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Slipfang: Sevenstones


Morkskittar

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With the completion of the Slipfang and Argos, it was time to get underway; other crews already had weeks of a head start on them, and while the Bloom could take anywhere from months to over a year to find, time was of the essence, and everyone was excited to finally set out on a ship of their own.

In the comings and going of the crew onto and off of the Slipfang's imposing bulk, it took the crew a little while to notice that a copy of the Boughbreaker's logbook had been placed on a shelf in the galley, with a drawing of a fanged plant and a shimmering fragment of a petal pressed between its pages. A last gift from their mysterious ironbound friend, it would seem.

There was a lot to do, though, and the logbook was temporarily forgotten as the group prepared to set sail, taking what they could from Verdurance before leaving it behind.

Verdurance, the Wildmason's Port, is the largest in the Sepulcher. Build atop a mountain poking above the foliage, Verdurance has since expanded as wildmasons cement ruin and rock fragments to each other to build an artificial plateau atop the trees surrounding the mountain's peak. Gaps in the stonework make canals, filled with flowers that are traversed by gondolas, that snake through the city's periphery, while the core is solid and permanent. Verdurance has a sense of permanence that few other ports have, being immune to most of the ravages of the wildsea thanks to its unique construction.

The city is a bustling hub of activity, especially now with the Bloom coming. You can find nearly anything in Verdurance, and nearly anything can find you...


Montage

Before the Slipfang sets sail across the wild green, the crew set about the city, accomplishing last minute preparations and picking up anything they think might be helpful on their trip, from supplies to rumours about where to start looking.

OOC

We begin with a Montage: the crew temporarily splits up to do their own thing before departure. Every player can select up to two actions from the following list to carry out (and you can take the same action multiple times). Please feel free to add as much detail into your actions as you'd like, including specifying what you're looking for/creating/doing and how you are doing it. If your action requires a roll, you can roll the dice (and provide suggestions in the OOC thread/an edit to your post on the twist if you roll doubles), or I can do it for you otherwise. Please post by the end of the day on Sunday (October 22), but I'll provide updates as people post. You can perform actions in any order, or post one action and then wait until you see what others are doing/your results before posting your second.

 

Feel free to make your post however you like; there are no expectations regarding formatting, so long as it's clear what your character is doing.

Acquire Resources

You head back into the city, or maybe wavewalk on the trees beyond it, looking for more resources or supplies before you head out.

Roll a number of D6 equal to the relevant skill plus one for any of the listed possible edges if you have it (remember that you only ever can use one Edge at a time), or else simply choose the default "Conflict" option (no risk, but no chance of getting a good resource either).

Results: 6: Gain good resource; 4–5: Gain sub-par resource; 1–3: Gain no resource.

Like with character creation, you can briefly describe the resource you are looking for, or if you prefer you can leave it up the GM.


Shop at the Market (Outwit, Sway)

Verdurance has a thriving network of markets, bazaars, and trading stations. Wandering through them all would take days, or maybe even weeks, but there are a few places you know to check first for what you're looking for...

Take a Sway/Outwit + Iron (drive a hard bargain)/Sharps (use your wits to haggle with the vendor)/Veils (leave the vendor bewildered after a series of verbal feints and dodges) test to acquire a single Salvage, Specimen, or Chart.


Gather (Harvest, Hack)

The wilds around Verdurance, while devoid of any beast worth hunting, are full of plant-based fruits, berries, and leaves, ripe for the picking. The city is also famous for its "flower canals," bits of the wildsea covered with flowers and other plants that are allowed to poke up through gaps in the port's expanding stone surface. If you move quickly when no one is watching, surely no one will mind if you just pluck that juicy fruit from one right there...

Take a Harvest/Hack + Instinct (follow your nose)/Tides (use your botanical knowledge) test to acquire a single plant-based Specimen from the wilds around (or in) Verdurance.


Scavenge (Scavenge)

The ship graveyard is not only familiar to you now, but a great place to pick up a spare part or three...

Take a Scavenge + Instinct (that part looks like it will fit!)/Sharps (you remember seeing that part when building your ship)/Teeth (one of the scrapyard gangs has what you need, and you won't let them keep it)/Tides (you know exactly what you are looking for and why) test to acquire any single Salvage.


Listen (Sense, Study)

It is not material resources you seek, but knowledge. By listening to conversations and reading what is available, you learn new things...

Take a Sense/Study + Instinct (let the voices of the crowd wash over you)/Veils (deceive others to learn what you can)/Sharps (carefully plan an information gathering session)/Tides (use your knowledge to ferret out more knowledge) test to acquire any single Whisper.

Create Something

While the others go about their business in port, you are more focused in preparing for the journey with what you have, making things to ensure your safe travels.

Combine any two resources you currently have (specimen, salvage, whisper, or chart) to create temporary Aspects for yourself or others, the qualities of which depend on the resources used. Each Aspect will be used up forever when its track is filled.

Use Concoct (and any two resources) to make a potion.

Use Cook (and two specimens) to make a full meal.

Use Craft (and two salvage) to make equipment.

Results: 6: Good Aspect related to resources used. 4–5: Aspect has downsides or is not quite right. 1–3: Aspect gives no benefits.

Take on Cargo

Even a ship dedicated to searching for the Bloom needs to earn its keep, and carrying cargo is generally the safest and easiest way to do just that. You wander about the city, seeing who needs what moved where, and strike a bargain with a keen-eyed and silver-tongued vendor.

You can use one of your two actions to pick up a single piece of cargo (you can do this twice for two pieces of cargo). Your ship has a Cargo Space of 7 (meaning it can hold up to 7 points of Space, as denoted in column two of the cargo list below), and picking up cargo will be first-come-first-served.

Delivering cargo is the easiest way to earn more stakes to upgrade your ship (there will be other ways, though)! If you successfully deliver a piece of cargo to its destination, you will the listed Reward (the player who picked up the cargo will get any Resources, and the Stakes will go into a collective pool). If you fail to deliver a cargo (if it gets damaged, you're too slow, or you steal it), it will have a negative impact on your ship's reputation and make acquiring future cargo more difficult. You can also make use of cargo you are carrying during gameplay, but if you do so, you risk permanently damaging the cargo or lessening the reward (some skimming is often expected).

You may want to discuss where you will probably be heading first before deciding on cargo.

Select a piece of cargo from the list below. Please note that your ship cannot have multiple "copies" of the same cargo; there is only one of each cargo.

Current Used Cargo Space: 1/7

Cargo Space Reward Destination Notes
Lythean Tea Leaves 1 0.5 stakes, 1 specimen Any Potent, pungent, and not guaranteed to turn you into a servant of the twinned monarch.
Needle Syrup Casks 1 0.5 stakes, 1 specimen Any Freshly tapped and boiled down from Old Needlesap.
Sunburst Flowers 1 1 stake, 2 specimens Sarkosa Warning: Fire Hazard. Do not expose to sunlight.
Collated Treasure Maps 1 2 stakes, 2 charts Inskpill Failure to deliver this collation will be punishable with a bounty from the Union (Librarian Branch). Possibly cursed.
Amberclad Insects 1 0.5 stakes, 1 specimen Sevenstones Not edible.
Trained Circus Beasts 2 2.5 stakes Port Sakura Don't unlock the cages, no matter how much they beg.
Pollen Sampler 1 2 stakes, 1 specimen Titana and Gorgantha Neat bags of pollen from distant reaches.
Cannon Quartet 2 1.5 stakes Sarkosa Weapons for pirates.
Munitions Crates 1 0.5 stakes, 1 salvage Angler's Spire For monster hunting.
Bottled Secrets 1 0.5 stake, 1 whisper Any Damn hard to get back into the bottle.
Exile's Copper 1 1.5 stakes, 2 salvage Port Sakura Untarnished. Do not get wet.
Cask of Spirits 1 0.5 stakes, 1 specimen Any Whether ghosts or alcohol, this brings the boos/ze.
Library-in-a-Box 2 2.5 stakes, 2 whispers Inkspill A veritable treasure trove of knowledge.
Bugwork Clocks 1 0.5 stakes, 1 salvage Sevenstones The ticking... oh heavens, the ticking unceasing!
Chained Box 1 2.5 stakes Titana and Gorgantha or Port Sakura DO NOT OPEN.
Express Post 0 0.5 stakes for all, 1 whisper if Wordbearer Any Letters to be delivered post haste! No insurance necessary.

 

Explore

You don't necessarily know what it is you're looking for, but you set out to wander the streets, meeting new people and seeing the sights. Who knows what might happen...

This option can only be selected once per player.

This is an open-ended action; if you want to explore the city, describe what you're doing, what you're looking for, and how you're doing it. This is a good way to:

  • Find new plot hooks (either for yourself or the ship as a whole)
  • Track down rumours about happenings in the reach.
  • Figure out what other people know about where the Bloom might pop up... or what they know about it in general.
  • Learn about what ports are good to visit... or avoid.
  • Make friends.
  • Make enemies.
  • Learn lore.
  • Get exercise.

This action will not result in resources, aspects, or cargo (necessarily), but could earn valuable intangibles for your character.


Venturing Forth

OOC

Next week, your crew will leave Verdurance. Unless you have found an alternative destination through rumours (via Exploring), you can set sail to any of the ports near Verdurance (sailing directly to too far a port is risky). Your three choices for a next destination are:

  • Angler's Spire: The hunter's port, a short journey to the west. This is on the fastest route to Port Sakura, Inkspill, and Oberon (along the Concourse of Petals).
  • Old Needlesap: Probably not worth your time, as it is in the upper northeast corner of the reach, but maybe you really want some syrup. A short journey, but you'll have to turn around to search the rest of the reach, unless you are lucky and the Bloom is right next door.
  • Sevenstones: A city of ancient lore, history, and scrap metal, a medium journey to the south. This is on the fastest route to the Broken Hives, Rosecourt, Sarkosa, and Titana and Gorgantha (along the Pirate's Path).

You do not have to decide on a destination until after the opening montage, but you may want to discuss it with your crew before choosing cargo. Your ship-building threads have been converted into crew OOC threads for strategizing with them.

Moreover, the passages Ford read from the logbook also contain potential plot hooks and places to start searching.

Please also feel free to use the pre-game IC to roleplay with the entire nine-person gang before setting off, or to interact IC with your crew below as well as participating in the montage.

Once everyone has finished doing what they want or on Monday/Tuesday next week, whichever comes first, you'll select a destination and set sail!

Edited by Morkskittar (see edit history)
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  • 2 weeks later...

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"All roads lead to Verdurance. Plenty of options." Ham mulls, feeling surreal that the opportunity to pursue the Bloom is right behind them.

"I'd prefer not to go south. I am not too fond of the Lythean's, and I sure do hope the Slipfang is sealed enough, if push comes to shove." They are also afraid to be stigmatized by their superiors, but they'd rather not say it out loud. The Union's center and their family's stomping grounds are down there.

"On the other hand, there is the Angler's Spire, which one could vaguely see in the horizon see from here, but it is deeper into Karaxes Range." They gaze upon the slight figure amidst the roiling green and gentle blue, imagining the beast that gave life to the Slipfang against stories of the centipedal terror.

Eager to earn their keep, Ham takes a look at bulletins. The library-in-a-box catches their eye, reminding them of the name 'Poldy' and quaint memories of childhood, but they can't quite remember it right. Waves of bittersweet nostalgia and regret pin them to where they stand.

It takes them a moment to sober up and snap back to their reality. With deep breaths, they will their legs to continue. They take up a job to pick up some cryptic message, cautioned not to be tempted, to be sent to a more cryptic recipient.

Feeling a little bit more qualified, they return to the Slipfang and cooks something up in the galley.

 

Actions

Take on Cargo: Bottled Secrets
Swinging Instinct + Concoct for a potion, using Red Trumpet Creeper Blossoms and Pinwolf Tongue

How about some kind of stimulant? Add cut to actions taken to dodge or otherwise escape imbiber while they has full freedom of movement. Something to compliment our more fighty friends.

 

Edited by Passione
Concoct suggestion (see edit history)
Name
Instinct + Concoct
13
4d6 4,6,2,1
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If Duo had a single pair of eyes to look at, the other crew of the Slipfang would see them alight with wonder as they stared at the completed vessel. Duo was no stranger to wandering, and had spent no small amount of time aboard numerous ships. But this was their ship. It was a new sensation, one they relished greatly. Turning to the others, the tzelicrae clicked the fingers of their prosthetic together in delight, a habit that mimicked the sibilant language of Knock (and one that undoubtedly got old after only a few days together...).

"Excellent! Most excellent indeed! Our contentment is overwhelming to see this fine creature of bone and branch. Travelers, we applaud you!"

Noticing that Ham had headed off on their own, Duo cocked their head from one side, then to the other, considering the options before them.

"Hmmm... hssskk... yes. Preparations are necessary. We shall do our part to ready the Slipfang for the waves."

With that, the hunched, robed figure disappeared into the crowd. As ever, they opened their mind and their senses to the billowing threads of consciousness that intertwined and connected all sapient beings, searching the tapestry for any knowledge that might benefit the crew in their pursuit of the Tyrant's Bloom.

When they were satisfied that they had absorbed as much information as they could, they skittered their way through the throng and approached a small lean-to down a side alley. The elderly ektus running it barely moved as Duo sidled up to them.

"Salutations! We shall set forth upon the sea with our crew when the last ghost of our doubts has been banished. I see you have many splendid things to aid a weary traveler. If we were too ask which thing is best, which thing would you part with?"

Actions

Explore: Learn some rumors/lore about the potential location of the Bloom, or anything related to it.

Acquire Resources: Shop at the market, using Sway (3) + Veils -> 2,4,4,6

 

Edited by TheObsoleteMan (see edit history)
Name
Sway + Veils
16
4d6 4,6,4,2
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To be honest, K wasn't thrilled about travelling on ships. She disliked being cooped up, much preferring the freedom of open air where she could stretch her wings. Still, the crew she was with seemed like decent folk, and she was looking forward to getting to know them.

In the small bit of spare time she had left, she went to the local postmaster to deliver her letters and pick up new ones, as she did at every port. Out of habit, she flipped through the sheaf of new letters before tucking them into her satchel.

"Damn, no matches again," she muttered under her breath, stepping back out onto the crowded street. Feeling restless, she made her way to the edge of the city and stepped onto the waves of green. It was much easier and more comfortable, in her opinion, (no need to worry about bumping into people out here) to travel around the port using the swaying canopies. She traversed the waves until she spied a courtyard ringed with stalls of goods. She stepped back into the city and perused the stalls, looking for anything that might be useful for the upcoming journey. She stopped at one in particular that had an array of items neatly spread out on a velvet tablecloth. At the back of the booth was a glass case with rarer items. Probably out of her price range...but if she was lucky, maybe she could strike a good deal.

"What can I help you with today, lady?" the merchant manning the table asked. He had spoken in Low Sour. K hesitated, then replied in the staccato notes of Brasstongue.

"The items in the case there, I'd like to take a look. Maybe we can broker a deal."

 

Actions:

1. Take on cargo (Express Post Letters)

2. Shop at the Market (Outwit+Veils)

Edited by Diceros (see edit history)
Name
Veils+Outwit
8
3d6 2,5,1
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~~From the Decks of the Slipfang!~~

Their ship built, all that there was left for the crew of the Slipfang to do was say goodbye to Verdurance, ensure they were adequately provisioned, and then head out to sea!

~Hisjam's Tale~

Ham's journey to the market was uneventful, not in the least because many of the cityfolk found Ham's appearance somewhat unsettling. It was unusual for gau to have any growths with the appearance of a maw, and Ham's pronounced faux-jaw was enough to earn stares, whispers, and a wide space around him, and his awkward walk did not help much. Fortunately, Ham did not much mind the closed-mindedness of Verdurance's population; he had what he wanted, and was due to set out soon anyway.

Where the wooden docks met the stone platforms that made up the city proper, Ham stopped in front of a large series of wooden bulletins. He scanned the parchment, paper, cloth, and clay tablets pinned or leaning against them calling for ships to transport cargo. After some consideration of the library-in-a-box, a clay tablet stuck to one of the boards with dried honey catches his eye; it looked like it had been hanging on the board for a long time.

WANTED: CREW TO UNLOAD SECRETS

ANY DESTINATION FINE

SEE AKRON, MORRIGAN'S WAY

The succinct advertisement, plus its cryptic nature, intrigued Ham, and he set off into the city proper in his bubble, which only got wider the farther from the docks he got. He kept mostly to back ways, reasoning that he'd see more interesting things and meet more interesting people if he avoided the crowded areas where visitors congregated. Once Ham got far enough from the well-trafficked areas of the city, he found that the passersby stopped caring what he look like, and his bubble of space shrank and then vanished. He earned a few cautious greetings, and even exchanged news with a few souls in the seedier parts of town, before arriving on Morrigan's Way. A few questions to the block's suspicious denizens later and Ham was knocking on the door of a one-story stone hut with a cracked wooden roof. Almost two full minutes later, the door opened, and a hunched ektus as old and cracked as their roof peeked out. Ham explained the purpose of his visit, and the ektus stood up straighter. "Truly? You have come to rid me... one moment." The ektus vanished into their home, then emerged carrying a crate filled with empty glass bottles stoppered with wax corks.

Ham had to admit, he was surprised to see literal bottles. "These are secrets gathered by my... associates over many years. They whisper to me at night, but I cannot release them here. Secrets never die, and they would do harm if they were released here, where they were gathered." Akron the ektus noticed Ham's mild confusion, and explained further. "These are whispers, friend; they are spoken secrets, mainly confessions, that came alive. They were trapped in these bottles before they could worm their way into a mind. I am too old and scarred to travel, but if you could... take these anywhere far from here, and then release them, sell them, do what you will with them... people will pay a pretty penny for secrets, even if they are useless to them. I just don't want them here anymore. Just take them, with my thanks." Ham took the crate uncertainly, and the door was closed. Ham jiggled the bottles, and did hear faint whispers coming from the bottles. With a mycelian shrug, Ham headed back to the ship.

Once back, he stowed his cargo carefully in the cargo hold, and then spent some time in the galley, cleaning, juicing, grinding, and brewing his pinwolf tongue and red trumpet creeper blossoms. After an hour of bubbling over the chemically-fueled cauldron, he found he had made enough of a powerful stimulant he called "Breaker's BrewA two-track temporary aspect has been added to Ham's character sheet: Mark this potion to grant any character the ability to re-roll up to two dice reading 1-3 for all tests involving physical prowess for one scene. Remove this when both boxes are marked. " to fill two small bottles (Ham was very careful to not use any of the bottled secrets' bottles). As he finished bottling his creation and started cleaning the cauldron, Duo ghosted down the stairs, carrying a jar that looked to be filled with lightning. Curious, Ham asked about it, and heard...

~Duo's Tale~

Duo slipped into the crowd with the ease of practice, shuffling along at a surprising speed. They lost themselves, somewhat quite literally, in the mass of emotions, thoughts, dreams, desires, sins, and shames of the city, breathing in minds like others breathed in the steam from a hot cup of slipbark tea. Most of the minds washed over and through the mesmer; to their amusement, they picked out Tharr at the bazaar, Park's frustration with spicers at the edge of town, Atus' muddled yet steady aura, and Tolliver's own seeking, not too dissimilar from what Duo himself was doing. He identified Ham's passage through the docks by the fearful whispers that followed him, and K through her light feet hurrying to the postmaster's. They were familiar minds, and not of pressing concern to them at the moment, so they focused on other things.

They gravitated to a run-down old windmill on the edge of town, where the crowd had thinned but the minds around them were sharper. The mill spun slowly in the gentle breeze, but neither half of Duo believed that there was any attached millstone inside the building. Duo trotted over to the door, which had been left ajar, and hissed at the walls. There were minds inside, they were sure. The door swung open further, and Duo stepped inside. The door slammed shut behind them, and a chittering sound filled their senses. All around them was a scurrying mass of confused minds, all vying for Duo's attention, eating at the edges of their consciousness. They regretted setting foot into the fallen tzelicrae sanctuary; all around them were the feral remnants of fallen tzelicrae, making and forming new minds, new people, every minute.

Duo spoke in Knock, and through speaking, coaxed a stable trio of minds from the masses, and asked what the spiders had heard. In the corners of all the dark places, spiders heard all, and though an individual might not have understood, get enough spiders together and they could see the future. The spiders told Duo of what they knew of the Bloom. There is no way, they said, to find the Bloom as yet, save for the Six Signs. But there are signs below the waves; the spiders know. The Drowned Below speak, and they flee it. They confirm it is coming, but wait before they move. They say though... they say there are three. Three Blooms, but only one will reach the surface. All are still working their way up, sending heralds before them. They are weak when below the treetops, but will become strong when they break through.

Duo then asked what the surface spider had heard. They gather at the pirate's den, and where the twinned flowers twine. From there, the most likely places can be reached. Or so the sailors say. To the north, in Oberon, there are fewer; the sailors here think there is less chance of the surviving Bloom cresting there, but should it rise, it will be easier for those waiting there to acquire.

Waiting is not the solution. One most rove, one must search.

To find the Bloom, you must listen. The minds will know first, through the subconscious, through dreams. Sleep well, with draughts to open your mind, and the flower's waking yawns will touch you.

That is how the fastest to reach the Bloom have done so before; they slept, and listened. But when the Bloom is found, speed is not all; strength is necessary as well.

Duo staggered, clawed for the door, and then stumbled outside, slamming it behind them as they collapsed on the stone street, coming back to themselves, the two minds that made up one pulling themselves back together. They had almost lost themselves in the mill. They cast a backwards glance at the building, then went to go lose themselves in a less dangerous crowd.

At the bazaar, they were called by a firefly vendor, selling jars of lightning bugs. Duo lingered by their stall, talking to the bugs, and making the vendor very uncomfortable. Most of the fireflies were unable to speak, not being hiveminds, but to the tzelicrae's surprise, one jar was not full of fireflies, but rather sparkroachesA jar of sparkroaches with the "electrifying" tag has been added to your character sheet., who were capable of giving unwary souls a nasty electrical shock and who were beginning to develop a limited group-mind. The vendor seemed unaware of the true nature of that jar, and offloaded it onto Duo for half a handful of scratch, perhaps just to get rid of them.

When they returned to the ship, Ham was cleaning a cauldron, and they began talking about their experiences and where to go first.

~K's Story, Part I~

K found their way to the Verdurance Post Office quite easily; it was a three-story affair with a large wrought-iron sign, though only the first floor seemed to be inhabited. The postmaster herself was hidden behind a literal mountain of letters on her desk, and K never even got a glimpse of her as she directed K to the letters that were already sorted. K thanked her and picked up what she could, ducking her head in greeting as a weathered ketra wordbearer stalked in as she exited.

Satchel full of letters - none the one she was looking for, alas - she wove first through the market, but then decided it was too crowded for her. K made a beeline for the edge of the city, hopping out onto the waves and then wandering across them, simply enjoying being out under the open sky before being confined to the decks of a ship.

She eventually made her way to a vendor far off the beaten path, and spoke to him in BrasstongueDue to speaking in Brasstongue, I gave this test an extra GM die, and fortunately for you rolled a 6! You'll get a good-quality item from this.. The merchant, a heavily bearded ardent, blinked in surprise, and spoke to her in the same tongue. "I can see you are a shrewd one, to so quickly spot the true treasures among my wares." He turned and grabbed the glass case, moving aside the common wares on the front table and placing the glass case where they had been. K cast her eye over them; an intricately carved kendama, a miniature iron chest (and key) the size of her hand, a jar of pickled fruits, a cylindrical case containing a "chart made from dreams," a solid glass orb, and something very bizarre something suspended in amber.

"WhatIf you have any other ideas of what you are looking for specifically, feel free to suggest something to add to the list of options! did you have your eye on?"


OOC

Ham and Duo, feel free to start scheming on your first destination. K, feel free to select one of the items the vendor pointed out, or if none of those catch your eye, suggest an alternative. :)

Edited by Morkskittar (see edit history)
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K let her eyes trail over the items from the glass case. She tried to avoid looking at the whatever-it-was suspended in amber; it made her stomach twist with an uncomfortable familiarity. She picked up the kendama, turning it over in her hands and feeling the carved patterns, before returning it back to the case. The chest with the key was interesting, as was the cylindrical case. Eventually though, she pointed at the jar of pickled fruits.

"Those look good. I think I'll take them."

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The merchant clucked their tongue approvingly. "Pickled blood citrons, from south of Behemoth's Ridge. Traveled a long way to reach this northern port, along the Serpent's Spine, then the Concourse, and finally to you."

K immediately recognized the merchant upselling the jar, angling for a better price. She knew better, and pretended she was familiar with citrons... which was true, in that she had tasted a drop of citron juice in tea once. She did not know that they could be grown only one reach to the south, in the Felmarches, though pretended hard enough to convince the merchant that she saw through his exaggerations.

Both parties walked away convinced that the other one had cheated them, but K had her pickled citrons, so couldn't complain too much. She sneaked a quick taste of one on her walk back to the ship, on the waves around the city, and relished in their bitter, sweet, biting flavor. Citrons were fairly rare around these parts, and they certainly were tasty...

K walked back down belowdecks to find Ham and Duo sitting at a table, the latter holding a jaw not too dissimilar from her own, though filled with lightning rather than pickled fruits, and Ham eyeing some bright-red potions.

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"The Bloom thrives in conflict, it seems. It's the first time I've heard of more than one Tyrant's Bloom. Perhaps it's a matter of multiple heads from the same plant. I guess it makes sense if it appears at different places, and that there are leviathans looking to nip it in the bud. Besides enterprising people like us, of course." Ham whacks a ladle against a surface to jumpstart it drying, and hangs it to the wall.

"Wait. No. I think the moth-butterfly-thing guards it, or something. Maybe it's part of it. Maybe it just feasts on the Corpse Parade. It attacks ships... It attacks ships." Ham nods along as they imagine what terrible things await them, snapping back into reality whilst the others set down their loot.

"Ooh! What are those?" They invite the rest to join them for dinner , wiping soapy hands against their legs. Ham eyes Duo's sparkroaches as they shimmy into a seat. "More critters for our ship? I guess the cargo hold could use more fireflies. Or do you want them in your room? Something smells nice. Tart and biting. What is it? Do you have plans for it?"

The others have brought home some tasty treats. They feel their mouth watering. Ham shakes their head. "No. Yes. Maybe. One more socially acceptable to eat than the other. How to convince them for a taste..."

They clap their hands to center themselves. "Back to the matter at hand. The Pirate's Path will lead us to Sevenstones and Broken Hives before Sarkosa. We can offload some of our cargo there, although I wouldn't want to stick around Sevenstones for long. We can look for the drunkard mothryn in the titanic shell, if they are still there."

"I must say that I'd advice against interacting with the Lytheans. Their mood swings are said to be worse when the Tyrant's Bloom is about. And on a normal day, the followers of the twins flip on a dime. If you think the librarians are paranoid, you should see how Lythean missionaries go hot and then cold on you."

"Oberon is past Inkspill, way further than the other leads, so that can wait. Duo's tzelicrae friend did say something about waiting. There is also the betrayal on Inkspill from the Boughbreaker's logbook."

 

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Helena was wistfully humming a tune she used to sing. She thinks. Her memories were so muddy it was hard for her to distinguish what was real and what was imagined. However, she could not deny that she was happy. A late addition to the crew, joining when the ship was being built, she had one of her main priorities completed: Get a ship and a crew. Whether or not they were as good remains to be seen, as they had little to no experience. That and she couldn't remember most of her old one, save for that woman...

"Wait a second..."

She was part of the crew, and she instinctively knew they survived the encounter, unlike her, so it would be logical that she stayed with them. So if she found the crew, she'd find her, and then they could get back to killing that overgrown plant! Maybe they were even part of the other crews on this hunt! That would be most convenient, provided they don't get scared by her sudden reappearance and try to shoot her... Nah, it'll be fine

"Helena, you're a genius"

Dropping the anchor on the bridge and giving one final scratch to the Slink at her feet, she lept down and set on to scour Verdurance for any mention of a Leviathan Hunting crew that could stir up her memories. Or any crew, really. Knowledge is power after all, and she's severely lacking it

Actions

Going to Listen and, a little more importantly, Explore

D:

Edited by Abalon (see edit history)
Name
Listen (Sense+Tides)
7
3d6 3,3,1
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~Helena's Story~

Helena stepped off the ship later than the others, making sure that the ship was actually secured to the treetops before heading off into the port. She skipped the market and and headed straight to the seediest part of Verdurance, winding up with a drink in the Hook and Cannon, a tavern built in the wreckage of a ship dragged onto the stony plateau that made up the city. She sat there for a while, listening and fishing for information about leviathan, or other big monster, hunters. She had wound up in the right place, and listened to hours of braggadocios waxing poetic about their skills and kills. She was reasonably certain that most of them were lying through their teeth, but there were hints and glimmers of truth in their words.

The most obvious hint she got was that Angler's Spire, a port just a little ways to the west, was the best place to find out anything about hunters; it seemed to be a gathering place for her people, and most of the patrons of the Hook and Cannon considered the Spire their home port. However, she also discerned that it was mostly the braggarts who hailed from there; the serious hunters said that you had to head south to catch the really interesting game. "Karaxes chases away anything interesting in the range," one hunter lamented. "So unless you've got the guts and cannons to take out a hundred-year-old spectrapedal behemoth, which no one does, and if they do they're a fool, you've got to head south, where the prey isn't impossible to catch, but still worth chasing."

She learned that the spinners at the Loom of Ages had a lot of information on large beasts and where to find them, and that they would part with their secrets... for a price. Some were also thinking of heading there with suitable trophies to ask the spinners to look into the future to see where the Bloom would appear.

The most serious hunters hailed from Sarkosa, or, curiously, Titana and Gorgantha. While leviathan hunters were not the majority in either of those places, there were enough of them to make small subcultures in each port. Sarkosa was a center of the black market in beast parts, and Titana and Gorgantha's followers hunted beasts to keep Lythea safe from their predations. A few kind words, some scowls, and black-eyed confession later, and Helena had the name of an establishment to check out in Sarkosa: Bane's Bones and its properitor, Kallus Bane. If she were to find the information she was looking for, that was a place to start.

From a withered old ektus in a corner with a peg leg, she also heard the story of a squirrel of gargantuan size, with a pelt shining with starlight, who had taken the ektus' leg. The old hunter's dream had only been to skin it and make a blanket from the starry pelt, but the squirrel eluded capture, and had dragged the rest of the old thing's crew down into the drown with it. His dying dreamA whisper with the "fragmented" tag has been added to Helena's sheet., now stagnant. Helena headed back to the Slipfang as night fell, thoughtful.

~Departure~

Kryk T'k never left the ship, instead sleeping off some kind of molting sickness that apparently impacted itzenko now and then. Helena returned to the ship after K and Duo had also retired to their rooms, and Ham explained that they had decided to set sail at dawn tomorrow, and that Ham, at least, wanted to head south, towards Sarkosa through Sevenstones. Helena nodded absently, and turned in for the night.

The next morning, all of them slept in, and were awoken by the Argos roaring its engines and ripping off into the dawn. In various states of bleariness, the crew realized they were late, and began hurriedly preparing for departure, woken up by a quick brew that Ham whipped up. Only half an hour or so after the Argos' departure, the Slipfang also moved on, at a much greater clip than their sister ship, and soon Verdurance was fading from sight behind them.

Ham dropped the wheel, and then went down to the others. In their haste to not fall behind, they had neglected to decide on an initial destination.

OOC

You have two tasks before you know: assigning roles for your journey (see below) and deciding what your first port will be!

Everyone needs to decide on what to do during the first stage of the journey; one person needs to be at the helm and one on watch, but the other two can do something else (or nothing). The roles are first-come-first served; whoever posts first that they are taking a role for the first leg of the journey gets it. If no one takes either of the required roles, you go nowhere. If you are at the helm, you just choose how fast you want to go, and if you are on watch, you need to make a roll. Furthermore, whoever takes the helm can decide where to head to next: Sevenstones (south), Angler's Spire (west, where the Argos is heading), or Old Needlesap (northeast). Once you have a location, you'll get a track to reach it and be off.

Furthermore, K can be assigned to take any role (including either of the required roles if no one wants to do either; feel free to nominate her in your post). If assigned no role by you all, she will default to resting/sorting through the post.

Roles

At the Helm (Required): Steer the ship, make decisions about course, roll for ship tests. All tests made at the Helm use the ship's statistics. If required, you will need to decide how to react to certain situations. Please select one of the following three options when you take this post, and also select a destination (ideally with some input from your fellows):

  • Cut a Path: Mark 1 box on your journey track, and you will have time to avoid or prepare for any obstacles spotted by whoever is on watch.
  • Forge Ahead: Mark two boxes on your journey track, and you will be unable to avoid and will have less/no time to prepare for any obstacles you encounter.
  • Drop Anchor: Mark no boxes on your journey track, and instead take a montage on the waves (don't do this one this time unless you want to stay at Verdurance longer).

On Watch (Required): Keep a lookout for opportunities and dangers. When taking this role, also roll a d6 to determine what type of encounter you may discover. If you have any relevant skills, they can be applied here. 1–3: Nature (a wilderness encounter); 4–5: Order (port, ruin, or sailor encounter) 6: Peace (crew takes a Montage or some other ship-focused event at GM's discretion). If there is an encounter, you can make a suggestion for what is found, but GM makes the final decision. If you are On Watch, you can also use a Chart and Whisper to make a Discovery to work with the GM to find something unexpected and amazing.

Tend the Engine (Optional): Be ready in case something goes wrong to give the ship extra help or boosts. You can chose to Overload the engine to give you extra speed for an encounter, but at a cost, or Muffle it to sneak by threats. If taking this task, you do not need to decide what to do until after the encounter is clear, and there is no guarantee that engine-tending will be necessary.

Cartographize (Optional): This sets a pathfinding track that you can mark a box on every time you take this option. When full, you obtain a chart of the region you are in. This option can be taken multiple times in a row.

Weatherwatch (Optional): Having someone in this position allows you to receive a warning of potentially dangerous weather, and can roll for weather conditions; if you select this option, roll 2d6 to determine what strange sights you see in the skies.

Other (Optional): You can work on a project, repair the ship, cook meals, sleep, or do something else, subject to GM approval. You may be asked to take a skill test.

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"I'll take first watch. I assume you want to swing by the Loom of Ages at some point. I'd be far more comfortable approaching it from Stranglewood, although I must admit, I've never been. What have you guys heard of the Threads of Time?" Ham reaffirms the beast-hunter and themselves. It's hard to explain oracles with science but they need every edge they can get to secure the Bloom.

"Duo, can I bribe you with the promise of silks in the future for a taste of your unusual fireflies?" they say with a shrug and a smile.

Name
On Watch
5
1d6 5
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"Not much. Sounds a little ominous though" Hellena answered "Though if we're going to Stranglewood, I'd like it if we pit-stopped by Sarkosa. Apparently some Leviathan Hunters are hanging out there and well... could be useful"

She was busy at the helm, lightly whistling and enjoying the feeling. She missed piloting a ship more than she thought. Plus, since she doesn't need to sleep, she could do it day and night easily. Provided she didn't crash on something by accident

"I think I'm gonna go a little slower just in case"

Hellena will Cut a Path to Stranglewood. Unless we're switching destinations?

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Porthole.png.3a51adeebc22b85947d410bfd87e0cba.png[/]-[ ]-[ ]-[ ]-[ ]

Journey to Sevenstones

Helena – At the Helm (Cutting a Path)

Hisjam – On Watch (5–Order)

K (GM) – Cartographizing (track started; see below)

Duo (GM) – Helping K

Kryk T'k Sleeping

Krevimar's Ruin Cartography: [/]-[ ]-[ ]-[ ]-[ ]


Duo's masked face turned to face Ham. "I do not think this flies will prove tasty, but you can try one anytime. They can be... shocking." He then left the jar conspicuously on a shelf. "Just do not eat them all; they might prove useful." Their voice shifted. "Doubt it. They're just pretty."

Ham watched the sparking jar a bit longer, and then Helena got to her feet, volunteering to take the first day at the helm. Ham tore their sensory organs from the jar and took watch, following Helena to the top deck. K was standing next to the skappbeetle hive, a piece of parchment in her hand. When asked what she was doing, she simply said she was "finding herself."

Helena climbed into the wheel-room and laid one hand on it, and then moved the throttle level forward. The Slipfang sputtered a moment, and then shot forward, nearly knocking Ham off their feet. Helena quickly got the ship back under control; she blamed the sputter on there being too much sunlight. Ham settled themselves on a spare crate on deck, and Duo came up and chatted to K for a moment before helping her into the kitesail. Helena, Ham, and Duo all watched as K lifted off the deck and into the air, still clutching her parchment, now nailed to a plank of wood, eyes scanning the sea for whatever it was she saw.

Ham kept an 'eye' out for less lofty reasons, alert to danger. Kryk T'k was still ill with whatever it was he had, and stayed belowdecks. Helena, based on her conversations in Verdurance, set a course for the Stranglewood, heading first to Sevenstones, the next known port to them on the way. She kept at a good clip, but was careful not to overload the engines until she got a better feel for the ship. Still, it sailed nicely, and stirred a memory somewhere within her.

Morning became afternoon, and afternoon became evening, and the light began to dim without any notable encounters. There was a dip in the waves that Helena maneuvered the ship into, and they spend the night anchored out of sight, resting for the next day.

Helena took the wheel again the next day, while Ham divided their time between talking with the skappbeetles and looking out for anything of interest.

It was mid-morning of their second day when Ham spotted it: something flashing to the east. Ham hailed Helena, poRuin.png.be57a90ea76c8af9e8ac0565a3adba92.pnginting it out, and the corsair helmswoman cautiously brought the Slipfang in closer. The others, even Kryk T'k, gathered abovedecks to see what it was Ham had spotted.


Scene: The Risen Ruin

"No flashing anymore," K remarked. "But that is something."

And indeed it was; before them was a large, crumbling stone building, tilted at an unhealthy angle, with heavy roots woven around and through the cracked stone.

"Probably dragged up to the treetops by the Shudder," one half of Duo said. "It probably should have stayed down there," the other half said.

Helena left the ship idling a good distance away, mostly hidden behind a crest in the green waves; the five of them were clustered around the bow to peek around it. None of them could see any other ships near it, or any other sign of movement. There was also not anything visible that could have caused the flash that Ham had seen; just dull stone and roots.

"So, does anyone want to go in?" Kryk T'k said.

OOC

After a little more than a day of travel southward, you have encountered a Risen Ruin! It may be full of ancient treasures, deadly traps, both, or something else entirely! You can bring the ship in closer to explore in and near it, or you can choose to ignore it and continue on your way southward.

Should you choose to explore, K or Duo (or Kryk T'k) can stay behind to keep an eye on the ship.

 

Edited by Morkskittar (see edit history)
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"We can stop by the snail, for sure. Duo did hear rumors that the Bloom might appear near Sarkosa and the Twins. It'll be good tidings to be this close this early. Although it'll might be confusing how close we are when the dreams start. Might still be disorienting even during the corpse parade." Ham rambles on about what could be. Their journey may be hectic, but things are lining up their way.

 


 

"What could have possibly made that lightshow?" The situation is a little bit suspect, but if it could take their mind off of Sevenstones for a moment, they are willing to bite.

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"Maybe there's other people in that? Or some... malfunctioning lighthouse or whatever. Either way, I think we can afford the detour"

Looking at the building with interest, Helena tightened the grip on her anchor. It smelled fishy, but also like an opportunity for some exercise. A little warmup before the big fight sounded good

"We're gonna need someone to stay behind though... Not it!"

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