MISSION 1 - BRIEFING:
The next morning saw Polly out on the bow near the penguin figurehead. A seabird slowly glided in and perched nearby. A short while later the seabird plunged to the sea to grab a fish and Polly called the Crew together in the Great Cabin to give them their first Mission. The Great Cabin, like many things on the Ship, showed wear but was neatly kept. The long table where the Crew could gather for meals had been cleared, except for a map, some ship's deck plans and a covered basket.
"Arrr. Tonight the Ship will run dark, no lights. We be sneakin' into a harbor quiet like. There be a ship docked there that sails always under a dark sinister 'protection' that slowly robs all that come in contact with it from their energies and freedom. In that ship's Captain's Cabin should be a small chest that contains a key to a treasure we seek, and a way to counter their dark rituals. The small chest will be well hidden, but it will be there. Bring that chest back here. Do not try to open it, it will be well trapped, but the Ship's energies can help with that. If ye find other treasures, have Queen Origi and Bhrigu check them first before ye bring them back. These bilgewater hornswagglers deal in dark magics. Ye already be part of a Cursed Crew, ye need not get yerselves eternally damned as well."
Polly then opened the basket. Inside were many sharp wooden stakes and 5 small bottles of water. She looked at the Crew. "The Ship's doctor made these up for ye to take along. The ship we be after is named Denuvo, the premier ship of the DRM Alliance Fleet, and ye all know how they be hatin' the Grog Brethren. She's captained by a Vampirate, with a Vampirate Mage fer a First Mate and other vampirates and half-vamps aboard. We go in just after midnight. It is more dangerous, yes, but we will be covered from any 'normals' by darkness and most of the Denuvo's crew should be in the port town havin' fun. We'll be hopin' that ship has been left with only a watch crew, but be wary. An' no eatin' nor drinkin' anythin' while ye be there. Ye think our Ship's Cook catchin' rats and maybe usin' the meat be bad ... ye don't want to even imagine what might be used on that ship!"
She cocked her head at the Crew. "The Denuvo is docked at the long dock of Smuggler's Dock. We can slip some o'ye onto the the beach around the point and have ye either climb the Mount Wall, or take out the H1 Harborwatch Station nightwatch, there be 2-3 guards. Take 'em out quietly and the Ship can slip into the Harbor while ye head for the Denuvo."
"Once we get into the Naval Harbor, the Ship can edge up close and quiet in her shadow and be lettin' some o' ye more agile to swing over from the yardarm and board her from her riggin' if ye like, or we just be nice an' ready to cut loose and sail swift once ye be done. If ye sabotage their guns we be havin' the advantage, but that be a bonus. Be careful there if some crew are still about or sleepin'. Whatever you do, try not to rouse the whole port."
"Here be the Harbor plans and the Denuvo's deck plans as she not be arranged the same as our Ship. The chest we seek be hidden in the Captain's Quarters. There be should be another treasure chest there too. Talk among yerselves and decide what group(s) ye be in and what ways ye want to try. The Ship be nearin' the harbor at midnight."
**You have until
7AM UTC 16 September to plan together or ask questions, then Mission 1 will start.
Below are the harbor map and ship deck plans we will use for the mission.
Harbor Plans Denuvo Deck Plans Polly is suggesting the Ship will drop some Crew at a spot on the west side (N is up) and have that group either climb over the Mount Wall (7 meters high, rough stone blocks, mostly straight but aging so some small hand or toe holds) or take out the guards at H1 (I will roll for how many guards if you choose this). The Denuvo is docked at the longest dock at Smuggler's Dock. If the guards cannot give an alarm the Ship will quietly sail into the Naval Harbor and hide in the Denuvo's shadow (Denuvo is a bigger Galleon) and allow any Crew who wish to (Agility roll) either swing over to the other ship from the yardarm, or try to cross a plank. It is up to you to decide, but if you rouse the whole port the Ship will have to leave quickly so hurry back aboard. Luckily the Port town is a loud party town with plenty of taverns up Sail St. and Dock St. Coin Alley are smuggling enterprises closed for the night and the Old Temple district near Smuggler's Dock is poor and rundown. The most important item is the small chest, sabotaging the guns and extra treasure (blue and red chests in Captain's Cabin map) is a bonus.
Ships stores have ropes, tackle, sacks for loot. Just ask if you want to know.