Post by AxeMental on Jun 7, 2008 12:14:41 GMT -5
Once the hold spell breaks, Ermanaric and Fletcher thank the others for preventing certain death at the hands of the pirate scum. What a horrible way to go!
The group quickly organizes the crew. Ermanaric (an x-sailor) automatically takes on the role of 1st mate (or is treated as such by the x-prisoners now crew). Within an hour he finds the boat to be in managable shape with new rigging and sale. It seems the ship was recently outfitted. He is somewhat unfamiliar with this style of boat but manages to figure out all the particulars rather quickly.
Calhagan (an x-pirate captain and navigator himself) limps about the vessel in awe, figuring out what to do. "Hmmm he thinks, return to sea as a pirate, those were great days, and now we have a boat and crew". Just being back at sea has awakened many feelings he'd long forgotten, and suddenly he has a sparkle in his eye that had long ago disappeared. As he passes many slap him on the back in thanks for the rescue. "How easily this could work" he thinks. The princess smiles at him as he passes and he suddenly remembers the task at hand, now back to Grime he thinks. He's never captained a northern vessel of this build but is certain he can manage.
Tiberious and some of the halflings enjoy throwing the sharks the dead pirates (those who's throats were slashed in their sleep). The sharks are thick now and frenzied. After each is thrown in the monk and his new halfling friends watch in awe as the bodies are ripped into pieces. Apparently these sailors had treated the halflings very badly.
Sogathan checks on the half elf female cleric. Her wounds are bound and her condition stabalized. He reads her thoughts using his crown, and detects some dreaming. She is half sister to the now dead elf (the assassin Tiberious spotted and killed). She travels with an old man (the one who threw the glass bowl filled with poison that Subdolus backstabed). Then he sees an odd thing. An ancient cube covered in ruins made of black shiney stone with cracks in it suggesting its made of many pieces. He sees the old man at a table in a library or study trying to open this box and failing. Finally the elf brother manages to get it partly opened. The dream ends and another begins of the recent battle and horrid fear of the retribution of her evil god. Nothing of use to sog, so he stops and puts the elf crown away, informs the thief of what he saw and then begins to sleep, the dwarf standing guard.
Subdolus pretends to make friends with some of the pirate scum. The worst is Mango, a mixed breed of only the gods know what, short with huge lips kinky afro and rotten teeth. Subdolus detects no traps on the sachel so hands it to Mango to open. When he does a small viper attacks biting at the pirate several times. He is hit and fails his save (rolling a 7). Dropping to the deck he dies in minutes. The viper is quickly killed by Subdolus cutting it in half.
Another Pirate named Quin is chosen. An x-marine gone killer and pirate. Wild eyed with huge side burns (chops) the fellow is eager for the gold and hopes to impress his comrads. After Subdolus checks for traps near the door they both enter. A search reveals 3 traps (all found by the thief). One is a surface poison coating the handle to a trunk; another a spot where if you step a sharp nail shoots up and would penetrate your foot (it is coated with death poison) and the 3rd 12 darts that would fire off at anyone who attempts to open a cabinet.
The room is rectangular and filled with the exotic things one might expect in a pirates quarters. Large carpets hang on the walls from distant lands. Several tables and a low gooshy couch with silk pillows covering it are located below down some stairs. Also 5 hammocks hang from the walls, and several chests lie about. There are more drugs in here then the half elf thief has ever seen. Boxes and boxes of the stuff of all sorts (8,000 GPs worth if you could sell it on the streets of a good sized city). It seems these were to be traded or sold (each marked with names of villages or ports to the north), but several have been broken open and used, apparently the Pick and his fellows were in the mood for some partying.
Also of interest you find the belongings of the old man you killed (you can tell by his packed clothing). In his bag you find an alchemist case with 100s of viles and bags of all sorts of chemicals and materials to make potions. Also you find flasks and metal tubing as well as specialized lamps to heat with. 2 more jars like the one that the old man was about to throw are found. Within each is pound or two of purple crystal like sand. A cork at the top would allow you to poor in a liquid. There are several that might have been the activator (from a case of viles you find). Its hard to say which is the right one. If only The Yellow Wizard were up.
An extensive search takes many hours. It reveals the captains charts (given to Calhagn to study) 2,000 GP worth of jewelry (hidden under a floor board), 1,500 GP in coinage in a chest, navigation tools, and many packs of clothing. Also of interest in the captains cabinet (besides many odds and ends from lost civilizations and distant lands) is an odd cube 9 inches square, made of black stone and symbols on the outside of it. It has many cracks in it as if its made of smaller parts and could be taken apart or perhaps openned. An attempt is made by the Subdolus, but he fails to figure out how to do so.
Calhagan studies the charts, and finds the proper way to approach Grime (helpful in avoiding some dangerous shouls along the way) the journey south shouldn't take more then 2 days if the winds are favorable. He studies other maps and finds a place marked deep to the south with a large question mark and a circle drawn around a vast coastal area of jungle "hmmm, those two Kurhkuk natives were likely from that region I'll wager" Cal muddles to himself.
Fletcher reviews some of the other books found in the captains quarters. A ledger of sorts. The ranger finds the offering of 30 GPs per slave to be payed by the Barbarian Chief Mandore in the far nothern barbarian lands, $50 GP for women of child bearing years and $100 for those of the greatest beauty.
Sog also took a look at the scrolls in the sachel that the female Cleric was carrying. They are:
3 nuetralize poison scrolls as well as a scroll of protection from demons and devils 2 potions of healing, and one of animate dead.
The group rests here a day with no random encounters. Cal and Em say the boat and crew are ready to set sail for Grime.
Sog informs the group he now has the needed nuetralize poison scroll to cure the Yellow Wizard (P&P). First he will need to restore him to flesh from stone (he already had the scroll for that). Tiberious takes out the little stone action figure he'd been carrying around now for many days, and places it on the deck. First Sog reads the scroll to turn him from stone to flesh. This works (making his system shock role). Next the nuetralize poison scroll is read, and the 9 inch wizard opens his eyes. In a tiny voice "what the blazes"!!! thinking at first he's seeing giants staring down at him. When his eyes clear he figures out these are his friends. After another few minutes his head clears enough to talk, and at about the same time he pops back to normal size.
Cadellin, the Yellow Wizard stands on deck looking around puzzled, and feeling himself for wounds. The last he remembered he'd been bitten by spiders crawling out of an ancient fire place deep underground.
What does the group wish to do now?
The group quickly organizes the crew. Ermanaric (an x-sailor) automatically takes on the role of 1st mate (or is treated as such by the x-prisoners now crew). Within an hour he finds the boat to be in managable shape with new rigging and sale. It seems the ship was recently outfitted. He is somewhat unfamiliar with this style of boat but manages to figure out all the particulars rather quickly.
Calhagan (an x-pirate captain and navigator himself) limps about the vessel in awe, figuring out what to do. "Hmmm he thinks, return to sea as a pirate, those were great days, and now we have a boat and crew". Just being back at sea has awakened many feelings he'd long forgotten, and suddenly he has a sparkle in his eye that had long ago disappeared. As he passes many slap him on the back in thanks for the rescue. "How easily this could work" he thinks. The princess smiles at him as he passes and he suddenly remembers the task at hand, now back to Grime he thinks. He's never captained a northern vessel of this build but is certain he can manage.
Tiberious and some of the halflings enjoy throwing the sharks the dead pirates (those who's throats were slashed in their sleep). The sharks are thick now and frenzied. After each is thrown in the monk and his new halfling friends watch in awe as the bodies are ripped into pieces. Apparently these sailors had treated the halflings very badly.
Sogathan checks on the half elf female cleric. Her wounds are bound and her condition stabalized. He reads her thoughts using his crown, and detects some dreaming. She is half sister to the now dead elf (the assassin Tiberious spotted and killed). She travels with an old man (the one who threw the glass bowl filled with poison that Subdolus backstabed). Then he sees an odd thing. An ancient cube covered in ruins made of black shiney stone with cracks in it suggesting its made of many pieces. He sees the old man at a table in a library or study trying to open this box and failing. Finally the elf brother manages to get it partly opened. The dream ends and another begins of the recent battle and horrid fear of the retribution of her evil god. Nothing of use to sog, so he stops and puts the elf crown away, informs the thief of what he saw and then begins to sleep, the dwarf standing guard.
Subdolus pretends to make friends with some of the pirate scum. The worst is Mango, a mixed breed of only the gods know what, short with huge lips kinky afro and rotten teeth. Subdolus detects no traps on the sachel so hands it to Mango to open. When he does a small viper attacks biting at the pirate several times. He is hit and fails his save (rolling a 7). Dropping to the deck he dies in minutes. The viper is quickly killed by Subdolus cutting it in half.
Another Pirate named Quin is chosen. An x-marine gone killer and pirate. Wild eyed with huge side burns (chops) the fellow is eager for the gold and hopes to impress his comrads. After Subdolus checks for traps near the door they both enter. A search reveals 3 traps (all found by the thief). One is a surface poison coating the handle to a trunk; another a spot where if you step a sharp nail shoots up and would penetrate your foot (it is coated with death poison) and the 3rd 12 darts that would fire off at anyone who attempts to open a cabinet.
The room is rectangular and filled with the exotic things one might expect in a pirates quarters. Large carpets hang on the walls from distant lands. Several tables and a low gooshy couch with silk pillows covering it are located below down some stairs. Also 5 hammocks hang from the walls, and several chests lie about. There are more drugs in here then the half elf thief has ever seen. Boxes and boxes of the stuff of all sorts (8,000 GPs worth if you could sell it on the streets of a good sized city). It seems these were to be traded or sold (each marked with names of villages or ports to the north), but several have been broken open and used, apparently the Pick and his fellows were in the mood for some partying.
Also of interest you find the belongings of the old man you killed (you can tell by his packed clothing). In his bag you find an alchemist case with 100s of viles and bags of all sorts of chemicals and materials to make potions. Also you find flasks and metal tubing as well as specialized lamps to heat with. 2 more jars like the one that the old man was about to throw are found. Within each is pound or two of purple crystal like sand. A cork at the top would allow you to poor in a liquid. There are several that might have been the activator (from a case of viles you find). Its hard to say which is the right one. If only The Yellow Wizard were up.
An extensive search takes many hours. It reveals the captains charts (given to Calhagn to study) 2,000 GP worth of jewelry (hidden under a floor board), 1,500 GP in coinage in a chest, navigation tools, and many packs of clothing. Also of interest in the captains cabinet (besides many odds and ends from lost civilizations and distant lands) is an odd cube 9 inches square, made of black stone and symbols on the outside of it. It has many cracks in it as if its made of smaller parts and could be taken apart or perhaps openned. An attempt is made by the Subdolus, but he fails to figure out how to do so.
Calhagan studies the charts, and finds the proper way to approach Grime (helpful in avoiding some dangerous shouls along the way) the journey south shouldn't take more then 2 days if the winds are favorable. He studies other maps and finds a place marked deep to the south with a large question mark and a circle drawn around a vast coastal area of jungle "hmmm, those two Kurhkuk natives were likely from that region I'll wager" Cal muddles to himself.
Fletcher reviews some of the other books found in the captains quarters. A ledger of sorts. The ranger finds the offering of 30 GPs per slave to be payed by the Barbarian Chief Mandore in the far nothern barbarian lands, $50 GP for women of child bearing years and $100 for those of the greatest beauty.
Sog also took a look at the scrolls in the sachel that the female Cleric was carrying. They are:
3 nuetralize poison scrolls as well as a scroll of protection from demons and devils 2 potions of healing, and one of animate dead.
The group rests here a day with no random encounters. Cal and Em say the boat and crew are ready to set sail for Grime.
Sog informs the group he now has the needed nuetralize poison scroll to cure the Yellow Wizard (P&P). First he will need to restore him to flesh from stone (he already had the scroll for that). Tiberious takes out the little stone action figure he'd been carrying around now for many days, and places it on the deck. First Sog reads the scroll to turn him from stone to flesh. This works (making his system shock role). Next the nuetralize poison scroll is read, and the 9 inch wizard opens his eyes. In a tiny voice "what the blazes"!!! thinking at first he's seeing giants staring down at him. When his eyes clear he figures out these are his friends. After another few minutes his head clears enough to talk, and at about the same time he pops back to normal size.
Cadellin, the Yellow Wizard stands on deck looking around puzzled, and feeling himself for wounds. The last he remembered he'd been bitten by spiders crawling out of an ancient fire place deep underground.
What does the group wish to do now?