Mission 4, Briefing **Briefing ends and Mission 4 Start
3AM UTC, 11 November You may role play, plan together and ask questions until that time, then Mission 4 will start.*
(Clíodhna [Old Irish] - pronounced klee-uh-na. She really hated the name Polly, so Aylar got to choose. ;) )
MISSION 4 - BRIEFING Clíodhna's natural voice was clear and musical as she briefed them on what they knew so far. "We be heading into the rough seas of the
Devil's Triangle, bearing just south of center. There be
a strong magick node there that be perverted from long past. It be
once the lair of three Sea Hag sisters," she looked at
Gilius with a nod as he too knew a part of this story, but from the other side. "These Sea Hags were responsible for taking and enslaving several ships ... including trying it with this one, but
a portal of some type opened up as they were attempting to take the Ship and we were all sucked through to another reality or dimension. We believe
that portal has shifted, according to
Bhrigu's calculations, but
the node is still here, and it or something be corrupting this place, still enslaving and now sending forth monsters.
To be able to find a new bearing on any portal shift we must first clear the node."
She turned to
Kyp, "The latest 'sea monster' being corrupted be a
sleeping Dragon Turtle. She is ancient and quite large, in fact we had thought she was an island at first, and she be
ready to lay eggs. We dare not let this place corrupt the entire brood or the seas be never safe to sail again. So
Kyp, Aeshma has crafted a Turtle Charm for ye, to strengthen yer voice in hopes ye can commune with her while she yet slumbers, find out what's wrong and bring her back before she be corrupted entirely. If need be I will also add my strength to yers, but
try not to awaken her ... for the node has attached itself to a magickal grove and spring upon her back."
"That is where
Aeshma comes in," Clíodhna nodded to the half-Aasimar healer witch. "The Crew will be
taking Aeshma to the spring to purify the water and cleanse the corruption, while
Gilius," she turned to her old friend, " will check on and try to help to
cleanse the Grove that be home to the spring. Yes,
Gilius, I know yer staff does not do such ... yet.
Aeshma also be having a trinket for ye." There was a smile in her voice as she considered the abilities and boons her return to her natural form now gave the Crew, thanks to
Aylar's willingness to dare, and determined intent. "There be only
one main path upwards once ye leave the beach part of the shell, but we be told that
path be slippery and there be
possible openings burrowed into the undershell. Watch yerselves."
"There also be
a sea cave with an underwater temple we be trying to figure out how is possibly tied to all this. It may be this was
once the Sea Hag's lair, but until we know more, the
spring and Grove be the main target. Free the Dragon Turtle and if it be friend we be having a lot more protection to determine the rest."
"The enemies we know ye face will most likely be
corrupted Merrow (mer-folk) on the way in or
a possible Siren or two on through
the reef and ships' graveyard.
Captain Baldbeard, this be where yer
shark pack may be best escorting the Ship, as ye still be aboard the Ship, ye will be able to maintain them and still call again later. The
Merrow be fast swimmers, well several of ye have been able to see
Kyp, so ye know they be
agile in water. They have two attacks, a
nasty bite and a harpoon. They can
leap upwards quite far to try to grab ye down, so be ready to repel possible attempts.
Bolts should discourage them and there be regular
harpoon guns of our own.
For any sirens, Captain Baldbeard's harmonica, Kyp's accordion and Grog'tial's flute may also be needed to interrupt or overcome any siren's song if we be also
stuffing our ears.
Grog'tial, I know not if
Circeana would cooperate to overcome them or not. At one time she would have, but yer attempts to
turn her back on her vow to the Bruja may well be the undoing of yer now getting her to do anything but serve her own ends with ye. Yer
flute can influence them IF ye play it with honest intent to calm not subvert. Otherwise ye be
giving it to Gilius, fer his Druidic core be working well with it. Do it yerself the latter subversive way and ye are just as likely to be specifically targeted and attacked.
Durik, ye also have a surprising
good voice fer Sea Shanties, which may also help against the sirens as they do love to hear sailors with good voices."
"Closer in to shore ye may come against
Chuul, lobster like creatures with large pincer claws and tentacles at their mouths. Their tentacles have a
paralyzing poison, although they themselves are immune to poisons. They are, however,
very attracted to magick and especially magick-users, so guard Aeshma and Gilius especially well around them. They are close in grappling fighters with natural armor, so
reinforced or explosive bolts would do more damage."
"There are also reports of
Drowned Ones, sea zombies of those who died in the ships graveyards. These appear to be
slower on land than the ones we've encounter previously and ye all already be experienced in zombies."
"That is the information I be having currently. If
Bhrigu and I be getting any more from the charts and tales he found, I be amending this briefing to be letting ye all know."
Aeshma cleared her throat and Clíodhna looked back up again. "Aye, as
Aeshma just be reminding me -
Captain Baldbeard has offered to take a small item with ye personal scent from each of ye with which he and his pack
can be tracking ye to find ye if ye get lost, taken or swept overboard. Considering this mission may well contain all of those unfortunate threats, I believe it be a good idea to take
Captain Baldbeard up on that.
Savvy?"
"Tis
Captain Aylar now who be planning with ye and dealing with matters of the Crew." As she nodded to
Aylar, the Ship's Cook stepped forward, and taking
4 tiny purplish black vials from somewhere on his spectral person, placed them directly in front of the Captain before taking one step back again, his eyes this time directly on
Grog'tial.
-----
LOOT Item Loot: each Crew member may choose 3 items (choosing a loaner item = 1 choice).
Except:
Aylar, Baldbeard, Gilius, Kyp (who got charms/gems) may
choose 2 items.
1 regular bandages (single use, stops bleed) *each = 1 choice
0 Heal Wounds bandage (single use, heals wounds only, some HP + stops bleed, burns) *each = 1 choice
2 Heal Potions (single use) *each = 1 choice
0 Potion of Mental Resistance
2 Repel Zombie Potions (repels zombies) *each = 1 choice
15 various teas = 5 +1d6 to resist roll *each = 1 choice
- 0 Earl Grey (Poison Resist)
- 3 British Breakfast (Sleep Resist)
- 2 Orange Spice (Disease Resist)
- 2 Lemon Ginger (Cold Resist)
- 3 Mint (Fire Resist)
Gems = can be
magically attuned (Aeshma) as jewelry or applied to weapon. Properties are as described.
[Argy] 1 Abalone Shell (+10 Swim, Breath Underwater)
[Pugwash] 1 Bloodstone (+2 Cause Bleed or +5 Stop Bleed)
[Mighty] 1 Fire Opal (+2 Fire Dmg, or +1 Speed, +15 Fire Resist)
[Durik] 1 Turquoise (-5 to taking Physical Damage)
[Gilius] 1 Quartz (cast Heal/Purify 3 per Mission)
Charms
[Mighty] Monkey = a carved wooden monkey = +1 Agility, +1 Dexterity
[Kyp] Turtle = a carved shell turtle = +10 Influence turtles, +5 Defense
[Karnstein] A small spider figurine = once per Mission summons a spider to fight for you (dice roll - fail/size & type)
[Gilius] A Blowgun w/12 Needles (can be dipped in Sleep or Poison, not Weapon Oils)
A poisoned dagger = 2 uses poison (1d4 turns vs Constitution resist roll), then a normal nasty barbed dagger
Rapier of +1 Parry
Bastard Sword = normal, 1 handed for half-orc, two handed for others, not for halflings
[Gilius] Acolyte's Orb of Druidcraft, +1 Wisdom, Weathercraft once per Mission (predict weather/cause or turn weather - wind/rain/snow/hail/sun for 2+1d6 turns).
----- Items on loan - single Mission only then back into the Great Cabin for someone else to use ----
A Chessboard = gives 2 players +1 strategy Intelligence for next Mission (play chess game together)
[Pugwash] A heart-shaped music box = (+1d12 to resist mental attacks/influence - like the hallucinogen)
[Bellandra] A magical Handmirror = sees hidden, but mirrored "What ye seek but can not find, Use me instead, I not be blind.
[Argy] A magical Lantern = cuts through *any* darkness, adjustable cold blue light surrounds user with a cold fire up to a 5' radius.
[Aylar] Book on Dancing = +1 to Dodge for one Mission
[Grog'tail] Book of Plots, Intrigue, and Politics = +1 Influence/Intelligence for one Mission (this includes any Intelligence Resist roll)
[Bellandra] Book of Puzzles and Treasures = +1 to figuring Puzzles/disarming Traps/finding Treasure for one Mission
[Kyp] Book on Sword-fighting technique = +1 to Cutlass/Rapier/Saber for one Mission
[Durik] Book, The Mighty Monkeys™ Cricket Manual = +1 to Cudgel for one Mission
-----
Your current inventory can be found in
Post 2 Hey Argy - soup's coming :P (see dragon turtle image)