c02s04e12 - Pirate Booty Day 195 The team has handed off the 4th Principality to the remaining pirates not interested in jumping society to join the Crusade, and take all the valuable resources and equipment...  what you have already 1- crab carrier 200' dameter 30' tall - crew = 150 - 12 autobalista - water helm - stables 75 seahorses 1- pickle ship 250' 50' thick - crew = 200 - 10 necrocannon - stables 100 seahorse - necrocore engine 1- 3 claw monster 200' 40" thick - 3 claws 6d20/3sr - fire helm - 12 necrocannon - stables 40 seahorses 35 seahorses loot acquired 540 followers 1- crab carrier 200' dameter 30' tall - crew = 150 - 12 autobalista - water helm - stables 75 seahorses 1- tradesman skiff - 150' flat top - crew = 150 - 25 autobalista - fire helm 1- snapping turtle - 200' diameter 89' tall - crew = 400 - blunt ram - 10 autobalista - stables 150 seahorse 1- stingray 300' across 50' thick at core - crew = 250 - 25 autobalista - stables 120 seahorses - air helm 1- death halo 150' sphere 175' - crew 300 - halo 8 autobalista - firehelm 1- mammoth 200' diameter 30' tall - crew = 150 - puck like disk ship similar to the crabs.. 12 autobalista, fire helm outer shell can heat metal catching adjacent on fire. carries stables for 70 seahorses (total crew required = 2200) 16 Tow skiffs 45' fire helm 670 seahorses (+35 from crab carrier) 6 favors worth of inventory and riches .. good haul.!  Eduardo gets a sending from the Duke of Crawar, Ir'Flanagan that he needs the warforged's assistance... Eduardo Recalls back to Bartertown and hops ship to cragwar the next day... day 196 Ir'Flanagan ushers THX into the Private Galler of the Duke, where the 10 demon statues are all missing... with some investigation THX concludes that a team came in, ended the petrification holding the demons silent, and the whole lot disappeared from the scene.  The Duke asks for eduardo to track down the missing relics and return them if possible. The warforged cleric doesn't share with the Duke that the statues have most likely come to life and are no longer viable trophies... but instead offers to help find out what happened. With that, the merc Wasp picks up THX and brings him back to the fleet crossing the Inner Reach. It's been over a week since the RazR and Marlin were identified as stolen and located near New Cyre... now that the team is on their way bck to bartertown, they look to take care of that loose string. Contacting the Modrons, Eduardo relocates the two stolen ships to the southern edge of Darguun, hundreds of miles from New Cyre. The team knows that New Cyre is the home base for Kazarak operatives still active in the Khorvaire region, so they get some more Modron Intel about the New Cyre area.. ...New Cyre 3000 population goat ranching, tarraced farming, cliffside fishing Wroann Ir'Cyrak is the remaining exiled prince  vizier Ir'alemar provides guidance  Official religion of Cyre has always been Onatar the Maker.. god of fire, innovation and artifice.  With the cult of Kazarak being banned from Cyran society as part of the surrender condidtions to Thrane, Onatar remains popular among the population. the team gets confirmation from the Modrons that Kazarak operatives DO use New Cyre as a base of operations, there is little information available about how integrated the cult operatives and the D'Cyrak family remain attached... there's no evidence from various inspections and interviews with the royalty that Kazarak is supported at all, yet demonic activity is reported by Silver Flame agents.as recent as a month ago.  Day 197 crossing the expanse between Thrane, Darguun, and Kurn the team runs into a spellstorm that pulls half the fleet into The Nether.   sending orders of retreat to the unaffected ships, the team rides out the storm leaving them stranded with 4 ships in the Astral Sea. the team doesn't have large enough planeshifting to pull even the merc wasp ship through; much less a carrier like the crab or 3 claw monster. They do know that the buried naval gate in the underdark of Cyre was designed for this task, but the darkness is intimidating. The Eldeen Reaches are famous for convergences between the forests of Eldeen and the FeyWyld regions of The Nether.. so the team is confident they can find a way back to Khorvaire... but in the meantime they continue course to New Cyre to see how they can affect activities while caught in The Nether. Any area a traveller Knows in The Nether can be reached over time.. the more familiar, the faster the travel and more stable the terrain.. but the first voyage to anywhere is chatoic often dangerous and unpredictable.   Sailign through the Astral Sea to New Cyre via Nether; the smokey dark expanse of the Astral gives way to jagged spire mountains, deep eeerily lit valleys.   through the peaks and vales there's skirmishing between Silver Flame soldiers and demonic troops... New Cyran territory broadly orbits the realms of Hell, and the evil realm influences the Cyran region of The Nether.   Once the team gets a lock on a group of archon scouts, the team confirms kazarak forces are inhabiting the area.  The team works with the archon squad to ambush a squad of Kazarak demons.. eliminating all but one they hold for interrogation... <End of session> Now day 198. autumn 1/3 to level 16. loot acquired 540 followers 1- crab carrier 200' dameter 30' tall - crew = 150 - 12 autobalista - water helm - stables 75 seahorses 1- tradesman skiff - 150' flat top - crew = 150 - 25 autobalista - fire helm 1- snapping turtle - 200' diameter 89' tall - crew = 400 - blunt ram - 10 autobalista - stables 150 seahorse 1- stingray 300' across 50' thick at core - crew = 250 - 25 autobalista - stables 120 seahorses - air helm 1- death halo 150' sphere 175' - crew 300 - halo 8 autobalista - firehelm 1- mammoth 200' diameter 30' tall - crew = 150 - puck like disk ship similar to the crabs.. 12 autobalista, fire helm outer shell can heat metal catching adjacent on fire. carries stables for 70 seahorses (total crew required = 2200) 16 Tow skiffs 45' fire helm 670 seahorses (+35 from crab carrier) 6 favors worth of inventory and riches