Threid
Full Member
 
Tachiagare, GANDAMU!
Posts: 385
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Post by Threid on Mar 22, 2010 22:59:10 GMT -5
I make a beeline for the boat, interspersed with many non-threatening flailing gestures.
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akunzepp
Full Member
 
Captain Tony Knight
Posts: 342
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Post by akunzepp on Mar 22, 2010 23:05:17 GMT -5
You make a beeline for the boat! No way you're getting killed by a mermaid.
You climb up the anchor; it's tough work, but you manage. After a while, you land on the deck. The boat's totally deserted. There's three dingies.
Down below, your dingy is topside again, and Towns is talking to the girl. In her language! He hands her the pocket watch and they both hop in. They both row towards the lighthouse, moving in a zig zag.
You're wondering how a mermaid sits in a boat. But you know nothing of them. At least you're safe.
What now?
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Threid
Full Member
 
Tachiagare, GANDAMU!
Posts: 385
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Post by Threid on Mar 22, 2010 23:07:28 GMT -5
I sneak around the boat, looking for people or useful information.
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akunzepp
Full Member
 
Captain Tony Knight
Posts: 342
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Post by akunzepp on Mar 22, 2010 23:09:28 GMT -5
You check the topdeck. Nobody.
Gundeck. Nobody. No cannons either?
You're about to hop in the bilge.. but you don't expect barrels to be of good conversation.
There's a captain quarters, and it's getting late. Sleep?
You could also check the bilge, find something to bar the door, or root around in the cabin. You hear a scream in the distance.
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Threid
Full Member
 
Tachiagare, GANDAMU!
Posts: 385
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Post by Threid on Mar 22, 2010 23:16:30 GMT -5
I grab a dinghy and check out the scream.
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akunzepp
Full Member
 
Captain Tony Knight
Posts: 342
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Post by akunzepp on Mar 22, 2010 23:19:31 GMT -5
You cavalierly push a dingy into the ocean, jump in, then row towards the screaming. Your boat touches his and a flash of light shows Captain Towns fight with the girl.
You still have your cutlass tucked into your belt. You jump into the water, to find the beach at your knees. It's incredibly shallow. He runs towards the lighthouse, the girl at his heels.
Taking up your cutlass, you chase the two. She turns around, sees her pursuer and tackles you.
After the shock of her having legs instead of a tail sinks in, you draw your cutlass; which she kicks away. Maybe you should've gotten more experience. [+1 Sword]
Luckily, you're not so useless with your hands.
You grapple with the girl, before the fight is ended with one thrust. [+1 Fist]
The blade just nearly misses you. Captain Towns, sword in hand, pulls the girl off. She gasps for air, then leaps into the sea.
Sharks close in and both of you head for the shore. The lighthouse is still far away, but you notice a hut.
With Captain Towns leading the way, you enter.
A feathery bed stands before you. You share it for the night.
---
Morning comes. It must be past noon. Captain Towns is gone.
Do you explore the island? Search the hut for items? Start a fire? You're essentially marooned without a gun.
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Draco
Rogue
Anaheim Electronics Employee
Anaheim Hitman
Posts: 1,240
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Post by Draco on Mar 23, 2010 0:02:03 GMT -5
Start a fire!
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akunzepp
Full Member
 
Captain Tony Knight
Posts: 342
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Post by akunzepp on Mar 23, 2010 0:32:41 GMT -5
You walk outside, breathing in the brisk sea air. The sun is hot, but the wind on your wet clothes chills you to the bone.
You use your cooking skills, and some flint from the hut to start a fire. Captain Towns approaches from the jungle and warms himself by the fire.
Soon, you're also approached by a few merchants and natives. The natives are speaking the same language as the girl - that solves that.
The men tell you that they're wreckers from the Florida Keys, men who lure in ships to the reefs, then rush out to thieve them of cargo - or rescue them from certain doom, depending on who you talk to.
So you're in the Keys. That means there's a wrecker's port nearby. You still have your dingies from last night.. do you head for the port, the ghost ship, or the reef? You could always ask Towns..
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akunzepp
Full Member
 
Captain Tony Knight
Posts: 342
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Post by akunzepp on Mar 23, 2010 12:23:21 GMT -5
Name: Daniel Coulson Gender: Male Age: 20 Rank: Vagabond Fame: 1 Alignment: 60 (100 is good, 0 is evil) Inventory: None Maps: None Flags: None
Weapons: None
Clothing: White shirt, black pants, black boots - all sea salted and wet
Skills: Cooking: 1 Persuasion/Intimidation: 1
Weapon Skills: Fists: 3 Sword: 2
Money: 1 Sovereigns, 0 Shillings, 0 Pence
Ship Information: Ghost ship out at bay.
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Threid
Full Member
 
Tachiagare, GANDAMU!
Posts: 385
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Post by Threid on Mar 23, 2010 14:51:46 GMT -5
The ghost ship!
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akunzepp
Full Member
 
Captain Tony Knight
Posts: 342
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Post by akunzepp on Mar 23, 2010 16:27:20 GMT -5
You hop on the dingy and start rowing out the ghost ship. It's a ways away, but you seem to be getting close.
You climb aboard like you did yesterday, this time using a rope to keep it tied aboard (+1 Rigging)
You don't see anyone aboard on the top deck.
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Threid
Full Member
 
Tachiagare, GANDAMU!
Posts: 385
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Post by Threid on Mar 23, 2010 16:28:33 GMT -5
I search for valuables, interesting objects and ghosts.
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akunzepp
Full Member
 
Captain Tony Knight
Posts: 342
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Post by akunzepp on Mar 23, 2010 16:30:51 GMT -5
You head below deck, searching for anything of value. The cannons are there.. it'd probably sink your dingy. You could loot some cannon balls.
Upon closer inspection, you see that the cannons are loaded and fuses tied to each other, leading down the ship.. and into a hole in the wall?
(!)
Suddenly, the ship starts moving.
You're on the gun deck. There's a trap door.
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Threid
Full Member
 
Tachiagare, GANDAMU!
Posts: 385
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Post by Threid on Mar 23, 2010 16:33:33 GMT -5
I run for my dinghy and head for the reef!
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akunzepp
Full Member
 
Captain Tony Knight
Posts: 342
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Post by akunzepp on Mar 23, 2010 16:39:42 GMT -5
You head for topside and look out to your dingy. The line has been cut! Your dingy floats away.
With a loud crash, the boat takes off even faster, throwing you to the deck. But the sails are rotted! How can this be?
The ship is headed for a storm!
There are the following around you.
Lots of ocean
A few sealed barrels.
Four cannons per side, with linked fuses.
The captain's cabin
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