VOYAGE OF THE WHISPERED CURSE – CREW NOTES (1/6)
WHISPERED CURSE, a “Simple Minnow” upon the Twilight Expanse
51 /51 - HULL
50 /50 - FOOD
50 /50 - SUPPLIES
51 /51 – MORALE
? - COMMON FUND? - PAYMENTS (Food/Hull/Crew/Supplies)
Type: Modified Sloop O’ War
AC: 15
Additions:
- Hidden Compartment (Galley, under a table)
- Hidden Compartment (Captain’s Office, inside a closet)
- Hidden Passageway (Kitchen to Clinic, under a stovetop)
-
- Antique Wheel and Lodestone Set (Ship’s Wheel/base)
Alterations:
- Aboleth-threaded Sails (+1 HULL)
-Refined Lodestone (Extra Save. vs. Wild Magic Effects
-Figurehead of Lurue, The Unicorn Queen (Advantage on crew saves vs. Perception and Medicine)
Items:
- Dinosaur Harness x1
- Longboats x2
-A Giant Steel Coffin (x1 "Queen of Chaff"
Potential Alterations:
- Reinforced Steel Hull/Reinforced Mithral Hull/Reinforced Infernal-Iron Hull: Provides HULL protection at Sea, protecting from nautical attacks and environmental hazards. Your Ship’s Armor
- Rover-Cannons (12 lb. Shot)/Raider-Cannons (16 lb. Shot)/Marauder Cannons (20 lb. Shot): Provides attack power and intimidation at Sea. Your Ship’s Weapons
- Flame/Thunder/Ice Resistant Magical Shielding: Provides additional protection/saves against extreme environmental conditions out on the Expanse. Some areas may only be entered with the proper magical shielding active
- Refined Lodestone: Provides additional protection/saves against all instances of Wild Magic targeting/interacting with the Ship and its inhabitants. Practically a necessity if one plans to be spending a lot of time going in and out of Palings and Rifts
- Wind-Filled Sails: Sails with a Wind Enchantment placed upon them, which work to either help channel or work against the will of the winds. Can negate a bad wind day, or double the progress of a good wind day
- Ship’s Figurehead: The Icon at the front of the Ship, representing the Curse and its crew. Bad luck to go without (If chosen, you three may choose the shape and style of the Figurehead, and then pick TWO skills. The general crew of the Curse will have get permanent Advantage on Checks made on those skills during random at-sea encounters)
- Impossible-Storeroom: Your storeroom is magically extended, somehow becoming larger on the inside than it is outside. Permanent increase to FOOD and SUPPLY storage (+10)
- Impossible-Indoors: A magical space (somehow larger on the inside than the outside) is constructed between the Orlop Deck and Ship’s Stores. This space can be used by the Wild Bunch and the Crew for various purposes which may aid in the course of the journey: a Training Area (improving combat ability), an Indoor Garden (improving access to remedies/potion ingredients), a Concert Hall (helping maintain MORALE), an Animal Stable, or any other similar space/skill set that the Wild Bunch can come up with!
Ship’s Layout:
[WHISPERED CURSE-SIDE MAP]
1. Ship’s Lantern/Ship’s Bell
2. Navigation Room
3. Balcony
4. Great Cabin
5. Captain’s Office/Captain’s Quarters
6. Kitchen
7. Galley
8. Forecastle
9. Anchor
10. Infirmary
11. Officer’s Quarters
12. Rudder
13. Ship’s Wheel
14. Ship’s Berth/Gun Deck
15. Gun Ports
16. Rum and Fresh Water Casks
17. Brig
18. Ship’s Magazine/ Ship’s Capstan
19. Spare Sails/Rigging/Cable
20. Orlop Deck (Cargo Hold, Spare Lumber & Sails, Spare Rigging & Cable)
21. Mizzen-Mast
22. Main Mast
23. Fore Mast
24. Fighting Top
25. Mizzen Nest
26. Fore Nest
27. Crow’s Nest
28. Ship’s Stores
29. Ship’s Figurehead
[WHISPERED CURSE-OVERHEAD MAP]
1. Flying Jib Boom
2. Jib Boom
3.Bow Spirit
4. Head
5. Forecastle Deck
6. Fore Mast
7. Main Deck
8. Main Mast
9. Ship’s Wheel
10. Quarter Deck
11. Mizzen Mast
12. Poop Deck
A. Long Boats (x4)
B. Chains (x4)
[WHISPERED CURSE-BATTLE MAPS]#X-
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Posts
RENOWN:
A loose collection of the “civilized” pirates within the Expanse, operating under the general rule and order of Chaff’s so-called Queen, to ensure mutual safe harbor and passage. The “Law”, for whatever that’s worth out here. Currently led by Gorgeous Grigmar, and recovering from heavy damage done to their city and society by the Sun Prince
SUN PRINCE’S DOGS – -1/10
An adopted family of Changers and Shifters, operating under the leadership of the feared Sun Prince. From his flying ship of glass the “Elysium”, the Sun Prince and his agents conduct ruthless Capitalism, both openly and in secret. The Wild Bunch refused to join forces with the Prince and injured hisn right hand, Lieutenant Pom, during the Riots of Chaff, making a firm enemy of this group
MERFOLK + TRITONS – 1/10
No-Contact
WILD-KIND – 3/10
The many assorted Shifters and Were-things to be found within the Expanse. Most are generally known to be within the employ of the Sun Prince, or operating under singular and sinister intentions of their own. Those who remain apart from these goals suffer a deep stigma by association. Jack and Oak have become respected names among this group, for their rejection of the Sun Prince and for their prowess in battle
SLAVER’S FACTION – 1/10
No-Contact
RED DRAGON LEGION – 1/10
No-Contact
SUMMER FLEET – 1/10
No-Contact
DUSKRUNNERS – 1/10
No-Contact
BOOM-TOP APES – 1/10
A dull feeling, where a memory used to be…King Kong, in a jungle, climbing a tower…
SPIDER-COLLECTIVE – 1/10
No-Contact
KENTS – 1/10
Arno has heard of an ancient people; a collected tangle of roots within the wild, which protect all that is natural, but most especially the forests of the Deep…
GROUNDLINGS/CRYSTAL GEMS– 1/10
Urixes remembers a growing population; a so-called “growth” from the Inner isles, not quite mineral and not quite elemental. People talk of growing too eager for treasure, lest they be taken by the “Crystal Rot”. The Queen of Chaff, Nagara, is currently inflicted with this condition
RAK’TA + CHAMELEONS – 4/10
A multi-cultured and developing people, torn between their adherence to old traditions and their desire to strive forward. Though outwardly cold and practical, these lizardfold are capable of great empathetic understanding. Their society is currently in the middle of a revolution, mainly focused on the contrasting ideologies of Strike and Rax
KOA’TOA – 2/10
Devoted and passionate fish-folk of the Deep. Strange, curious customs, and a cult-like devotion are off-putting to most, and their passion for dark magic and bloodlust are ingrained. However, a strange, unnatural *progressive school of thought* has newly developed among the school out of “Pag-Svent Maw-Pab”…
YUAN-TI – 1/10
Snake-folk. Known contributors to the architecture of “The Grey Maw”
TICK-TOCK MODRONS – 1/10
No-Contact
OTHERS:
- Evvdia, the Demoness-Ex/last known-killer of Urixes, and current contract-holder of Oak
- Unidentified Pirates clothed in Brilliant Gold. Well-read ruffians, who wanted you all dead for sport
- A Wandering Professor, known for the creation of amazing craft such as Subnauticals and Airships. Prone to easy distractions. Currently searching the waters of the Expanse for a mineral deposit, in order to shake off the Modrons which follow him everywhere
-Aloro, the canny mutineer Eladrin who escaped the Grey Maw disguised in the form of Little-Witch Faye. Your former crewmate had attempted to flee death's shackles through betrayal and deceit, and has seemingly succeeded in the form of your former enemy
43/60 - CREW
STAFFING:
1st MATE (1/1)- Calthus Zurkul
2nd MATE (1/1)- URIXES
3rd MATE (1/1)- Shin the Fox
QUARTERMASTER (1/1)- MICHAEL
CABIN BOY (1/1)- Tai Wan
PILOT (1/1)- Derbin Brightbeard
GUIDE (1/1)- Rhu Rhu Yaanos
WEATHERWORKER (1/1)- Refi Truespring
DECKHANDS (5/5)- (Master) Cardan Byrne (formerly the Baron); Aaron Edgar; Di-Lin Ik Pag; Vloryn Jahragath; Lenet Tarak
GUNNERS (5/5)- (Master) Calvin Jenkins; “Blacktooth” Bart Sanders; Yis the Rak’ta; Rocky; Simma Glenmire
STRIKERS (5/5)- (Master) Killian Grant; Ril the Aarakocra; Whistler the Kenku; Jared Edgar; Ront
CARPENTERS (5/5)- (Master) OAK; JACK; Fiver Greenfield; Yr-Us Lin Pag; Spike (Warforged)
RIGGERS (5/5)- (Master) Natali-Gravedigger; Bluurg the Frog; Deep-Lake (Tabaxi); Vix the Chameleon; Meepo the Kobold
COOKS (3/3)- (Master) Carlee Burrowes; Zephyr the Genasi; R'Lup
CLINIC (3/3)- Hugo-Luson; Slevin De’tres (“Former” Doppelganger); David Edgar
ENTERTAINERS (3/3)- BERN; Eilibis Fellmir; Dobrun
SICK & INJURED LIST
SHIPMATE NOTES/LOYALTY:
Hint: Her lifelong friend the Quartermaster has gone missing. The Captain hasn’t been the same since then, burying up alone in her office with books, and avoiding mirrors and open water…
- Calthus Zurkul- (Red Dragonborn; Oath or Glory Paladin) Consummate-professional, and backbone of the Ship’s tough-guys A professional paladin, and *the* most trustworthy man (ie. Dragonborn) aboard). Has always sought wealth and great glory for the crew of this vessel, but is (quietly) nearing the end of his run, and everyone know it…
- Shin the Fox- (Kitsune; Way of the Open Hand Monk) Rax’s Main Ravager. Has always been a subtle-leader amongst his own group, and personally honorable in his dealings with the Wild Bunch. A Monk wise in the ways of humanoids and the ocean winds. Has chosen to remain learning and in “the Wild”, only to end up the “adult” in charge of the Ravagers
- Tai Wan- (Half Elf; Cleric-Order Domain) Endlessly curious. A coward in battle, but a steady hand outside of it. Values service and prides himself on getting the job done right
LOYALTY MISSION: Travel. The Half-Elf’s Loyalty can be earned by visiting ten separate locations aboard the Whispered Curse with Tai Wan assisting as Cabin Boy
- Rhu Rhu Yaanos- (Koa-toa; College of Lore Bard) New Sea Guide. Intelligent but hot-tempered. Expert fisherman. Eager to begin learning Common
- Derbin Brightbeard- (Dwarf; Artillerist Articifer) Free-living, sky-loving Dwarf. A generous and kind spirit, matched with a fierce determination and a cold, dark temper. Easy to befriend, but hard to know. Believes *fiercely* in the (Buddhist-sounding) concept of “Sway”, where things and people happen as they will-and-are-supposed-to
- Refi Truespring- (Gnome; Order of Scribes Wizard) Angrily chiding, subtly soft-hearted, former Ship’s Guide/current Weatherworker. Eventual convert to being a friend of Arno. Never got over her former frenemy’s recent, peaceful death. Has quietly decided to seek retirement when possible after her confidence was badly shaken before the Grey Maw
Hint: Won’t *ever* leave the Ship, until she knows you’re all in good hands (ie. a competent replacement. *But*, won’t personally feel truly safe until she can find somewhere peaceful where she can finally retire…
- Cardan Byrne- (Half-Elf; Bard) Formerly “Baron Reynard”. Former Bard of the “Sanguine Seeker” and crewmate to Urixes in a former life. Has spent a score of years attempting to fix the follies of his younger life. Serves now in quiet, comfortable solitude as a Deckhand on the Curse
- Aaron Edgar- (Human; Storm Sorcerer). Unintelligible to all but the rare few. Loyal son and brother. Mischievous or “quirky”, depending on your point of view. Comes across to most a little rude, until they get to know him. Unshakeable.
- Dii-Lin Ik Pag- (Koa-toa; Arcane Trickster Rogue) Born Number Two. Always staring; always hungry. Overeager and a hard worker
- Vloryn Jahragath- (Triton; Fighter-Echo Knight)- Values the Greater Good. Honorable. Always serious. Usually goes for the simplest solution first)
LOYALTY MISSION: Protection. The Triton’s Loyalty can be earned by having her survive three seperate enemy incursions of the Whispered Curse
- Lenet Tarak- (Fire Genasi; Barbarian-Path of the Totem Warrior) -Quiet and keeps to herself. Scars and tattoos cover most of her body. Fidgety. Great at skill games
LOYALTY MISSION: Safety. The Genasi’s Loyalty can be earned by finding her a safe place to call home for once the voyage has ended
- Calvin Jenkins- (Human; Path of Wild Magic Barbarian) Kind hearted and accepting sharpshooter. Effusive and competitive. Enjoys the family of the shape, though he doesn’t talk openly of it
Hint: Don’t say “action figures”, because it offends him. But “moving, poseable, life action models” are a thing your Big Boss of a gunner are *very* into
- “Blacktooth” Bartholomew Saunders- (Human; Arcane Trickster Rogue). A seasoned pro onboard any Ship. Outgoing and boastful, but with the skills to back it up. Pain averse, though likely through deadened nerves.
- Yis the Ra’ta- (Rak'ta; School of Conjuration Wizard). Formerly of Far Aeston’s swamp pits. Reliable, but keeps to herself except at mealtimes. Somber and reserved
-Rocky (Tortle; Sorcerer-Aberrant Mind)- Argues for sport. Has problems focusing on the task before them. Does great impressions
LOYALTY MISSION: Money. The Tortle’s Loyalty can be earned by giving them enough money to pay off the various dangerous parties they owe debts to (2,000 GP)
-Simma Glenmire (Rock Gnome; Articifer-Armorer)- Quiet but kind. Fiercely loyal to companions and friends. Hates to admit she’s wrong, and would rather be dead than embarrassed
LOYALTY MISSION: Love. The Rock Gnome’s Loyalty can be earned finding her a potential mate and assisting the blossoming relationship
- Killian Grant- (Human; Brawler-Fighter). Old Salt. Wooden teeth and a constant cigarette between his fingers. Unafraid of Sea Monsters and Death alike. A secret, quiet love of animals, and a deceased wife of which he rarely speaks.
- Ril the Aarakocra- (Blood Hunter) Soaring, cold, highly-efficient marksman of Rax’s Ravagers. The first into a scrap, and the most confident. Arrogant, even for Aarakocra. Rarely speaks, but often carries himself with an air of condescension. Still seems to carry a quiet grude against the Wild Bunch
- Whistler the Kenku- (Acid Draconic Sorcerer) Nearly always the first to see/join a fight. Hangs out with/repeats everything the Old Hunters say. Seems to get an unspoken respect from Veterans and Rooks aboard alike. Possibly more than meets the eye to this Corvian.
- Jared Edgar- (Ranger-Hunter) Unintelligible to all but the rare few. Loyal son and brother. Able to track prey quietly, and engage with ferocity Proud and determined to a fault. Loyal onto death to family and friends
- Ront (Orc; Rogue-Swashbuckler)- Brave to a fault. Lucky despite himself. Enjoys travel and meeting new people
LOYALTY MISSION: Strength. The Orc’s Loyalty can be earned by competing in three competitions of Strength with him during down-times aboard the Whispered Curse
- Fiver Greenfield- (Lapine; Artillerist Articifer) Former veteran, handyman and “lingering menace” of Rax’s Ravagers. Unnerving smile and prescence. Highly competent carpenter. Booze hound and thief. Eager for treasure and debauchery.
- Yr-Us Lin Pag- (Koa-toa; Fighter- Psi-Warrior) Brash and irritable. Openly afraid of large sea monsters. Master Bone Carver.
- Spike (Warforged Monk-Way of the Open Hand)- Eager to learn and a quick study. Dressed in fancy, expensive garb over their mechanical body. Can’t swim and is terrified of the deep ocean
LOYALTY MISSION: Prestige. The Warforged’s Loyalty can be earned by letting him participate in a meeting with Royalty.
- Natalie-Gravedigger- (Half-Orc; Nature Domain Cleric) A sweetheart, but shy. Drawn to lost causes. Forgiving to a fault. Deeply spiritual, but attempts to downplay it to fit in. Secretly thrilled by danger, but won’t admit it even to herself.
- Bluurg the Frog- (Grung; Assassin Rogue) The inscrutable and untouchable member of Ra’x Ravagers. A legendary reputation for being a gross, gluttonous, and self-centered lech; which has, very slowly, been replaced on this voyage by the tale of a selfless, wise-eyed frog, who keeps his “ears” to the ground and his eyes to the horizon
- Deep-Lake (Tabaxi)- (Monk- Way of Mercy) Acclaimed acrobat and self-described “planar traveler” from “colder place”. Lost a brother her speaks highly of. Quiet and haughty, but solid. Meditates through the acts of endless training and rigorous self-discipline.
- Vix the Chameleon- (Thief-Rogue) Formerly of Villam’s forest. Capable, but a bit of a pot stirrer. Loud, but shrinks from the direct spotlight
- Meepo- (Kobold; Cleric-Twilight Domain) A snob about cooking and engineering. Whimsical in an off-putting way. A hopeless romantic who loves the sea
Ambition: Destruction. The Kobold’s Loyalty can be earned by letting him participate in the scuttling of at least one combatant Ship
- Carlee Burrowes- (Alchemist Artificer) Lifelong student of the Art of Cooking, currently learning under MICHAEL. Reserved, but quietly determined. Hates crowds and loud noises. Curious and adventurous to a fault.Will go to any lengths to learn a new recipe, or feed an acquantice in need.
- Zephyr the Genasi- (Wizard- Divination) Good friend of Arno and former Master Gunner. Was “made” a Seer upon entering the paling of the Twilight Expanse, and “changed” in spirit. Experimental and naïve to a dangerous degree. Blinded with a vision of the Gods within the Expanse. Highly adept mage and new fledgling assistant chef.
- R’Lup (Grung; Druid-Circle of Wildfire)- Agile and graceful. Can talk for hours about nothing at all. Seems to lack basic self-awareness. A clean freak
LOYALTY MISSION: Cooking. The Grung’s Loyalty can be earned by consuming three of her Constitution testing, *experimental* meals
- Hugo-Luson- (Cleric- Twilight Domain) Aasimar in hiding amongst the Curse’s crew. Wavers between grumpy acceptance and playful engagement, depending on the day of the week. Enjoyable and insufferable in equal amount. Seeks excitement and the unknown with the Expanse, Unflappable in practice, despite constant complaints and threats to quit his post.
- Slevin De’tres- (Former Doppelganger) Five day old Doppelganger, saved from the Far Realms by the Wild Bunch and brought aboard the Ship. Loyal to everyone aboard, but in particular worships the ground Arno, Derbin, and Hugo walk on
LOYALTY MISSION: Find a Medical Tutor for Slevin; Find x3 MEDICAL TEXTS for Slevin
- David Edgar- (Paladin) Unintelligible to all but the rare few. Loyal son and brother. Once sure of his calling defending the Governor; now, questioning his place as a spiritual leader among a crew of vagabonds and ne’er’do’wells
- Eilibis Fellmir- (Bard- College of Eloquence) BERN’s smirking, flirting, and confidentially swaggering companion and constant accompaniment. Equal parts open minded and no bullshit. Usually teasing and contemptuous by nature, but capable of empathy when the situation truly demands it
- Dobrun (Loxodon; Bard)- Friendly but Dim-Witted. Speaks several langauges. Greedy and a bit of a hoarder
LOYALTY MISSION:Money. If the Loxodon ever makes 2,000 GP from their journey aboard the Whispered Curse, they will*immediately* become loyal
SHIP’S MEMORIAL
- Jasper Mason (Human Cultist; put down by the Wild Bunch)
- Bobby Bennet (Human Cultist; put down by the Wild Bunch)
- Ishamel (Goliath Barbarian; Betrayed by Conrad the Conniver)
- Uroz Rockbiter (Orc Ranger; Betrayed by Conrad the Conniver)
- Magna (Firbolg Sorcerror; Natural Causes)
- Private Flint (Far Aeston Soldier; Murdered by Mutineers)
- Drox the Rak’ta (Fighter; snacked on by the Giant Grell)
- Zik the Rak’ta (Blood Hunter; Betrayed by Conrad the Conniver)
- Grit the Rak’ta (Druid; Betrayed by Conrad the Conniver)
- Fenel’zir (Githyanki Warlock; Betrayed by Conrad the Conniver)
- Zook (Gnome Monk; Betrayed by Conrad the Conniver)
- Dead-Arm Steve (Rogue; Betrayed by Conrad the Conniver)
- Conrad (unnaturally corrupted former 1st Mate and Ranger; put down by the Wild Bunch)
- Private Finch (Far Aeston Traitor; put down by the Wild Bunch)
_ Private Hobbs (Far Aeston Traitor; put down by the Wild Bunch)
- Private Wolfe (Far Aeston Traitor; put down by the Wild Bunch)
- Lieutenant Gunn (Far Aeston Traitor; put down by the Wild Bunch)
- Private Styles (Witch’s Charmed Defender; put down by the Wild Bunch)
- Private Murtogg (Witch’s Charmed Defender; put down by the Wild Bunch)
- Shax (Tiefling Warlock; killed by Wyverns)
- Galelor (Half-Elf Fighter; killed by Wyverns)
- Saphos (Gnome Monk; killed by Wyverns)
- Aloysius (Goliath Barbarian; killed by Wyverns)
THE MISSING
- Deckhand Gary (Human Thief; Disappeared into the jungles of Villam and never returned)
- Deckhand Victor (Human Thief; Disappeared into the jungles of Villam and never returned)
- Private Matthews (Far Aeston Soldier; Abandoned the Battle at Grey Maw and disappeared into the halls of the doomed structure)
- Private Kennedy (Far Aeston Soldier; Abandoned the Battle at Grey Maw and disappeared into the halls of the doomed structure)
- Iron Mike (Gnome Artificer. Map Finder and Decoder. Throw over the side of the Grey Maw shortly before it's destruction)
- Marlowe the Magnificent (Human Wizard. Map Finder and Decoder. Disappeared over the side of the Grey Maw shortly before it's destruction)
- Aloro (Eladrin Sorcerer and Mutineer. Impersonated the Little Witch and fled the Grey Maw aboard her Wyvern. Still very much at large)
MAIN QUESTS-
- Borrow/Take Back the Key of Selune (“White-Claw Insignia”) from crewmate Rax
- Seek the Key of the Ancient One (Gloves of Ghanadaur) on ILYF DOREI
- Discover the sunken location of ILYF DOREI from the Rak'ta people
- Seek the Key of the Lord of Bones in CANTLYN GARRISON
- Seek the Key of Silvanus in the EMMINENT GROVE
- Seek the location of the Key of Semuanya
CURRENT QUESTS-
- DAY ONE: Seek a decent breakfast/coffee/greasy street food (Oak, anyone else, to Cure Exhaustion) (Complete!)
- DAY TWO- Hiring new crew with Crude the Rak’ta (Oak) (Complete!)
- DAY FOUR- PAY OUT CREW BONUSES (Oak, others)
- DAY +4- ADDITIONS TO THE SHIP (Oak, others; meet with the Captain at the Copper Camel beforehand in the morning)
- RECONASSAINCE ON “THE QUEEN OF CHAFF” (Oak and the Wild Bunch; when and how you choose) (Complete!)
- PET SUPPLIES/PET TRADE/SELL OFF (Jack)
- SELL/TRADE/EXAMINE THE SPYING EYE (Arno)
- DAY TWO: LIZARDSITTING/FINDING A LIZARDSITTER (Arno) (Complete!)
ARNO
INSPIRATION: O
https://www.youtube.com/watch?v=x9VzJpl05N0
[Puissant Peacekeeper/Pilot-In-Training/Heart of the Whispered Curse/Never-Changing]
- Grew a foot taller in the Wild Magic waters, but has since become immune to the strange effects of the ocean here
- Dutifully training as a Guide, Pilot, and Weatherworker under Ship’s vets Refi and Derbin
- The Captain’s Right Hand
GP and ITEMS-
- Dagger +1 vs. Regeneration
- [Formam Aquae]:
If a Changeling spends an additional 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, they gain a racial trait allowing their swimming speed to match their walking speed.
If a Changeling spends *an additional* 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, they gain a racial trait allowing them to hold their breath underwater for fifteen minutes.]
- Homebrew Explosive x1:
The explosive can be rigged with a longer fuse to explode after a set amount of time, usually 1-6 rounds. Roll intuitive for the Explosive. After the set number of rounds go by, the dynamite explodes on that initiative.
- Charm of Fascination:
-Sending Stones x2
-Spying Eye x1
-650 gp
ARNO’S QUESTS-
-Currently looking into the locations of the remaining Spying Eyes and their Occulus; last known under the possession of the Little-Witch, and presumably Aloro the Mutineer afterwards
-Currently sitting on a Crate’s worth of “Blue Sand”, whatever that is. Might find out more about this material, but you should be discrete with your inquiries; the stuff seems *hot*
JACK
INSPIRATION: O
https://www.youtube.com/watch?v=YMi7Ik5JIoY
[Lucky Jack/Famed Limb-Chipper/Worldly Gourmand/Bearer of the Red Skull Saber]
- Currently suffering the effects of a gnawing hunger (beyond, even, his usual gnawing hunger!)
- Has gradually transitioned from his presence being an ill omen aboard Ship to a genuine beacon of luck among the Crew
- +1 Constitution Saving Throws (bestowed by Ilmater); +5 walking speed (bestowed by feasting on an innocent unicorn)
- Quietly the Captain’s favorite
GP and ITEMS-
-Tent
-Quiver
-Longbow
-Rapier
-Whip-
-Studden Leather Armor
-Oil of Sharpness
-Potion of Water Breathing
-Teleport Stones (x9) + Bag
- Fire Shot x17
-Scroll of Planar Binding
-Gary’s Flintlock Pistol
-Musket
-CC-88’s Treasure-Hook
-RED SKULL SABER
-Dread Helm
-Dragontooth Dagger
-Ilmin Dach's Candle
-3767 gp
JACK’S QUESTS-
OAK
INSPIRATION: X
https://www.youtube.com/watch?v=M9udAirjw3U
[The Wild Bunch’s Brute/Demon-Dealer/Crone-Slayer/Soulbound of the Whispered Curse]
- Under contract with the Demoness Evvdia, which is likely to become a problem at some point
- Has formed a strange, telepathic"link" with the Ship after experiencing a Wild Magic surge
- A brave warrior, a Shifter known as “Oso del Trueno”, is said to have bit the Little Witch’s head off with teeth of red metal. As of yet, only Oak truly knows this warrior’s true identity
- The Captain’s Left Hand
GP and ITEMS-
- Great Axe +1
-James Gunn’s Lifetime Service Pendant
-The Dragon’s Right-Eye (Unlit)
-The Glass of Truth
-Drox’s Neclace
-Faye’s Head
-Harpoon of Returning
-2 Handaxes
-2 Longswords
-2 Potions of Fire Breath
-Torc of Restoration
-Ring of Water Walking
-6141 gp
OAK’S QUESTS-
- Oak has taken it upon himself to attempt to cure Chaff's Queen of her massive case of Crystal rot (which has rendered the pirate's leader into an immobile, infectious humanoid crystal
URIXES
INSPIRATION: O
https://www.youtube.com/watch?v=3iZ9JRVmJ5o
[2nd Mate Aboard the Whispered Curse/Lord of the Deep/The Terror of Islands/Cursed Champion of Ghaunadaur]
- Trying to seek a way out from his horrible, endless fate
- Secretly, is once more being called into direct service by his Master
- Feared and Respected in equal measure aboard Ship
GP and ITEMS-
-Tinderbox
-Wooden Stake
-Small Lockbox
-Small Knife
-Sickle
-Playing Card’s Set
-Parchment x1
-Oil Flask
-Steel Mirror
-Manacles
-Small Bag of Sand
-Leather Armor
-Ink Pen
-Ink Bottle
-Flask of Holy Water
-Holy Symbol
-Hammer
-Dagger x2
-Crowbar
-Light Crossbow
-Bolts x20
-Clothes (Common)
-Book
-Rod of the Pact Keeper +1
-Potion of Greater Healing x1
-Vial of Purple Snake Venom x2:
-Arel’s Crimson Sash:
The brilliant, flowing sash of a famous former scholar and adventurer. The seeking elf was over time corrupted by his relentless pursuit in escaping a terrible fate, and was put down by the very friends he could not bear to part from in death. Perhaps Urixes may succeed in both losing and finding himself where poor Arel had failed
-Pearl x1
-6115 gp
-Scroll: Chill Touch
-Scroll: Silent Image
-Scroll: True Strike
-Ritual Text: Midnight's Deep
URIXES’S QUESTS-
FIND “MIDLIGHT’S DEEP” (Urixes)
FIND "The Old Boy's Heart"
FIND "The Old Boy Himself"
- Seek knowledge of the deep in the libraries of The Observatory
- Learn from Othro at Othro’s Oddities the ways of the bookkeepers (Complete!)
- Find and kill "Chic the Brick" for your Deep One Patron (Complete!)
CURRENT DAY/LOCATION/WIND/WEATHER/MOON PHASE:
LUNAR MAP-
TWILIGHT EXPANSE MAP-
LOCATIONS:
THE BORDERLANDS
2. Villam (formerly)
THE OUTER EXPANSE
2. The Grey Maw
3. Mt. Skyrender
4. House of the Red Dragon
5. Spire-with-a-Thousand-Eyes
6. Playa del Perdido
7. Chinampa
8. Antediluvian Memorium
9. Cantlyn Garrison
THE GREATER WHEEL
2. Abbott of the Eternal
3. Berxley Township
4. Boom-Top Town
5. Eminent Grove
INNER ISLES
2. Hell’s Gate
3. The Observatory
4. Three-Streams
THE RINGS OF FIRE
2. “The Eyes of Argos”
3. Geo-Prime
4. Slumbering Hills
THE CENTRAL ISLES (“THE TEETH”)
2. Solitude Point
3. Eagle’s Crest
4. Corna Islet
5. Seashell Key
6. Couple’s Rock
7. Wreck of the “Sanguine Seeker”
FOUND LOCATIONS:
1. Pag-Svent Maw-Pab Outpost (Koa-toa; The Outer Expanse)
2. Stink-Pit (Boom-Top Apes; The Outer Expanse)
X- Known Location of a HIDDEN CACHE
MOVING GEOGRAPHY:
1. Elysium (Sun Prince’s Flying Glass Airship)
2. “The Storms” (Physical Embodiment of Silvanus)
3. “The Floating Table” (Legendary Moving Restaurant)
CHAFF MAP-
PIRATE HAVEN OF CHAFF
2. The Nimble Weasel (Moderate Housing/Restaurant)
3. Triumvirate of the Copper Camel (Expensive Housing/Restaurant/Tavern)
4. Public Village (Cheap Housing)
5. Tick Tock Tower (Scenic Point)
6. The Apollo and the Athena (Town Center/Fighting Arena)
7. The Shipyard (Repairs and Watercraft Sales)
8. Ark of the Exotic (Mounts/iPets and Supplies)
9. The Vault (Bank and Exchange)
10. Garrety Redemptions (Sailors-For-Hire)
11. Fire +Water (Large Scale Weapons/Armor/Shipwork/Silvering)
12. Othro’s Oddities (Magical and Rare Goods Shop)
13. SPLASH (Fine Tailor)
14. Ruby + Sapphire Outfitters (Small Scale Weapons/Armor/Equipment)
15. Home of the Final Voyage (Retirement Community)
16. Drawn-by-Fate (Tattoo Shop)
17. Gun-Goes-Bang (Firearms/Explosives/Ammo)
18. House of Sighs (High-End Massage Parlor)
19. Sport of Kings (Tavern/Gambling Ship)
20. Hunter’s Guild (Queen’s Army Social Club)
21. Ozoro’s Arcane Restoratives + Herbal Remedies (Potions/Spell Components)
22. Cygnus the Cartographer’s Ship (Maps/”Real Estate”)
23. Upper Marauder’s Market (Mostly FOOD)
24. Lower Marauder’s Market (Mostly SUPPLIES)
25. Shipping Warehouse C (Location of a Top Secret Project)
26. Harrier Post- Chaff Branch
27. “The Love Revolution” (Elves/Drow New to the House of Sighs)
28. “Cup Ana Nibble”/”El Gordo Orco”/”The Chum Bucket”
29. Crispin's Safehouse
30. Kelp Carts
MOST WANTED-
- The “possessed by purple snakes” people. Tied to transmutations, and “higher sight”. Need to have an accepting host, but can accomplish such by means of deception or illusion. Somehow tied to the Serpent Lord’s will
-Demoness Evvdia:
- Urixes’s sadistic ex; Dweller of the Far Realms; Former-Captain of a Ship made from a Dead Whale; “Former” Leader of Doppelgangers; Holder of a contract with Oak’s name
-“The Little-Witch” (Aloro in disguise) and the surviving four Surviving Wyverns from the Grey Maw:
- Mutineer and Manipulator Aloro fled the Grey Maw in the form of the Little Witch, escaping with her wyverns flock. She apparently lives still somewhere within the Expanse, holding the Oculus which Arno seeks for the Spying Eyes
-(Unknown Pirates you evaded in a Mirror-fall. Cloaked in white and gold. Well educated but secretly sadistic)
-Someone warned you of Wild Apes, exploring the Expanse in search of….seeking…something, you think. Gleeful creatures, capable of great malice. The memory evades you, but the thought of meeting the giant creatures puts you ill at ease nonetheless…
MYSTERIES/POINT OF INTEREST:
POINT OF INTEREST-
-A legendary restaurant known as “The Floating Table” rides somewhere out on the Expanse. The Head Chef only cooks for celebrities and people of note.
This is the Out of Character thread for the Whispered Curse, Pirate Adventure 5e Homebrew our group has been doing since last year! Corrections, Clarifications, Geth-cursing, and Open Discussions on plot/gameplay/anything outside the direct scope of the game occur here for the future, as well as existing as an open Index for the Ship, Crew, and PCs. This is in the interest of keeping the game thread "clean" and easy to read, while quickly resolving questions on rolls and the world/current situation, and moving the plot along as quickly and efficiently as possible! Welcome!
Will do plot updates soon, but taking the night off after all that paperwork. Will update tomorrow morning when I'm ready to move forward! In the meantime, the thread belongs to the Wild Bunch and their friends/associates/fans. Batsignaling the Crew:
@zekebeau
@Glal
@AustinP0027
@Denada
@Sleep
@Endless_Serpents
Urixes, Crispin the Barista has given you the address for a small, nondescript Ship at the corner of Cutthroat Alley and Drummer Street. This location has been marked (#29- “Crispin’s Safehouse”) on the Chaff Map.
The man’s talk of poison could be a bluff. It could also be fatally dangerous, if he’s telling the truth! He claims you’ll be more or less fine for the next three days, and he’ll give you the antidote, as long as you give him his 25% and don’t attempt to screw him over. But then, the guys clearly more than a bit of a bastard, he surely can’t be trusted…
The item he has lent you, to help you get about the City slightly more incognito, is a “Cloak of Elvenkind”:
It looks as if Jack and Oak are on their way to getting whatever “Justice” is in this City, to be doled out by the aggressive looking Orc and his well-armed entourage. About ten pirates join the Orc as they move up the gangplank towards your friends; two remain behind on the gangplank itself, to keep anyone from entering/leaving the Ship. How would you like to proceed?
Arno, Young Anna has mistaken you for someone known as Lupo (aka Half-Light; aka Lieutenant Pom; aka The Sun Prince’s Herald), apparently a big name among the Sun Prince’s Dogs. She’s hiding her terrified grandfather (who thinks you, personally, are the Devil) and many kids inside the kitchen, afraid you’re here to somehow abduct them. She also noticed a commotion outside, but assured you that you have nothing to worry about, and that she’ll make no move to draw the Queen’s Army’s attention. How would you like to proceed?
Jack and Oak are currently hidden behind the Bar of El Gordo Orco. Most patrons and waitstaff have slowly left the area, knowing an incoming fight when they see one.
Those who remain are: the Bartender, directly behind the Bar with Jack and Oak (about to pee from fright, won’t expressly rat you out, but drawing all the attention to himself); the drunken Half-Elf (still seated at the Bar, still drinking, very confused as to what’s going on with everyone all of a sudden); the Muscular Woman (obviously part of the Orc’s group, standing toe to toe with a Shark, and seconds from calling out your location); the Man-Shark (seems to be taking up Jack’s offer for either the sport or pay, but could not handle a dozen by himself) and the “Kenku” (arguing right now about what to do, but sure they have to do something)
Gorgeous Grigmar and ten well-armed pirates are almost to the Bar now. How would you both like to proceed?
Map Update for Recent Areas/ Events (#28- Cup Ana Nibble/El Gordo Orco/The Chum Bucket; #29- Crispin's Safehouse; #30- Kelp Carts):
Oh, wait, is this going to turn into the tense courtroom scene where you are tried for a crime you didn't commit?
Arno P. Worthington Esq, changeling at law, ready to take the case.
The only immediate exits from here that don't somehow involve climbing down the Ship's side or jumping directly into the waters below are the gangplank you came in on, and (possibly!) the restaurant's flag mast on the Port side of the Ship, a good jog from here
Other than the people already mentioned, the Bar Area is mostly clear on the customer side of the table. Behind the Bar itself are your terrified waiter, two cowering attendants, and a pair of doors leading back to a presumed kitchen area. The Bartop you and Jack are hidden under will continue to conceal you just fine, assuming you can stay quiet and discrete and someone doesn't point you out.
Edit: Maybe Oak has been crouch-walking to the kitchen this whole time?
-Teleport Stone towards the front door/gangplank of El Gordo Orco you get for free!
-There's two Queen's Army pirates down the gangplank you didn't know were there, acting as guards but who have their backs turned to you: Dex Saving Throw (DC-13) to safely wriggle past them!
-Acrobatics Roll to throw the stone exactly where you're aiming (with Advantage if you dodged the guards/with Disadvantage if you didn't)
-Where is Jack hoping to "land" with the stone? Tucked into the teeming crowds as quietly as possible? At the edge of the waters, where he can sink/swim/hide in a boat? Flung onto the boardwalk as far away as possible? Atop a mast somewhere close, or a Ship a block over...?
A teleport stone hitting the water would activate the spell's ability. How Jack hit afterwards would depend on how the stone hit the water. A top speed, fast as he can, straight at the water throw? Likely damage and disorientation. Gently dropped with loving care from a minimal height? End up softly sinking upon teleport, like relaxing in a bath. Chucked wildly across the City, sight unseen? Could go any number of ways, depending on the Acrobatics roll to throw the thing!
...
Urixes, well-hidden, waits nearby, watching all of this transpire along the main road of the Marauder's Market. Eyes to the ocean, the Tiefling waits patiently for his friends...
...
Arno, as I understand it, after reassuring the young lady, you're grabbing a to-go bag, heading across town, and going to see Captain Arabella at the Copper Camel to try to get (*gestures vaguely at the Wild Bunch's situation*) this all resolved. Is that correct? And if so, how will you be travelling: Out in the open? In secret? Rent a boat?
...
Which just leaves Oak ( @AustinP0027 ), at the moment safely tucked behind the bar as Jack makes his mad dash out the front door and the pirates lose their minds. How does the Barabarian proceed from here?
Do you want a stealth roll?
Are you headed through the kitchen, down the flag mast, or just off the nearest Ship-side into the water? And how is the Big Guy gonna try to go incognito here on the streets of Chaff?
I'll just hold the to go box over my head. It will look like a shark fin carrying delivery. [I could also just go full shark and avoid getting it soggy, but I like the idea of just a floating box of food going through the bay.
...
Oak, you're gonna end up crouch walking all the way to the door of the kitchen from underneath the Bar...then, you're gonna accidentally knock a bowl down, and Gorgeous Grigmar is gonna leap the counter and start booking it towards you! Start thinking about how you want to handle this guy inside and around a restaurant kitchen!
...
Oak, you're standing in the kitchen door. There's four cooks mulling around what is, otherwise, your typical large-scale kitchen setup. There are Ship windows to the far sides of you (Port and Starboard, twenty-feet each), and stairs leading down further into the Ship right in front of you you. Gorgeous Grigmar is coming in hot.
Ask any questions about the room/situation your like. What is Oak's plan?
And for the challenge: how about you roll (Sleight of Hand, or Athletics, or Deception) vs. Grigmar's Disadvanted Perception (to not let you get the jump on him). Sound good?
Using it to reveal invisible, blinding people, creating a huge fireball with the dust. He started an argument that lasted like 15 pages of people just gobsmacked at this person's rock solid belief in the unbeatable flour power.
Anyone around selling baggy clothes, or someone that looks to have extra layers on that I could bribe?
...
Oak, Jack, and Urixes all get safely to the Kelp Carts, roughly under an hour later. They're each in disguise (or being stealthy), and the area is enough off the beaten path that you should be safe here for the time it takes you to catch up with what's been going on. Please In Character your reunion: What's the plan? What information do you share? What do you think is happening? Where do you go from here?
...
Arno, Zelena isn't joking about discretion being #1 at the Copper Camel: that's a large part of the reason the Captain may have stayed at this place. You might be able to get her to give up more information as you figure out Arno's room situation, with welcoming tips and decent Charisma rolls as you're given the tour. But... you get the sense that all you'd get are crumbs of info, or even put off at best.
Captain Ari may've put her room under an assumed name. If Arno can guess which name (either as a straight guess, or roll a 1d20: on a 20, I'll give you the name and we can say Arno plucked it out of the ether; anything else, you'll likely be run-out of this place), Zelena will provide more information. Otherwise, she'll look around for Arno, but won't betray the location of a Guest
The guards at the Camel, (professionals and very heavy-duty), will know all about the massages and mud wraps within (bemused by Arno, like many who meet them)
Madame Zelena has been aboard the Camel for ten minutes now, without yet any signs of returning. How long does Arno stick around? Do they leave a note, if they depart? And where would they head from here?
(Edit: unbeknownst to Arno), The rest of the Bunch is meeting at the Kelp Carts (#30) very soon, but what are Arno's pursuits this afternoon?