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[OOC: For some reason I thought there was another day still to choose the action - I guess a timezone confusion.
Apologies for that. For the record, what Bellandra would have done would have been to use the sextant against the sorceress, and then decapitate the remaining grung in the meal area.]
Now that Karnstein is better, and not hearing any chant from the sorceress' hut anymore, Gilius sighs some relief.
When Karnstein asks him for blood, Gilius answers smiling : "Ye be not really a vampire, freak, get a life !", then he taps him frendlily in the back.

Then he hurries to the sorceress' hut to check that everything's fine and nobody (Aylar) needs help and healing.
If all is fine and well, Gilius shivers at the sight of the sorceress' corpse and her horrible powers, reliefed that she's been taken care of. He thanks Aylar for that. "Oh me ! Thanks so much fer that there, mate !"
Gilius then makes use of his Wand of Secrets to find any interesting thing before Aylar burns the place entirely. If he finds some chest or container, he will not open it but just grab it back to the ship and let Polly or others aboard to check for potential traps inside or some foul magic or whatever and decide what to do.

If he still has some remaining time left, he will do the same in the chief's hut, otherwise if it's too late, he won't insist and risk falling to the spores, and he will go back north towards the exit.

While retreating to the exit, he will make sure that all crewamtes are retreating too, lending a helping hand in case anyone has trouble finding his way / is lost in his minds / has trouble moving because of wounds. Then if nobody's left behind, Gilius will leave the area.

On the way back, he will congratulate Bone and Shorty for their splendid play.
And he will have a sad thought for Origi and her prince. "That be the second time I watch 'er die an' I can't do anythin' about it !
I 'ope that there where she be now, she can fly in peace with 'er beloved prince fer all eternity."
Grog'tial's eyes widen as he notices his mermaids reaction to his dirk. "Scissors beat paper" he murmers, and smiles inwardly. So many interesting conversational gambits await him when he gets back on board!

After a quick look into the sorceress' hut through his handmirror (grabbing anything that catches his interest), and gathering any weapons lying around on the platform for the ship's stores, he decides that it's very much time to be going. He has been noticing how the spores have affected the other crew members, so if anyone around him seems to not actually be moving in the correct direction, he slaps, drags or otherwise cajoles them back to the here and now. When he encounters captain Baldbeard (either here, or on the way back to the ship), he makes certain to steal a glance at the music box in his handmirror as well.
Aylar nods in response to Gillius' gratitude, wiping the witching slime and blood off his axe. He will wait for Gillius and Grog'trial to finish their investigating and clear out of the dwelling (though what use there was in bones and mushroom brew for them?), then light up the leafy broom from the brewing fire and set about quickly setting anything flammable inside the hut ablaze - the map of her foul plans and viney curtains in particular he determines would make for excellent kindling. Quickly exiting the hut, he'll also prod the thatched roof from the outside until it also catches, then throw his makeshift torch into the swamp.

Afterwards he will hurry to exit the village, providing assistance to any Crew that might need it along the way (Count?).

On the way back to the Ship, after the Crew has taken their cart ride back to the Monkey Head, he will head up to the Monkey's Eyes (if there is no easily visible route like stairs or a climbing path, he'll ask Bone and Shorty if they be aware of a way up there), excusing himself from the Crew for a moment. "Won't take long; I be simply needing a proper vantage spot to do some course charting fer our next sailing." As instructed, he'll stand in Monkey's starboard eye and note down the exact coordinates his compass imparts to him. If the reading strikes him as strange and not something he'd expect to see from his experience, his curiosity on whether this spot likewise holds some magicks that be resonating with his keepsake will be piqued, and he'll also check Monkey's port eye to see if compass will show him anything wildly different. That done, he'll rejoin the rest.
Post edited November 02, 2023 by LordKaylar
Count Karnstein wanted to say something but suddenly lost his breath when Gilius' massive hand tapped his wounded back. Still in the slight state of shock, but starting seeing things clearer, Count goes to the exit as fast as he can, thinking only of leaving this accursed place once and for all.
Post edited November 03, 2023 by ssling
Argy catches her breath, and stays for a moment, watching as the giant snapping turtle sinks back into the waters. "What a magnificent soup could be made with it, but the crew is not in shape for turtle hunting right now..."

She sighs and, if her assistance is not needed, gets out of the village and heads back to the ship.
Mighty

Mighty felt a bit dizzy by the spores floating in the air, but was deeply satisfied a he has reached his daily skull cracking quota.

Mighty will walk to the village entrance and then to ship. If he encounters on his way any confused crew member he will try to point it in the right direction.

If Bellandra is in shape to walk on her own he will collect leaf blade spears on his way out.

If Bellandra does not fell good enough to walk on her own, Mighty will carry her to the ship.


It looked like Monkey was getting used to its new role of a Son of a Monkey God. On the way to ship it jumped from one Might’s arm to another and cheered by crowds of monkeys from the trees. Crews victory was taken as a sign of Monkeys godhood.
Post edited November 02, 2023 by Sulibor
"What a nice wonderland we got here... I mean the plants are nice... but alas, we can't make this our home. So we will move on and work on getting the loot for a nicer home."

Kyp thanks his snapping turtle buddy for his presence and his offer to be the protector of this area to keep the Grung population down. (hopefully no raiders come by later and think he is a raid boss or something)

Kyp returns to the ship while looking for any useful items or loot he can carry and take back with him as he returns to the ship.
Bellandra became alert again and noticed herself being carried. She spoke to Mighty, "I be all right now Mighty, I can continue on me own. Thank ye for carrying me, those damned spores must have gotten to me for a moment there. We be needing to go, fast, ere the spores get to us in a worse way."

Once on her feet, Bellandra would head quickly towards the village exit and from there to the ship. Along the way:

- She would help anyone struggling to move fast enough, for example if Karnstein needs help.

- She would also pick up the blowgun and the needle-darts in case it is close enough not to delay the exit dangerously.

- She would also keep her eye open in case the chief's area near their path contained anything they missed.

- If she were to spot someone about to succumb to the spores, Bellandra thinks she might be able to use the sextant to freeze the person, in the hope that this would freeze the infection of the spores from spreading and allow the person to be carried to safety out of the village.
Captain Baldbeard takes quick stock with all his senses in case he detects something of note beyond all the spores and bloodshed. If he does, he investigates or takes it. If not, he gathers all his companions, helping those who need help, and keeping them all in the range of the music box, as they leave.
With nothing left to shoot, Pugwash steps back from the ledge and returns to the ship with the rest of his crewmates.

Origi and her albatross prince will be mourned.
Mission 3 Ending: Together Forever, Flying Free

Albatross Flight

(roll dice) Argy catches her breath, and stays for a moment, watching as the giant snapping turtle sinks back into the waters. "What a magnificent soup could be made with it, but the crew is not in shape for turtle hunting right now..." She sighs and gets out of the village and joins Pugwash on the ledge, waiting for the others and ready to head back to the Ship.

(roll dice) Bellandra comes back to herself, as if out of a daydream, and finds herself being carried by Mighty. "I be all right now Mighty, I can continue on me own," she tells him. "Thank ye for carrying me, those damned spores must have gotten to me for a moment there. We be needing to go, fast, ere the spores get to us in a worse way." She picks up the blowgun and needles, then stops to see if Count Karnstein needs help, but he is with Gilius who is giving him a dwarven pat on the back and doesn't say anything so she proceeds N up the walkway. She glances at the chief's area on her way, but it is a complete mess. Bellandra stands by the entrance waiting for the others to hurry up so they can leave. She watches closely to see if anyone succumbs to the spores, just in case her Sextant can freeze time long enough for the Crew to get their mate out of the village and away from the spore's influence. (Bellandra picks up 1 blowgun and 12 needles.)

(roll dice) Kyp thanks his snapping turtle buddy for his presence and his offer to be the protector of this area to keep the Grung population down. He does feel the grotto could become a nice area again. Kyp returns to the village entrance while looking for any useful items or loot he can carry and take back with him as he returns to the ship. What a nice wonderland we got here... I mean the plants are nice... but alas, we can't make this our home. So we will move on and work on getting the loot for a nicer home, he thinks to himself. Kyp picks up a spear and several machetes on his way to the entrance. They might be able to use them somehow, so he grabs what he can carry and takes them back with him as he returns to the Ship. (Kyp picks up 1 leaf blade spear and 4 machetes.)

(roll dice) Mighty puts Bellandra down and collects a leaf blade spear near the village entrance. He feels a bit dizzy with all the spores floating in the air, but is deeply satisfied he has reached his daily skull cracking quota. (Mighty picks up 1 leaf blade spear.)

(roll dice) Now that Count Karnstein is better, and he is not hearing any chant from the sorceress' hut anymore, Gilius sighs in relief. When Karnstein asks him for blood, Gilius answers smiling : "Ye be not really a vampire, freak, get a life!" then he taps him frendlily on the back. Gilius hurries to the sorceress' hut to check that everything's fine and nobody needs help or healing. He shivers at the sight of the sorceress' corpse and her horrible powers, relieved that she's been taken care of. He thanks Aylar for that then uses the Wand of Secrets - but there are no secrets to be found, only bones and hallucinogenics to control and abuse the mind. On the way back, he congratulates Bone and Shorty for their splendid play. As he exits the village he has a sad thought for Origi and her prince. This is the second time she has died and he could not do anything about it. He hopes eternity can be nicer for her.

(roll dice) Count Karnstein wants to say something but suddenly loses his breath when Gilius' dwarven hand taps his wounded back. Still in a slight state of shock, but starting to see things clearer, the Count goes to the exit as fast as he can, thinking only of leaving this accursed place once and for all.

(roll dice) Grog'tial's eyes widen as he notices his mermaid's reaction to his dirk. "Scissors beat paper" he murmurs, considering the interesting conversational gambits that await him when he gets back on board. He ducks into the sorceress' hut to quickly check with his Handmirror, but like Gilius sees only blood, bones and noxious substances best left alone or burned, as Aylar, somewhat impatiently waiting, evidently has in mind. Back on the platform, Grog'tial adds 2 more leaf blade spears to the one he is already carrying, and takes the 2 machetes as well. That done, he decides that it's very much time to be going. He has been noticing how the spores have affected some other crew members, so if anyone around him seems to not actually be moving in the correct direction, he is ready to slap, drag or otherwise cajole them back to the here and now. (Grog'tial picks up 3 leaf blade spears and 2 machetes.)

(roll dice) Aylar nods in response to Gillius' gratitude, wiping the witching slime and blood off his axe. He waits for the druid, and then Grog'tial, to finish their investigations and clear out of the dwelling. Although what use there is in bones and mushroom brew for them he doesn't know. Now that the chanting has stopped and the sorceress is good and dead, he feels clearer, but the twisting of the magick still lingers and he does not intend for it to rise to be used again. Aylar lights up the leafy broom from the brewing fire and quickly sets anything flammable inside the hut ablaze. Swiftly exiting the hut, he prods the thatched roof from the outside until it also catches, then throws his makeshift torch into the swamp. He hurries to exit the village, encouraging the others to move (one never knows what fumes may come from the burning magicks of that hut), and offers the Count his assistance on the climb up the path to the carts.

(roll dice) With nothing left to shoot, Pugwash steps back from the ledge and returns with the rest of his crewmates. Although he knows his shooting and the stun bolts had proven themselves valuable in helping the Crew, he mourns for Origi and her albatross prince.

(roll dice) Captain Baldbeard takes quick stock with all his senses. There is nothing to keep them here. The stink of the entire area is made worse by the fumes of the burning spores and concoctions in the hut. Recognizing the danger in those fumes, he rapidly gathers all his companions, helping those who need help, and keeping them all in the range of the Music Box, as he ushers them to leave without further delay.

Grog'tial takes the opportunity to pull out his Handmirror and look at the Music Box. Again, nothing shows. It is a music box. Disgruntled and perplexed, Grog'tial is about to put the Handmirror away when he notices a halo of royal blue barely visible around his head. Alarmed, he quickly checks the others, seeing halos of varying darkness around almost all of their heads, the darkest around the heads of the ones who had been more affected by the spores, but they are lessening as they get further away from the grotto. Yet another thing to ask about, he thinks as he tucks the mirror away again.

(Continued below ...)
Post edited November 04, 2023 by bjgamer
(... continued from above.)

Once they reach the Monkey Head shrine, Aylar excuses himself from the Crew for a moment. "Won't take long; I be simply needing a proper vantage spot to do some course charting fer our next sailing." He climbs the steps to the platform there. Standing in the Monkey Head's starboard eye he takes out his compass and looks. The compass still points out to sea, but the bearing shifts. In the distance a star seems to wink on the horizon, only for a moment, then it is gone. Aylar quickly notes down the coordinates, then tries it from the port eye. His compass is still once more, as unchanging and pointing out to sea as it has been since his escape from the foul sea hag's clutches.

It seems like Monkey is getting used to his new role of being a Son of a Monkey God. On the way to the longboat he jumps from one of Mighty’s arms to another, as excited hoots and cheers are called out to them by crowds of monkeys from the trees. The cannibals are also strutting. The Crew's victory is taken as a sign of Monkey's relation to godhood, a legend come to life.

Back at the longboat, Bone and Shorty tell Mighty that there will be a celebration the next day in honor of their success. The Crew will be honored guests. The entire tribe will want to honor them and give them the reward promised. There will be a bazaar trading local goods and crafts, jewelry and oddities, lots of food and drink, several whole roasted pigs, music and a roaring party! They implore that Monkey and Mighty and the Crew come to be honored properly ... and to verify their actions and their score. ;)

As the longboat approaches the Ship, the Crew are passed by two ghostly albatross, flying wingtip to wingtip, together. They circle the island once, then continue out across the sea beyond. With no body to bring back to the Ship, and no Weirding Sea to work its magick, this time Queen Origi's passing will be final. However the Ship has granted Origi her wish. She will forever be an albatross ghost, but she is now with her Prince, forever flying, forever together, forever free.

-----
Your current inventory can be found in Post 2 (loaner books are read and returned)

-----
Congratulations on another mission completed! The chief was to be the boss battle of the mission, tougher and meaner than the rest with special fighting abilities. He was meant to take teamwork, to be easier if softened up from a distance or if stunned (although he had a higher resistance to stun), but a truly nasty foe once you came within the village. Throw distance is not the same as casting distance. It is calculated by height, strength, and the item being thrown. To get the blowgunner Origi had to be within just under 20'. A GM can hint, but it is ultimately the player's decision how they wish to play their character, and Origi was played fully in character. Unfortunately this time a high luck card gave the player the ability and opportunity to do what they wanted, but sadly that does nothing for defense nor health and crawling through the source of the spores affected her. The sorceress was not an effective fighter, but could summon a zombie army and be stopped only by certain means. This could happen many ways - Cupcake, Dakka (Cannon), Sextant, Siren Shell, Stun Bomb or by one with magical knowledge breaking the circle (Aylar, Gilius, Origi). As the sorceress dealt with spectral and undead magick, Captain Baldbeard's sharks could not break the circle, but they could take her out once the circle was broken. The sharks could take on the zombies as the swamp water would not affect them, and the monkeys and cannibals were there to help with knocking back the zombies as well ... as would have Mighty's special ability if it was called on. ;)

Our salute to Queen Origi, consistently played in character to the hilt. Thank you for participating and I hope you had fun.

-----
(Interim Celebration post to come.)
I will not reveal the Luck Cards currently as they are still in effect for the Interim period, and I have a feeling that knowledge might influence certain actions yet pending. :P

Loot to be added to Ship's stores: 1 Blowgun w/12 Needles, 5 Leaf Blade spears; 6 machetes.
Post edited November 04, 2023 by bjgamer
Interim - Celebration!
*CurrentTurn will end 3AM UTC, 07 November*
(This will be a longer interim as I need a bit more time to prep and to push the schedule forward a day due to another eye appt this coming week. Time for a little celebration, greeting old friends and role-playing.)

It was late afternoon as Polly welcomed the Crew back aboard Ship and congratulated them on the mission. Upon hearing of the next day's planned celebrations she agreed the Crew should go be honored and to have some fun. She then sent everyone to wash off the swamp and the spores and to relax and enjoy a good meal as Argy had promised, but asked Aylar to please come give his report once he had done so.

At his cabin door Count Karnstein found his delivery of Flash Powder. Inside he also found a small glass of wine of an old and rare vintage and an herbal ointment. The tag on the ointment indicated it was one of Larissa's that she had evidently been developing for both herself and him and had been letting set properly. It said it would take only a little to help block strong sunlight from affecting him. The note by the wine said simply, "Drink." Within moments after doing so the Count felt fully healed, yet he was sure there was no blood in it. He would have known and tasted even a single drop, wouldn't he?

Mighty also found his order of Fire Weapon Oil placed by his hammock. His History of Monkey Island book had been returned with a marker toward the end. It was next to the last chapter, which he hadn't quite gotten to yet, and it featured a story about the Great Three-headed Monkey god who it was said had once roamed the island a long time ago. He was said to have grown as big as an Ogre, and had protected the island until an evil magikal beast of the sea had drug him under. Legend said one day the son of the three-headed Monkey god would return, with a great and mighty protector of his own, banishing such beasts that would foul the island.

At sunset a catamaran pulled alongside the Ship and a woman with golden-red hair with a few white feathers intertwined in it came aboard and greeted Polly warmly. It was quite obvious they knew each other well. Where Aylar's hair showed blood red in the setting sun, hers glowed fiery red in that same light. Winking at the Count, she grinned and tossed the shoulder blade length strands in the evening sea breeze. She was of an indeterminate age, not young but not old either, approximately 5' tall, with golden toned skin and silvery blue eyes, and she smelled of incense with a touch of exotic winds to Captain Baldbeard's nose.

Refyx came on deck and sighed, shaking his head, but the woman only gave a tinkling musical laugh and playfully bopped his rather large nose. It was also obvious they knew each other. "Wonderful, the airhead is aboard," Refyx grumbled. "Everybody hide your sins and purify your thoughts!"

The tinkling laugh came again. "I'm only Half-Aasimir, you riddle-and-rhyme loving mumbly old coot, and neither a celestial nor a mind reader," their new Half-Aasimar healer witch told him. "And you've been glad enough of that before when you needed a bit of spell-work tweaking to your tinkering. It's good to see you again as well, Refyx."

The gnome blushed and mumbled, then said simply, "Welcome aboard, Aeshma. I might have an idea for you to look over ... after you get settled and see your patient, of course."

Aeshma only took her healer's kit and went straight to the infirmary to see Durik and Dakka. Later that night she met with Polly in Polly's cabin, then instead of taking over the Ship's doctor's old cabin, the Ship moved her into the Forecastle cabin where Aeshma could feel the breeze better and had more room for her potion and spellwork. The next morning a sign appeared next to the Forecastle door:

Aeshma: Healer & Witch - services offered:
Limit - 1 item per order, 1 order per customer per Mission, 2 orders per day.
free = Purify water, milk, clear liquids - except liquors
2 pieces of 8 = Heal Potion
2 pieces of 8 = Heal Wounds Bandage
4 pieces of 8 = Cure Disease Potion
4 pieces of 8 = Cure Poison Potion
4 pieces of 8 = Sleep Potion
1 silver = Potion of Fire Breath
1 silver = Potion of Frost Breath
1 silver = Potion of Acid Resistance
1 silver = Potion of Cold Resistance
1 silver = Potion of Fire Resistance
2 silver = Potion of Poison Resistance
2 silver = Potion of Mental Resistance
3 silver = Potion of Necrotic Resistance
5 silver = Potion of Clairvoyence (Info from GM about your Luck Card or Hidden aspect of Mission.
5 silver = Magickal Gem enhancement (permanent)
1 gold = Spell casting/break curses

(Continued below ...)
Post edited November 04, 2023 by bjgamer
(... continued from above.)

Late that morning the Ship was just off the cannibal village point of Monkey Island. The longboat was lowered, ready to take the Crew to the celebration. Coming ashore, the Crew was cheered by all. Monkey, especially, was honored, as was Mighty. The chief respectfully offered for Monkey to stay. Monkey would be venerated as the Son of the Three-headed Monkey god and would be served by the monkeys and priest of the island. He could live in the forest or at the Monkey Head Shrine, where offerings would be left and care given. Mighty was also invited to stay and become second only to the chief as manager and coach of The Mighty Monkeys™. The newly renamed and reorganized Mighty Monkeys™ were looking to challenge all the islands of the area to a new cricket tournament and they wanted to do Mighty proud and learn his Mighty Techniques.

There was a complete feast, and the Crew was given full honors and two locked chests to take back to the Ship. Roasted pig, fish and tropical fruits and vegetables were served. The chief let the Crew know they had actually given up cannibalism a long time ago, but they kept up appearances because it was good for tourism. *wink* Coconut shells and mugs flowed with coconut rum, spiced rum, pina coladas and an absolutely hard core banana moonshine. There was also coconut milk, fruit juices and purified water for those abstaining.

The bazaar featured the usual fresh tropical produce, as well as the liquors, but there were also specialties of the island such as Monkey Drop coffee (I am not going into it - look it up. :P ), spiced jerky, spiced sugar and cinnamon tea. Another part of the bazaar held various baskets, carvings in teak, mahogany and palm woods including a checkers set and a marble board game, various charms, pearls, jewelry and fabrics. Grog'tial was surprised to find they also took goods in trade, like his goblin jewelry. As he was looking over some of the fabrics, Grog'tial suddenly felt an arm slip through his. What the ...?! His spatial awareness hadn't warned him! It was Aeshma.

"You must be 'Grog'tial of the Endless Questions'." (:P) Aeshma said playfully. "I'm sure you've got some for me. Let's see what we can do about that, shall we?" She gave him a bright smile. "Yes, I know 'Polly,' quite well in fact. Oh, about as long as you've been alive I'd say. Definitely that long for Refyx. Yes, I trust her, with more than my life actually. I trust her with my spirit. No, I don't know exactly where we are headed, but if 'Polly's' asking for a favor, it's important. Yes, I have a vague idea of why. Again, if 'Polly' thinks it's important, then I'm in. No, I've never met this mysterious and shadowy figure, but I take it 'Polly's' had a brush with him. No, I don't think she knows entirely what to make of him yet, but she'll sort it out. Oh, and you'll want that one," Aeshma pointed to a batik fabric in the fiery colors of the dawn. "Of course, if you really want to impress her, keep being a part of the Crew, and try being genuine, especially because it comes so hard to you. Then again, the cinnamon tea is a sure thing. They make it from their own cinnamon trees here on the island. 'Polly' doesn't like rum and crackers, for her it's cinnamon tea and Scottish biscuits. You're welcome."

The witch patted his arm, "Oh, and a word of advice. You really should be asking her all this. Fate put you here for a reason. By now she knows you better than you think. Don't try to manipulate that, or her. Look around you, Grog'tial. What do you see? A crew of outlier individuals, all pulled together. We have half-orcs, a half-mer, a half-elf, you're a half-dwarf, I'm half-Aasimir. There's a humanoid made of wood, another who's, well let's just say had to make some unique adjustments for years. Then there's the halfling far from home, a druid who lost most of his magick, dwarves to whom the open seas under the sky is home instead of tunnels deep underground, Felinoids who prized loyalty and braved deep waters, and a human who sees the world as one big story to be lovingly written down. What you are doesn't matter to her. Who you are deep down does. Each of you has a story and a journey she can help with. It's your chance to be seen, to be heard, and to matter. That's her gift to you ... and if you're smart you won't screw it up. Now then, siren's love pearls. Go ahead and get your girl one to get her mind off yours. I'd suggest the nice pale rose pink one. It's rare. She'll love it ... not that she'll tell you that of course." With a wink Aeshma went to look over some of the charms.

That night, after the celebration, the Ship quietly set a new course, following Aylar's coordinates. Polly was at the bow again, her eyes on a star at the edge of the horizon. She was bigger than Cracker was now. Her spectral feathers were completely filled in, with only the last third being green, then a came a brilliant purple edged indigo, with a royal blue hue that had begun to radiate from the body outward. The tail feathers and wing tips were longer, and a small indigo crest was starting to show. A royal blue flame seemed to constantly burn deep within her eyes now, but the Crew didn't feel any malice, rather a fierce protectiveness and intense determination was growing with her strength. (roll dice) Aylar himself could also feel the stirrings of a very old magick, not fey, but neither averse to fey ... and it was evident the forest gnome and the half-Aasimar trusted it.

Polly had taken to often cocking her head as if in amusement, like she was watching something the others didn't see. (roll dice) Then Aylar saw it at twilight the next evening. Bellandra, Count Karnstein and Gilius were the next to do a double take as a swashbuckling Felinoid form tossing balls of light began to appear for them also.

Two days later, out on the sea, Pugwash sighted the airship returning and called down to the deck. Bhrigu had returned to the Crew.

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GM Note - Aylar will be the first to see Rummyfangs. Shortly afterwards Bellandra, Gilius and Count Karnstein will also be able to see him. Others will follow as Rummyfangs gets a better handle on his spectral powers. ;)

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Loot
Each Crew member gets 1 gold, 3 silver and 3 pieces of 8 added to their total. Items will be available to be chosen after the briefing so you can better determine what might serve you best.

Your current inventory can be found in Post 2 (loaner books are read and returned)
Post edited November 04, 2023 by bjgamer