| Chi T'reignial |
Chi just moves into the shadows, not liking the way things are moving. Not being a social animal by the norms and conventions of society, and no experience of the military she says nothing. She can't understand why the Admiral thinks that evil black shadow was his first mate, this ship surely has more evil surprises in store for her and her friends.
My dip check is worse than Tun'ada, so less than 50/50.
Stealth 1d20 + 10 ⇒ (17) + 10 = 27
| DM Alexander Kilcoyne |
Chi fades into the shadows as Ambroze and Gwenyth placate the skeletal admiral. Agreeing that his first mate was clearly the source of mutiny (I never trusted the blighter anyway...) he addresses you all once more.
Your mission remains. We CAN save this crew he gestures to the dead men all over the common room to emphasise, so you must go now, and succeed! Innocent lives are at stake, for surely we cannot survive long on this forsaken isle- you must not fail! This ship's crew are our responsibility, even though this isle is driving them mad. I shall maintain my vigil on the ship- good luck and may the gods bless your endeavour.
It appears that you are now able to leave the ship if you wish to...
| Gwenyth |
On the way back to camp...
While it's good to know where the lighthouse is, I have no intention at all of going there right now. My intention, and I can't speak for the rest of the group, is to rest tonight, hope that James and Tun'ada recover some of whatever that shadow-thing stole from them, and go back tomorrow morning to purge the scourage of undeath from that ship. Forcefully, most likely. That admiral was obviously a good man, and whether or not it realizes it, his soul is being used for no good end. It cannot be permitted.
| Jask aka DM AK |
You have plenty of time to make a decision today, I won't be able to update for a dozen hours or more.
As you wearily stumble into camp, Jask looks over you all quickly and turns very serious.
What on earth happened to you all? he asks in concern, seeing the pale faces of James and Tun'ada in particular.
| Chi T'reignial |
"Ahh, Jask we are glad to be back and find you so soon. We came across a shipwreck containing a black shadow of death, that seemed to take the life force from those it touched to replenish it's own undead nature. James and Tun'ada bravely fought it, but were touched by its evil, can you help them. We will need to return, for there is an animated undead being of the captain of the ship, despite his undeath the spirit seemed friendly enough, if we pretended to be its crew.
If we can, I like we'd like to send the spirit to rest peacefully rather than with the violence of battle. But we need to rest up a while, the whole experience has left us all shattered, my mind is in turmoil at what we saw. None of it makes that much sense.
Perhaps Gwen and the others can tell you more."
With that Chi takes a position of rest in the shade of the trees, cat nestles beside her, purring and bringing some love and joy back to Chi's being.
| Jask aka DM AK |
1d20 + 8 ⇒ (8) + 8 = 16 Jask
Jask listens carefully to Chi and any other accounts of what may have happened, and examines James and Tun'ada carefully. His examination over, he shakes his head.
There is nothing I can do for them today- but should they still not feel right in the morning Nethys will provide me with spells that should aid their recovery. I believe this shadow you speak of was an Allip of some sort- the spectral remains of someone driven to suicide by madness. Such a creature feasts on the life force of others, driving them insane.
When Chi mentions putting the admiral to rest peacefully, Jask nods in agreement.
Such a thing is possible, but the undead may be hard to convince- he was likely also driven to madness by the Allip and thus is living in some kind of delusional fantasy where he and his crew are still alive. Other than shattering his bones apart, your only other course of action would be to convince him of what has truly come to pass.
Jask pauses to take a deep drink from his waterskin, and scratches his head deep in thought.
All these Undead you are encountering- you've seen no traces of a necromancer? Such spontaneous occurances are exceptionally rare- there must be a source or abundance of negative energy emanating from this island... On my nightly watches I swear the surf glows green with ghostly apparations.
| Gwenyth |
Gwen nods her head sagely at Jask's description of the glowing beaches.
Aye, we've seen that as well. No, we've found no evidence of a necromancer. The best explanation I can posit is that the island itself is animating the dead, which doesn't feel...right...as far as being the truth. I assure you that we will be on the lookout for the source of this evil. I'm finding that the un-life is sickening to me, almost as though it is antithetical to these powers that the Gods have provided me with. I am driven to see the scourage eradicated.
As far as ending the undead captain's existence and setting his soul to rest, I would prefer to do so peaceably, as well - but at this point, I am well past insisting on such things. I'm quite sure that firing the ship would do just as well as trying to convince him that he is in fact, dead. I'm willing to give it a shot, though.
As far as plans, I'd like to rest the remainder of the day so as to not be borderline useless, go back to the ship in the morning (or after the frontline heals) and settle things with the admiral, and then I'm down for whatever you chaps want to get into. The campsite with the lone figure looking out at the ocean sounds interesting, but - like I said, whatever.
| DM Alexander Kilcoyne |
1d100 ⇒ 22 Midday Check
1d100 ⇒ 98 Dusk Check
Disease 1?1d100 ⇒ 51
Disease 2?1d100 ⇒ 63
Disease 3?1d100 ⇒ 88
Disease 4?1d100 ⇒ 23
Disease 5?1d100 ⇒ 95
Disease 6?1d100 ⇒ 16
Disease 7?1d100 ⇒ 81
Disease 8?1d100 ⇒ 52
Disease 9?1d100 ⇒ 61
Disease 10?1d100 ⇒ 28
Disease 11?1d100 ⇒ 37
1d100 ⇒ 27 Midnight Check
1d100 ⇒ 33 Dawn Check
Everyone who has ability damage may recover one point.
The day passes uneventfully as the group spend their time recovering and recuperating from the events of the morning and their near-fatal encounter with the Allip. The next morning dawns...
Need more input on where people want to go first before I can update. 2+ for one course of action settles it as always.
| Chi T'reignial |
Chi wakes refreshed, over breakfast she says "Well, are we going back to sort out that admiral, his ship was in good order apart from the crew being dead, we might find some useful thins we can use, you know like some tools to help create potions, salves or other helpful things."
If we spent the afternoon in camp, Chi would have played practiced some alchemy, making some vermin repellent(DC 15). Craft(alchemy) 1d20 + 8 ⇒ (10) + 8 = 18.
Crafting result
Vermin Repellent 5gp = 50sp
Raw material cost 50sp/3 = 16sp
Craft check gives 15*18 = 270 made per week
Made per day 270/7 = 38
So in 4 hours Chi can make a max of 19.
Chi makes 5 @ 16sp = 80sp/8gp
Just wanted to go through this so that Chi at some point might be able to brew up potions, like CLW etc, and wanted to go through the mechanics of the game and make sure I understand them correctly.
Vermin Repellent
Adventurers Armoury 11
This vile-smelling white paste keeps vermin at bay if spread on the skin. Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a DC 15 Fortitude saving throw in order to enter your square. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off.
| Tun'ada |
Chi turns to Gwen as she speaks with Tun'ada, "I too have a potion that will help restore you Tun'ada, it is my last one."
"Hold on to it for now, it may be needed for circumstances more dire than my current condition."
| Chi T'reignial |
Are we OK to go to the ship and deal with the Admiral then? I would suggest Ambroze do the talking to convince the admiral of his death, he probably has diplomacy on his side. If it fails and we have a command undead spell, then try and convince the Admiral of his death by telling him about the spell and command him. I think despite the ghoulish nature of the ship, we should be able to salvage quite a lot of things.
| DM Alexander Kilcoyne |
Midday encounter roll-
1d100 ⇒ 99 No encounter.
Returning to the final ship in the afternoon's low tide (tends to be twice a day), you can see the Admiral peering out from on the ship's deck with a spyglass. Upon spotting you, the skeletal figure tilts his head in confusion.
You can't have found the lighthouse yet! he shouts down at you. Damn thing's right on the south-west tip of the island!
| DM Alexander Kilcoyne |
Hmm? Come on up then.
The journey through the ship up to the top deck is far less foreboding than last time- the malevolent presence of undead greatly diminished. The skeletal admiral folds his arms expectantly as you emerge onto the deck, motioning for you to make your report with a wave of his skeletal arm.
| Chi T'reignial |
Chi takes out her little plant cutter as they make their way to the deck, to speak with the Admiral. On the way up she is very wary, lest another undead force lurks in the shadows. When they get up to the Admiral, she takes her place at the end of the line, and stands to attention, like Savarend did the first time they went aboard. In her mind she thinks, "Might as well pander to the undead Admiral's need for command and military precision, its gonna be hard enough when the truth is out."
Perception 1d20 + 8 ⇒ (9) + 8 = 17
| Gwenyth |
To move things along, I've talked it over with AK and I'll throw some dialogue at the Admiral and we can use my roll.
Admiral! Expeditionary force reporting, and I don't believe you'll like the news, sir. Sir, I'm afraid things on your ship are not as they seem. I believe some madness or malaise has gripped your soul, sir, but - you're not actually alive anymore. We are actually a group of adventurers who have crash landed on Smuggler's Shiv, and we found your ship. The thing you referred to as First Mate Trung yesterday, sir - that was an evil undead creature called an Allip. If you recall, you might have felt it inhabiting you yesterday - it temporarily slipped inside your body to gain cover from our weapons - surely you must have felt it. The only reason it was able to do that, sir - is because you're dead. As we look at you now, we see only your skeletal remains. I believe you were a good man in life, Admiral - obviously loyal to your crew and to Sargravia - and so we discussed the matter and wanted to offer you a chance to pass into Pharasma's embrace peacefully, as is your right. Can you not feel that you are no longer truly alive, Admiral? Can't you?
Gwen looks quizzically at the deceased sailor, hoping for the best.
| DM Alexander Kilcoyne |
Some of the light fades from the skeletons eyes as Gwenyth's words sink in to the Admiral.
But... I... I... I swore I would save them... I swore on my honour they would not die on this god forsaken isle, even when the madness took them... Even after Trung killed himself... the Admiral's voice fades to a whisper as he comprehends what happened, and he begins to see the corpses around him for what they truly are...
| Ambroze |
"I am truly sorry for your loss, Admiral," Ambroze says respectfully. "You have demonstrated extraodinary honor, cleaving to your oath to your crew even beyond the bounds of death. You are a true hero of the Sargavan navy, and it would be my honor to relate your tale to your people so that you may be honored as the hero you are. But for too long you have been denied the peaceful rest you have so rightfully earned. The song of Pharasma is calling you home... do you not hear her call?"
Ambroze pauses for a moment, and then begins to sing softly:
What can you see
On the horizon?
Why do the white gulls call?
Across the sea
A pale moon rises
The ships have come to carry you home
And all will turn
To silver-glass
A light on the water
Grey ships pass
Into the West
(from Into the West by Annie Lennox and Howard Shore)
| DM Alexander Kilcoyne |
There is a long silence as Ambroze finishes his song, and the skeleton seems to pause for a long time, before slowly, the magic animating him dissipates, and he crumbles into a pile of lifeless bones.
I was going to ask for one more skill check but I think the above post cuts it.
250XP each for story award.
| Chi T'reignial |
Chi, caught up in he moment, turns to Ambroze, "Truely Ambroze you did the Admiral proud, he was a fine man, and you gave him a fitting send off on his journey to Pharesma." Chi stands head bowed for a few moments, before she goes over and takes the Admirals bones, carries them to the side of the ship and throws them into the sea. "Admiral, a man born to the sea, returns once more, a final time to touch and feel the sea's refreshing and warm waves lap across his body. Gozreh, take these bones, the last remains of a sea loving Admiral and take him with you to rest on your shores."
A few moments later, Chi turns back, "A shame we never knew him in life, but we'd best not waste gifts to us of a well maintained ship, we'd best salvage what we can in honor of the Admiral. Best watch out for traps in the officers cabins, never know if they kept secrets from the crew. Oh and if you see any alchemist's tools salvage them, they could be useful to make some potions."
Perception 1d20 + 8 ⇒ (7) + 8 = 15 to search the ship.
If no one takes the Admiral's sword and spying glass, Chi will collect it and take it with her to camp.
| James Carmichael |
James is very uncomfortable throughout the whole discussion with the Admiral, he's nervous the presence of such a sapient undead and simply stands protectively behind Gwen as she talks the man down. Ambroze's song seems to sooth his nerves though.
As the group begin to search the ship, James quietly and thoughtfully joins them...
1d20 + 6 ⇒ (3) + 6 = 9
| DM Alexander Kilcoyne |
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It seems those who managed to take off before the Allip drove them to killing each other took most of the ships valuables with them. On the skeletal captains body you find a Spyglass (note- both useful and ridiculously expensive) and his masterwork longsword. Throughout the rest of the ship you find the following useful items-
A medium sized backpack of masterwork quality.
Four light crossbows and 60 bolts.
A harrow deck.
A single fuse grenade.
Several unopened casks of good quality rum.
Two vials of antiplague.
An everburning torch.
| Gwenyth |
Yeah, it would be extremely insensitive of us to come back to camp carrying casks of rum. I vote no. Other than that, I'd say take everything and let's hit whatever we can reach.
Gwen shows special interest in the Harrow Deck.
I've heard of these before, but never seen one. The art is fascinating. I wonder if these are somehow a link to a divine power?
| Chi T'reignial |
One the journey back, Chi says "That backpack, we found looks particularly sturdy and well made for carrying things. Perhaps Gwen should take it, she probably needs the most help to carry her things."
We should decide who gets the antiplague and torch, Chi dosn't want the light crossbow, if it will help someone else then she has no objection, otherwise add it to the party treasure.
"So? Were any of these shipwrecks the Nightvoice?" Gelik asks impatiently.
"Unfortunately no, that one was the Windwar and the two around the bay were the Scallywag and the Breaded Harpy. Sorry we couldn't bring better news Gelik, but we'll keep searching here, don't think we won't stop, we're all in this together." Chi and cat follow Gwen asking her about the cards?
| Gwenyth |
Giggling fiercely to herself, Gwen puts in -
It was the Bearded Harpy, not the Breaded Harpy! Although breaded harpy does sound fairly delicious!
I know it was just a typo, but it made for a funny joke :-p
Here you go, Chi - you're welcome to look at these cards as well - I cannot make hide nor hair of them without someone or something to instruct me in their use - maybe Ambroze knows more about them?
| Chi T'reignial |
Chi giggles as Gwen explain the difference between breaded and bearded... :) "Yes Gwen, perhaps he does, shall we ask him now or tonight. If we ask him now, he may go on right through midday heat telling us about it. I mean, I'm very grateful, but he knows sooo much..."
Chi votes for the plantation and the hut with the man looking out to sea, past the trap that Tun'ada saw.