In which our heroes go sailing again
Orhan 1 Day 31
D. has a mishap the next morning as she tries to sell
her silk, acquired in Nuyan Khom. After rolling a -132 she accidentally
angers a member of the weavers' guild and gets herself blacklisted.
She goes and tries to placate them, but they will only offer her some
ridiculously low price for her silk as "damages". She refuses and is permanently
blacklisted by the guild.
We discuss various ways to sail to the ocean. We want
to dispose of the skull in the depths but are having a hard time paying
for a boat trip. Divad overhears and invites Gireg to come over and join
us. He mentions a lost cargo ship. He hopes that it ran aground and some
of the crew and cargo might be saved. His sailors aren't much for shore
duty, so if we'd be willing to be their "Away team", he pay us 10 orlini
per person or 10% of the cargo recovered whichever is greater.
Oathar suggest we borrow his recue boat for an extra
three days, in exchange for less money. We discuss that for a while and
talk of many plans including sailing to another continent to hid our intentions,
but eventually just settle on having Divad negotiate us a few extra days
on the boat. Jack fills divad in on the general aspects of our problem
without mentioning Radak or Kadaena.
Divad goes to negotiate with Gireg who agree's to
our proposal at the rate of 7.5 Orlini each or 8% of the recovered cargo.
Orhan 1 Day 32
We leave on the White Gull, a fast cargo ship in the
employ of Gireg. After a full days sailing we arrive at our proposed location
over the deepest depths of the ocean.
Orhan 1 Day 33
Early in the morning, we prepare to ditch Radak's
prison. D. is supposed to use her unspeakable talents to distract the
crew, decides to simply fall overboard. Jack, apparently not realizing
this is a ruse, dives in after her. Haeraan throws the box overboard in
the ensuing confusion. The world is saved!
D. is rescued by various crew members, Jack is teleported
aboard by Oathar.
Orhan 1 Day 34
Sailing!
Orhan 1 Day 35
Sailing!
Orhan 1 Day 36
We all comment on how much we love sailing!
Orhan 1 Day 37
Hooray for Sailing!
Orhan 1 Day 38
Sailing!
Orhan 1 Day 39
We continue sailing, but today commence our search
pattern for the missing ship. We sail up the coast hoping to catch sight
of it.
Orhan 1 Day 40
No luck.
Orhan 1 Day 41
Success!!!
On the evening of the 41st, we find a shipwreck
on a small uncharted isle. There's no obvious signs of life (bonfires,
etc.). We row a longboat ashore with Kyrik and Imre rowing. (Imre stress
fractures his arm but doesn't seem to notice.) We begin examining the
wreck.
Haeraan says there are multiple tracks all around
the beach area inland and back out again. Oathar shouts "Hey shipwrecked
guys!!" The following silent is filled with the moaning of zombies caught
in the wreck. We go to the ship and fight the zombies. Haeraan and Kyrik
make short work of them, by luring them into a stairwell where we can
meet them one at a time. Oathar, in his exuberance, explodes his head
and passes out.
Haeraan, the paladin of undead slaying, collects the
body parts. He and Kyrik put them into a canvas sack. They take the bag
of "zombie helper" and prepare a funeral pyre. D. finds some cloth and
spices among the wreckage (our commission begins!). One crate of spices
is spoiled, but we get a few small crates of spices and cloths. We are
confused that most of the cargo seems to be missing.
They also find 24 silver in the captain's quarters
and take the remains of the log book.
We sleep on our own ship tonight as no one wants to
wake up with zombies around.
Orhan 1 Day 42
Oathar wakes up finally. "Did we get them?"
We go back ashore. Haeraan has tracking to find the
tracks but not enough Read Tracks to know what they are doing or who made
them. We go inland for about twenty minutes where we find a cliff and
waterfall with many tracks. We discover some caves in which we conjecture
the shipwrecked crew took shelter. We shout, but there is no response.
Haeraan tries to detect undead, but we find none.
The caves turn out to have clearly been inhabited,
but no more. There are many crate imprints (our commission!), but no crates
or even bodies remain. Checking again outside the cave, Haeraan and Oathar
find other tracks that are strangely deformed leading off.
Haeraan says, "Skeleton foortprints."
Oathar, "Why would skeletons take crates?"
Haeraan, "Only because they were ordered to."
Oathar, "Necromancers?"
Haeraan, "Yup."
We follow the tracks. Imre notices his stress fracture
and fixes it. Climbing rolls are made all around and people eventually
scramble up the cliffs. The path levels out on a mesa which appears to
have an ancient ruins on it. We discover one remaining door leading down
and D. goes to scout. H. detects undead and determines that there are
about 40 of them, mostly skeletons, but other things are probable too.
D. looks for other entrances but finds none. She decides
to scout deeper and heads down stairs. She finds a wooden door and picks
the lock. Listening at the door she hears nothing. She goes through and
the passage continues. Turning right, she finds two skeltons, and retreats
quietly. The other passage presumably leads to the whole pile of them.
We pause and decide what to do
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