DnD sessions 12 – 12 – 12
You have taken control of The Bright Star ship and it is 3am in the morning. Detecting magic, you find auras of abjuration, conjuration, divination and evocation throughout the ship. Identifying these magics you find that all loading hatches and portals are covered by a mesh or web of magical force blocking entry through these openings unless the net or mesh is lifted. 10 hp’s of force damage per round is delivered with contact of the mesh. Also you find that all wood used (hull, doors, decks) in this structure is infused with gorgon blood making entry into or through the vessel by means of the ethereal plane or teleportation blocked. Thus if a portal is open, passage would be allowed.
The bright star itself is in need of repair. Though it is seaworthy now. Hull damage and cladding damage are apparent. General repair of the doors, windows, decking, sails and masts are needed. (estimated 25,000gp)
Raven stays with the ship as the rest of you escort the 30 some odd human children into town here from the docks back to the Inn where you were staying. Speaking with the Inn Keep and exchanging some money, you agree that he will help the children find a safe haven and try to find their parents. And Raven has encounter with dock master inquiring as to the departing schedule this morning of the Scurvy Dog. Raven confirms that they are on time to leave dock.
Once back to the ship, Thomas explores the cleric’s room to find that he can attune this divine place to his deity’s worship. Within this sanctuary he can provide enhanced healing (fast healing, vile healing, etc.). Similar to a concecration spell. Other auras lead you to the Communication Sphere Room, Teleportation/Transport Sphere Room and even the large Ram built into the front of the ship.
Sharky uses the key you found on the first mate to open one of two metal doors. The only one with a key slot is the Communication Room. There you find a wildly ornate room with carving all around the walls depicting maps and locations from across the world and celestial locals. In the Indian center of the room lies an ornately carved wooden stand supporting a 4 foot diameter blue sphere swirling with material. It speaks and asks for The Captain. Sharky provides the key and proves he is the new captain which triggers a mental battle to connect with this sphere. Quite easily Sharky gains Captain Statis almost as if it was meant to be. Sharky then reveals that he was given an eye patch with magical properties of True Sight while commanding a vessel as well as navigation enhancements.
-Celestial Yaw Transport Terminal (CYTT or "kit") is the name the sphere goes by. You find it to be a little insane.
-The ship and create an air bubble around the entire vessel 25’ out from its furthest points
- Light, Daylight or Darkness spells can be activated to engulf the deck or entire ship
-Gust of Wind spell (enhanced) can be activated to move the ship short distances
-CYTT can be communicated with to transport via Teleport abilities across space planes
Location must be known for studied for successful transport (via Greater Teleport or Gate Spell)
-Concealed compartments hold remnants of massive extendable wing frames in need to repair
-Communication and illumination controls throughout the ship can be shared by permission from the Captain
-Access to maintaining air bubble around ship, can be gained by permission from the captain
-Planar navigation mode gained by captain communicating with sphere
-Air navigation and mode and lost until wings repaired (estimate for repair would need to be gained)
-access to navigation room provided by CYTT with the key in hand to do so
Sharky enters the Navigation Room to find it as ornate as CYTT’s room with a similar blue sphere on an ornate wooden base in the middle of the room. This is the navigation sphere where scrying the location and path of the desired destination are planned. Sharky also discovers a wooden door facing the front of the ship on the far wall of this room. The key is needed to open this door. Duffy stands before this now opened door to peer into a stone room beyond. He send in one of his creat-a-buddies to find out if contact loss or danger are apparent. They are not so Duffy moves through the doorway to encounter a place of great magical strength. The room seems to be a structure of stone with 1 door and 2 windows identified by Duffy to be of Elvish make. Peering out a window he is treated with a vision of overwhelming lush greenery of a dense forest rising far above this 300-400 foot tower he stands in connected at its base to a stone complex below over grown by the forest floor. His knowledge reveals to him that this is the Feywild or also known as The Plane of Fairie. When asked, CYTT reveals that the doorway and what lies beyond belonged to a past captain of the ship but cannot recall any details and knows nothing about what is beyond the door.
From up on deck comes a demanding voice. Going to find out who is calling, you find 3 figures dressed in cloaks. One female human and 2 males with the female demanding for the Ogre Kurn to make himself present. Apparently these 3 were to be traveling with the Scury Dog back to Mulmaster. When it become obvious that the Ogre is not appearing, trouble starts and battle ensues. Duffy mounted on Butterscotch prepares a spell while melee starts for Raven as you all make it to the deck. Your enemies stand on teh dock where the fighting begins. When they are revealed, you recognize the figures to be from the Plane of Shadow, a Skull Servant and her 2 Ebon Spur Gaurds. You take out a gaurd quickly as the Servant throws an item on the ground and summons a Mezzoloth demon. Swings, spells and a Cloudkill from the demon scatter the battlefield occupants while some take CON damage. The battle rages and the servant and her gaurd are taken out. The summoned creature and his lingering cloud vanish while you take the fallen gaurd and keep him around for questioning. It seams they wer to travel to Mulmaster to meet up with Jarmaxx outside the city past Gulgar's Lair. He reconfirms what you already knew that in the tunnels beyond Gulgar's Lair lies a portal that leads to Jarmaxx's Lair. And you know he is awaiting the arrival of the Servant and her gaurds upon their arrival there. This gives you a distinct advantage knowing where Jarmaxx is will be located.
The ship itself is in need of deck hands. A crew of 20 is required to sail her safely. A crew of 3 is needed to man the weaponry. A chain of command would be needed to organize the crew and a chief would be needed to cook for them all.
Asking around, you are given the name of the tavern The Sea Pinnacle to find recruits for The Bright Star. Being the start of winter with rough seas, travel is at a minimum during this time so you may need to entice good men to come out of their warm winter lodgings for dangerous work.
You pay for an additional day of dock space while you pursue a crew.