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lostcompass2022-07-14 05:48 pm
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storm at sea, part ii
Hey guys! A smallchange in schedule — y’all can (loosely) plot, plan and sign up based off the below for a few days, before our event log goes up on 18 July. This will cover some three-four IC days, but will OOCly last 5 August.
There will be an aftermath / outcome post after!
For those just tuning in, a brief recap of the plot so far —
LAST WEEK ON...
Pirate king Quicksilver Sam’s ship Pariah and begrudging ally Caladan Kreil’s Queen Zanyra continue their journey into the haunted Crossing seas, pursued by Captain Maximilian Hawk of the Dawn’s Reach Trade Company, aboard the Concord. The Crossing is home to tormented spirits and sunken, eerily preserved vessels. Several party members unearthed that ships have been drawn here for years in search of an elusive power — only to mysteriously drown. Armed with a compass token he retains to this day, Quicksilver Sam once accepted to recover this power for the Dawn’s Reach Trade Company. He failed his mission and returned a shaken, maddened man without his crew. He has pledged to once more dare the Crossing and recover his abandoned ship, the Storm at Sea — while Hawk seeks allies to sabotage him, and Caladan Kreil awaits to gain tyrannical control of the Pariah. Countless below, the dead sleep peacefully at sea… for now.
SAFE AT WA(TE)R
In the dark waters of the Crossing, spirits roil furiously, pirates grow paranoid and mutinous, and travellers see dozens of sunken, sinisterly well preserved vessels beneath.
- ■ Quicksilver Sam reveals the compass artefact that was meant to guide him to the heart of the Crossing. In the process, he summons a two-pronged welcome committee: the sunken ships of the Crossing, which rise above water, and a magical kraken-like creature, composed of coagulated dark water. It turns out the ‘coral’ that had trapped the sunken ships below wasn’t quite a plant after all.
■ The rising ships carry vicious reanimated sailors, who lack real awareness. Like the kraken, they mostly attempt to reach something aboard the Pariah and to sink it, the Queen Zanyra and the nearby Concord.
■ Prepare to get locked into cabins or the brig, either ‘for your own safety’ or at the first sign of insubordination against the on-edge captains. Otherwise, consider taking shifts to learn impromptu steering from exhausted pirates and helm the Pariah and Queen Zanyra out of the Crossing, while everyone’s at war. Most of you don’t even have a license.
■ A school of mermaids seems inexorably drawn to both the kraken and the Pariah, despite the danger — warn the mermaids off with lights or lure them away with baits of food or blood.
ATTAAAAAACK
- ■ The armed undead swim along to mount the pirate vessels. The kraken’s many legs assail ruthlessly but crudely. Both forces are especially susceptible to fire, but are fairly overwhelming in number and brute force.
■ Among the sunken vessels that rise is the Storm at Sea, manned by Quicksilver Sam’s now revenant and wrathful crew. The Storm at Sea seems to spearhead the undead attack and capturing her could greatly reduce the violence. Take her down or figure out her grudge.
■ ONE FOR THE ROAD: if you like fireworks, get a rowboat or ask Viktor to Uber you on his mechanical boat to one of the nearby risen ships. If you take it out with primitive dynamite, you stop the dead before they can reach you…
■ You are welcome to commander ships, but please plot to meet the requirements!
■ HELPFUL GEAR: diving suits that let you breathe four hours underwater and light up white for alert, red for danger, yellow for the urgent need to return on land and green-blue otherwise. Ahoy, sharks!
■ Characters aboard the Pariah beware: on top of the undead, the kraken and the mad pirate, you are dealing with the incensed Hawk and Caladan Kreil, both whom send men (including, if you are on their boat, you) to stop Quicksilver Sam’s summons.
THE SORCERY
- ■ Get the summoning artefact from Quicksilver Sam’s cabin aboard the Pariah. Prepare to face a few exceptionally strong and unexpectedly loyal pirate guards, if you take the armed way in — or figure out a distraction and lure the man out. Plot your course and submit your character for a RNG draw to decide who gets the item.
■ Some of those captured by the kraken’s tentacles and pulled into water lose consciousness and mentally enter the dimension of a deserted, peaceful island, where time works a little bit differently, and strange tar creatures roam free. Characters (briefly) lose more of their memories, the longer they linger. In the real world, their bodies fell in the physical vicinity of the kraken underwater, and they will be preserved alive for days — to wake them up, recover them and bring them out of water.
A SUMMARY NEAR YOU
You can survive this beautiful cruise through a combination of:
- — capturing Quicksilver’s summoning item to break the spell that raised the sunken ships and kraken
— attacking said undead ships and kraken and keep them at bay, while the spell dissolves
— getting your ship out of the Crossing
— ...begging, cajoling or sledgehammering Caladan Kreil and Hawk into peace
— leaving no man behind and rescuing those whom the kraken drags underwater
— pro... fitting? Joke, you're always broke.
Get your sign-ups in until 23:59 GMT on 17 July and do all your plotting and planning below. This is an easy-going plot — if you’ve got a campy or unusual idea, pitch it freely.
QUESTIONS
Look, global warming, wilting vegetation, industrial shortages, that's why the rum is gone.
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/coming to this post late w/ q's
Re: /coming to this post late w/ q's