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Durik took everything he could from the chest that didn't belong to Pharos (expecially his cudgel), then went upstairs.

"Ahoy Baldbeard, thanks ye for the rescue!
This lizard fellow helped Durik out of the cell, me think we can welcome him to our crew.
His name be Pharos."
"Alas there be bad news too. Pug is ded, me carry his body aboard."

(EDIT)
Durik carefully placed the dwarf's corpse against a wall with his crystal flask.
Then put the found sack into the loot stash and returned to the boarded ship to look for some interesting stuff to grab.

Afterwards, if he had time to relax, he started exercising his muscles, since they were a bit sore after such long time of imprisonment.
Post edited September 11, 2024 by phaolo
"Cap'n. Council. Hope I didn't keep you waitin' too long." Count nods to each of them before addressing the elf: "I'm awfully busy right now, not to mention tired aft a long journey. You better have a bloody good reason for wastin' my time with all this tomfoolery while certain rogue is getting away scot-free with my ship as we stand here. By the bye, jolly good job at tryin' to stop him."

(Council Mage Envoy Harn says his bit.)

"Council, you know as well as I do that the Ship's Crew are not part of the Brethren treaty and are not required to give in to your demands. 'Course if you still insist, we can hardly stop you. They are on that island o'er there, go on and take 'em. Oh, is there a problem? Well, I hope you're not expected anywhere anytime soon 'cause it can take a while before they leave. I mean, 'specially without a ship and all. Which, as I said, got STOLEN. You saw Cap'n Jacelyn's own crew, bribed unquestionably, betraying and leaving her at your mercy. I'm sure she would gladly tell you thief's whereabouts, but I doubt he'd reveal that to her or anyone else.
You can o'course take me as well although I doubt I'd be very useful as you now know, I've just returned after a long absence. However, you may be also aware that so called DRM-Alliance issued a bounty for our heads, mine and Aylar's, who you seek so eagerly, included. I'm certain that a rumor about famous, beloved 'n righteous High Council serving as obedient bloodhounds on a leash of a shady organization with dubious motives would spread fast and people would be delighted to hear it. Exactly what you need to further improve the unstained public trust you fellas are boasting. /s"

Count plays it cool, looking fiercely in the elf's eyes all the time and finishes his speech with a sly smirk. He is, however, not certain how much effect his words will have on the elven official and is nervously grasping magic pipe in his pocket.
Post edited September 13, 2024 by ssling
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bjgamer: Aeshma turns and smiles pleasantly at the dwarf, D'Amato. "I'm not sure if the island will be staying in one place for long or traveling the seas, but there are barns and several buildings here to be renovated and the pier to be rebuilt. You'll have to get permission from Kyp, the half-mer, if you want to set up a permanent workshop though and he'll have ask the dragon turtle whose back we are on. After all, she is Kyp's friend and this is now his home."
The dragon turtle and I when we travel try to mutually benefit, so sometimes we go where she wants and sometimes she is happy to go where I want. As it turns out the dragon turtle is pretty content as long as she has food and is not in danger.

When it comes to the buildings... they probably could use repair, but I am not sure if she would want any long term operations happening besides me and perhaps members of my crew. I'll have to ask what she thinks *asks dragon turtle mentally*
(roll dice) Council Mage Envoy Harn at first looks at Count Karnstein as if he cannot believe the Count is not suitably impressed to be immediately cowering to High Council demands. Then, as he listens, his eyes flare.

"The High Council are no one's leashed canines," he states, affronted a mere mortal would even dare to suggest such a thing. Perhaps the human is dense and he has not made his demands clear.

"Devin of Moonsea is not your concern," he assures the Count imperiously. "You can be assured the High Council will deal with him. Nor is the Ship any longer your concern. Your only concern, Count, is to submit yourself into the Council's hands and assure the compliance of your crew to the same. You will return to your crew and order their relocation to my ship to be taken under immediate Council protection. Once there you need not worry yourself anymore about this Alliance bounty of which you speak. I will send officers with you to help with any explanations to your crew."

"It is my understanding the dragon turtle has laid eggs and is extremely protective right now. It has allied itself to the Crew and may not welcome outsiders," Captain Jac warns the Envoy.

"The Count will be with them to make sure nothing goes amiss," Council Mage Envoy Harn retorts. He begins to exude a more menacing presence, seeking to impress his will upon the Count. (roll dice) However Count Karnstein is used to having his own influence with others, and the Envoy's fails to have effect.

(roll dice) As Count Karnstein grasps the pipe in his pocket, a sudden cool breeze flows over the deck causing the deck bell to clang once.

Captain Jac glances at the bell, her brows furrowed a moment as if puzzled. Her eyes return to the Count and her puzzlement is replaced swiftly by a fierce glint in them as they trace the outline in his pocket. "Feels like a bit of weather moving in. Deck officer, secure the rigging, batten the hatches, just as a precaution," she orders.

The Envoy waves away her concern, miffed at her interruption. "I'm sure our weather mage can deal with it."

"I'm not so sure." Captain Jac's gaze returns to Count Karnstein and there is a slight wicked smirk on her lips as she gives him a subtle nod.

-----

Kyp mentally communicates with the dragon turtle about what he has overheard with D'Amato's inquiry. (roll rice) The dragon turtle tells Kyp that while she is fine with the repair and renovation of the pier and buildings, she will not welcome any more permanent residents beyond Kyp and his friends on the Crew. (roll dice) She also informs Kyp that she doesn't like the magic she senses on the new big ship that arrived, but assures him that the Crew will be safe, and they can always shelter within the largest building if things get really rough.
Post edited September 12, 2024 by bjgamer
The battle over, Captain Sam No-Bell-On-Me has his crew bring their wounded back aboard the Whyknot for healing while others search the DRM ship for any suitable treasure or useful items. He calls out to Captain Baldbeard to hasten his own search and get back aboard as well.

Durik thanks Captain Baldbeard for the rescue and introduces Pharos to him, then sadly informs Captain Baldbeard that Pugwash is dead.

After Durik has introduced him, Pharos politely greets Captain Baldbeard and asks about becoming a member of the Crew. Once it is decided that he will accompany them back, Pharos quickly goes back to grab his saber and finds his tattered pouch with his last two pieces of silver still sewn into the seam. Then he follows Durik aboard the other ship. Pharos, as you board the pirate vessel with Durik you note that this ship doesn't look like the description of the Ship you've heard of. Inquiring will reveal that this was a search and rescue mission that Captain Baldbeard had called upon another pirate captain and his crew to help with and that they will now be returning to the Ship and Crew Pharos wishes to join.

Seeing Durik carrying Pugwash's body, Captain Sam nods his head respectfully and has his bosun show Durik where to place the dwarf's corpse in a magically preserved area along with his crystal flask. Durik and Pharos are given hammocks among the other crew to use as it would take them several days sailing to get back to Monkey Island area where they had left the rest of the Crew.

As the DRM vessel was mainly to transport the prisoners and items to prison mines, there is luckily not so much treasure that they need to concern themselves about the dragon turtle being roused by its typical greed for any ship bearing treasure. Captain Sam reserves the chest of cold weather clothing for the Crew, and tosses in the satchel of trading tokens they will need in the Weirding Sea, as well as a share of loot. Captain Baldbeard, Durik and Pharos are given a small bonus for helping with the battle.

(This finishes the rescue mission part of the interim. In a few days I will post their return where Captain Baldbeard and Durik can discover what has happened and Pharos can then meet the Crew.)

-----
Captain Baldbeard, Durik and Pharos receive 3 silver, 4 pieces of 8 each. Other Crew receive 1 silver and 4 pieces of 8. Item loot will be combined with items from the last Mission and posted at the next Mission briefing for all Crew.
Post edited September 12, 2024 by bjgamer
"Ah, sorry Pharos, our main ship not be dis one.
When u see it, will look a bit.. weird at first, but no worry, fun people aboard."
Count listened to Council Mage Envoy Harn's answer with a growing sense of defeat. Apparently his arguments didn't make a strong enough impression on an elf, and he had no idea what could he possibly counter-attack with. Taking any elves to Turtle Island was out of the question. He came here to resolve the issue, not to lay it on others. Then, with the sudden cold breeze, a sudden bold idea occurred to him. What if he captured this pointy-eared bigwig? Feat like that would give him leverage strong enough to demand anything, not to mention eternal glory, bragging rights and Aeshma's admiration. His eyes met with Captain Jac's. Was she reading his mind? Presumably yes. That thought gave him shivers, but at the moment not the fact of her doing that was most important; it was the fact that she was very clearly encouraging him. Seriously, what else could he need?

A diversion. Count took a few steps back towards the center of the ship and slowly took the pipe out of his pocket, pretending he is going to smoke. Instead he blew at it and spread the fog with a fluid motion, from the direction where Council Mage Envoy Harn stood to the side where galleon was, hiding them completely from the other ship's view. Next he took out his saber and, taking advantage of his superior eyesight, sneaked up to the disoriented Envoy until in the blade's range. At this point mage should yield when cold steel touches his neck.

In case of utter failure, Count would plead for being escorted back to the island as the messenger.
Post edited September 13, 2024 by ssling
It didn't look like the High Elf was going to give in to the Count's reasoning, even though he knew, at least according to what Count Karnstein had been told, that the Count had the right of it and the High Council had absolutely no jurisdiction over the Crew.

Count Karnstein took a few steps back and slowly removed the pipe from his pocket. Nonchalantly pretending he was going to smoke, he placed the pipe to his lips and puffed, noticing the slight smirk on Captain Jac's face widen into a smile. (roll dice) No fog emerged from the pipe. For a moment Karnstein puffed harder, turning his head in a fluid motion from where Council Mage Envoy Harn stood to the side where galleon was. No fog sprung from the pipe.

CLANG! The ship's bell rang out a clear warning as a cool wind began to lash the deck.

(roll dice) "Nobody draw weapons," Captain Jac barked out the order before Count Karnstein was about to put his hand to his saber. "Hold to the Code!"

CLANG! The bell rang out a second time, sending the sound loud and clear over the sea. Off on the horizon a wall of heavy fog began to roll in thick and ominous and sea-green.

Sailors and officials on the galleon began to exclaim. The Council Envoy turned to see what the commotion was just as his own officer looked over his shoulder and turned pale.

CLANG! The third sounding of the bell came as a death knell, haunting and hollow just as the fog reached them. (roll dice) It swept over Captain Jac's ship in a mighty wave, sweeping High Council Envoy Harn and his attending officer with it before they could make a sound. Then it hit the galleon beyond, and screams were cut short abruptly. There were shapes in that fog. (roll dice) The Count saw them, felt them as their cold icy embrace swept by him and he recognized the thirst for living blood and vengeance within them.

(roll dice)Captain Jac reached out and pulled Count Karnstein closer while the fog swirled around them and the entities within passed by her ship and crew, having found no resistance. "They are the restless spirits of those who died at sea, betrayed for power or greed," she told him, "and they will give no quarter to any who oppose them or threatens to harm or betray the Crew."

"Prepare to sail," Captain Jac spoke the order quietly to her first mate, then motioned to two of her crew. "Smartly while the fog lasts, take Count Karnstein back. Hide yourselves with the Monkey Islanders and smuggle yourselves out. You know where to meet us." She turned to the Count. "We depart now, while the fog covers us. For all any possible survivors will know, the Envoy did something to anger the dragon turtle and paid for it and they'll think we may have gotten caught in it. My crew will keep mum."

(roll dice) Count Karnstein felt something pressed into his palm. It was a silver coin with a Wolf's Head symbol on it. "Once you are in the Weirding Sea, if you or the Crew show this to any tavern that has this symbol carved into its lintel, or any ship flying this flag, they will get a message to us or render aide. Fair winds to you, Count Karnstein. Now go!"

The Count found himself swiftly delivered back to Dragon Turtle Island while the eerie fog still swarmed over the other ships. (roll dice) When the fog finally dispersed, Captain Jac's ship was nowhere to be seen and the galleon drifted on the tide, chillingly quiet.

-----
At the beginning of the Voyage, Polly told the Crew that every Cursed Weapon had a Greater Ability that can be activated 3 times during the game. In the earlier post the dice rolled for Count Karnstein grasping the pipe indicated the Greater Ability had been primed causing the ship's bell to toll and giving Captain Jac a clue as to what might happen. (Captain Jac was on the Ship in the beginning port and knows the Cursed Weapons.) If anyone saw the old 1980's horror movie "The Fog," or its remake, then you may recognize the idea behind this one. ;)
"Ahoy Durik, I'd caught yer scent on the winds, glad ta smell ye again! And greetings ta ye, Pharos, yer assistance was much appreciated."
Captain Baldbeard takes in a deep breath of the newcomer, letting him wash over his senses.
"Let there be no formalities, I hereby conscript ye to our crew. Welcome!"
Then he turns to his fallen comrade.
"Rest in peace fer now, Pugwash, ye were indeed a mighty pirate. Mayhaps we one day see each other again."

With greetings done, he searches the bodies that he fell for any clues or useful items, and then follows the scent of the first mate to find his cabin (or any other interesting places), keeping an eye and a nose out for anything interesting.
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babark: "Ahoy Durik, I'd caught yer scent on the winds, glad ta smell ye again!
Durik sniffed himself and grimaced
"Oh sorry cap'n, Durik couldn't do bath in prison, me wash asap -_-
But good if me stink was useful lol."

"So what happened while me was away, we go back to Ship yes?"
Count Karnstein stood perplexed on the pier and looked at the galleon emerging from the eerie fog, trying to fathom what just happened. It was totally like the scene from that book he read once: The Master of the Bracelets: Comeback of the Queen. Anyway, the problem seemed to be solved - surprisingly efficient at that. Not at all the way he planned, or even by him really, but still. He examined the coin he got - concluding that the currency was unknown to him - slipped it into the pocket and started walking towards where his comrades were.

It could be good idea to organize the party to salvage the High Council's galleon and its contents.
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babark: With greetings done, he searches the bodies that he fell for any clues or useful items, and then follows the scent of the first mate to find his cabin (or any other interesting places), keeping an eye and a nose out for anything interesting.
Captain Baldbeard, in the first mate's quarters you find some unfamiliar maps to places you have never seen before. They seem to be ship routes to hidden caverns and nodes in the Weirding Sea. These may be what you need to find the aboleth's and sea hag's hidden lairs, and where they may be taking the admiral! You also find a small pouch with a few more of those strange tokens, an old blackened key, and a very small lock of red-gold hair wrapped in a bit of cloth. The lock of hair is the source of the scent you have been tracing.

-----

Many days later the Whyknot sails in to Monkey Island late in the morning. There is a large newer galleon sitting at anchor, apparently being salvaged by a party led by Count Karnstein, but there are no other ships to be seen. The Ship is gone, but the Crew seem to be on the dragon turtle's island. Captain Baldbeard and Durik, you see Aeshma waving at you as she comes down to the newly repaired Dragon Turtle Island pier.

Pharos, you hear the hoots of monkeys from a tropical island on your left, and see a large galleon anchored nearby. Just ahead is a large dragon turtle with an island on its back, and it looks like the Crew members are currently staying on it. However you see no sign of the mysterious Ship you've heard of. At the pier, you see a fiery red haired Aasimir with feathers in her hair, of an indeterminate age, not young but not old either, approximately 5' tall, with golden toned skin and silvery blue eyes. She fondly hugs Captain Baldbeard and Durik. Then she turns and smiles at you, introducing herself as Aeshma, Crew healer-witch. She informs you all that Devin and Cap'n Rummyfangs stole off with the Ship to track a lead on Cliodhna, their missing admiral, and to keep the Ship from being taken over by the High Council. She says Aylar has left pursuing alliances and leads of his own, but should be back soon now. In the meantime the Crew is to stay safe on the island.

Count Karnstein, after Aeshma got over the shock of you thinking you could just take a Council Envoy and mage hostage, and the fact you actually survived it, she checked you over thoroughly to make sure you were fine while muttering something about the uncanny luck of fog-brained fools, and gives you a newly made batch of sunscreen to maintain your noble complexion. Your idea to salvage the galleon turns up a lot of paperwork, well scrolls actually and they mostly seem to be written in Elvish. Maybe Aylar can make heads or tails of these archaic squiggles when he gets back. (roll dice) While looking over items in what must have been the Envoy's cabin, some glow, and some move on their own. (roll dice) One item zaps you for even coming in, leaving the hand you threw up numb for half of the morning. At least the ship is in good shape and you should either be able to have it hauled and sold, or stash it somewhere for use later. As you return to the deck you see another ship entering the area and realize Captain Baldbeard has returned, with Durik and someone new, a tall but emaciated human-dragonish male with obsidian colored scales.

That evening the Crew is able to get to know the new Crew member, Pharos, and to hear of each other's adventures, while also raising their tankards of Argy's grog to Pugwash, mourning his loss.

-----
Most of the Crew (except Aylar, Devin, Rummyfangs and Captain BenKii) are back together on Dragon Turtle Island and can greet and get to know Pharos.
Post edited September 14, 2024 by bjgamer
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bjgamer: Kyp mentally communicates with the dragon turtle about what he has overheard with D'Amato's inquiry. (roll rice) The dragon turtle tells Kyp that while she is fine with the repair and renovation of the pier and buildings, she will not welcome any more permanent residents beyond Kyp and his friends on the Crew. (roll dice) She also informs Kyp that she doesn't like the magic she senses on the new big ship that arrived, but assures him that the Crew will be safe, and they can always shelter within the largest building if things get really rough.
Hey guys, my friend says that if we desire we can repair the buildings that are run down. No longterm bases other than me and me trusted crewmates, though in my opinion it would be best to try to set out on expeditions on our ship so the Dragon Sea turtle is kept from harm. I couldn't stand the thought of her getting hurt because of us, so lets try our best to protect her.
GM Note: Posting this for Pharos as he is having some trouble posting in the forum at the moment.

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Whyknot is undoubtedly an excellent vessel. As Pharos boards the ship with the group, he examines her features and quickly discerns that this vessel is entirely distinct from the one infused with extraordinary energy and described in mysterious legends. Durik resolves Pharos' confusion by telling him that Whyknot is not the Ship. "Weird ship and funny crew?" Pharos contemplates this notion internally, finding it rather fascinating. The enigma surrounding her ignites an even greater sense of curiosity within him.

Late one morning, several days later, the vessel glides into a fresh expanse of water. The half-dragonborn finds himself in a place he has never visited before. As he surveys the strange tropical island, the shrill cries of monkeys echo painfully in his ears. He has roamed through various ports and bars in numerous cities in the past; however, when juxtaposed with the cacophony of crowds he experienced in coastal towns, none of those sounds can rival the vibrant energy of the ferocious beings found in the untamed jungle. As Pharos quietly gazes at the scenery before him, he remains vigilant in his search for the location of the Ship along the island's coastline.

As the water propels Whyknot toward a dock, a sizable sailboat comes into view, capturing his attention. The half-dragonborn realizes, only in retrospect, that the galleon does not match the legendary vessel he has been seeking, as another extraordinary sight captures his focus. As Whyknot approaches the island, its distinctive characteristics begin to unfold; this is no ordinary island, but rather a remarkable blend of diverse elements beyond mere mud and jungle. Indeed, it is a grand and imposing creature, reminiscent of ancient times, adorned with a complete tropical ecosystem resting upon its back. As the half-dragonborn gazes upon the dragon turtle's head, his overwhelming fear of the sea giant begins to diminish, replaced by a sense of familiarity and closeness.

Whyknot has finally reached the pier of the island, where it will take a moment to rest before embarking on the next journey. A lively woman awaits on the dock, welcoming the crew as they disembark from the ship and return to shore. The woman appears to have a close acquaintance with Captain Baldbeard and Durik. She embraces them in turn and extends her greetings to Pharos. It quickly becomes clear to Pharos that Aeshma serves as the Ship's healer witch. "It is a pleasure to make your acquaintance," Pharos remarks.

Upon learning that Devin and Cap'n Rummyfangs have absconded with the ship and that the Admiral is unaccounted for, the half-dragonborn decides to remain on Dragon Turtle Island to familiarize himself with and remember his newly acquired companions. Alongside the doughty dwarf Captain Baldbeard, the compassionate half-orc Durik, and the healing witch Aeshma, whom he is already acquainted with, he also encounters a kind-hearted halfling, an energetic humanoid, a mysterious dwarf with a staff, another affectionate half-orc, an elegant Count, and a spirited half-mer living on the Dragon Turtle Island.

The half-dragonborn memorizes the traits of Argy, Bellandra, Gilius, Mighty, Count Karnstein, and Kyp one by one and greets them politely in succession, extending a courteous greeting to each, much like he did when he met Captain Baldbeard and Durik. The night had transformed, and Pharos is no longer journeying in solitude. Although Pugwash's death casts a layer of sadness for all members, the complex atmosphere is diluted by the process of the Crew sharing their adventures. The half-dragonborn thinks, "This is an entirely new experience." He believes he can adapt to it, as he finds himself already enjoying it to some extent.
"Yaaawww!" - Count screamed when he got zapped by the trap. "Stupid mages..." His excitement for ransacking the galleon got quickly replaced by disappointment when he realized there were no great riches on board. Or anything terribly useful or interesting really other than these gizmos he had no idea what their purpose was, and papers he couldn't read. At least the ship itself was in mint condition. At first he thought of selling it, but High Council's vessel was most likely too hot of a swag for regular and small-time criminals. Maybe the parts of it could be used for repairing their Ship when, or if, they'll get it back?

When the galleon got anchored near the shore of Dragon Turtle Island and Count was getting ready to disembark, he noticed the return of another ship with Captain Baldbeard and Durik on board. Count dropped the papers he found to Aeshma, only to find out she can't read them either, and told her about the mysterious thingamajigs in case she'd be interested. Perhaps the gnome Refyx would know what to make of those?

Later in the evening he listened to Baldbeard's coverage of the rescue mission, slightly annoyed that he couldn't brag about single-handedly capturing Mage Envoy, but at least he had a chance to mention the newly acquired ship while making sure it's clear its presence is on his account. He raised a cup of grog for fallen Pugwash and met the dragonborn rescued by Baldbeard and Durik instead. He was aware of creatures like that due to long nights spent on studying books and grimoires whose nature most politely could be described as indecent, but seeing one sure was a rarity.

Next morning dwarf D'Amato bored with nothing to do while waiting for a job he got hired for, coerced the Monkey Island cannibals into helping repair the pier pro bono.
Post edited September 14, 2024 by ssling