almost senseless, near to killed me before Beckett made them cease. Instead he had them bind me and forced me to watch as they ... took and killed my wife, and tore my five year old granddaughter from her arms. They said the same would be done to my son and to her if I didn't do my assigned tasks. My son was barely fourteen. They underestimated him. He grabbed my granddaughter free and ran for the Fey woods."

The frail old man raises his eyes to look straight at Aylar. There are no tears in them now, only a deep burning rage. "The fey tried to take and protect them and I bless them for it. But Beckett ... Beckett ravaged those woods, he cut them to the ground, and burned the dryad's tree. I haven't seen my son, but I know they have my granddaughter. They let me see her once a year to keep me from rebelling too much. They slapped those cuffs on me, made me do their foul will. But I memorized every name of theirs that did this thing, every one that willingly served the monster's foul purpose, and I marked every one of them I could." He nods back to the case of tools, "with one of those whenever possible. That's how you'll know them. I curse them by name and blood and mark. If I had my way I would damn their souls to pay for eternity. May they be bound to forever serve the Bean Sidhe for their horrible crimes, for my town, the Fey and others they've wronged so viciously."

The old carver unwraps the bandages around his wrists and waves Aeshma away. "No, healer. Let me keep these scars in memory of what's been done. Let me use them to show others the price when greedy ones are not stopped nor denied. I've earned this." He looks again at Bellandra, and then to Aylar. "My granddaughter is an innocent in all this. Please find her and get her away from them if you can. In return I have information, but first I would speak to you privately, Captain Aylar."

[The ships hide in a sheltered hidden grotto while a storm rages outside. The carver tells his tale and asks for help.]

-----
NOTE: Schedule change. With the delay in the writing and still some reveals, info and armor to get to, I'm pushing the next mission briefing back. Thank you for the recovery wishes. I greatly appreciate your understanding. I underestimated the exhaustion this illness brought with it.
There is more to come. For now the ships are safely hidden within the sheltered grotto while the storm lashes without and the Crew can relax with each other, play dice or cards, darts on the Beckett dartboard (when Captain Aylar finishes them), look over their new trinkets or read or practice their weaponry.
Post edited November 08, 2024 by bjgamer