llywelyn
Apprentice
Death's Islands is located in the far southeast of the map of Acarthia and is not part of the Kingdom of Acarthia. It is a very large set of islands with only partial representation of the major landforms on the map. There are no navigators who actually know the waters of Death's Islands themselves in Acarthia, though some are capable of getting you into the surrounding territory (your guide to the Islands is aboard The Lagarde Salty Vixen II).
Ships
The previous ships you were on have gotten an upgrade in terms of their size in order to make the trip and to accommodate the fact that you will be sleeping aboard these vessels (unless you choose not to).
We will be defining four areas around camp as your ships that encompass the major camping areas (so an area of Larkspur, Lyra, and the tent camping area) and marking them with tape. These do include the cabins/camping area and will define the four ships. If you are within the marker tape then you are on board the ship, if not then you are off of it. There will be a gap in the marking tape that represents a gang plank with several extra strips of marking tape. If you are on board the ship then you can "raise the gangplank" by tying off the marking tape, a process that should take at least 10 seconds during which time you cannot use any IG abilities.
Boarding the ships over the railing requires a 3 count.
The ships are as follows:
If you are camping in a tent outside the marked ship areas, you are camping on land and not on a ship. If you put your tent in one of the marked ship areas, you are on that specific ship.
There are NPC crewmembers aboard each ship who are responsible for crewing it. If you have OCS: Sailor you might be able to help out if something nefarious were to happen to them.
If you choose to sleep in any other area you are "sleeping on the land" which may have advantages (we will get to those in a moment) and disadvantages (if, say, you have to leave an island in a hurry… in which case it might have been a good idea to at least stash your personal belongings on the ship).
Swimming
Much like last time: there won't be effects that knock you off of ships (death effects in play: repel will take you to the edge of the ship but not throw you overboard unless for some reason you want to go overboard), but you can be charmed/dominated off of a ship if your character strips first at which point, like the ghost ship mod from last month, you are kind of helpless in the water but are at least not sinking.
You do not necessarily know exactly where you are going, but your starting island in the Death's Islands is the recommended starting point that the navigator aboard The Salty Vixen II will take you to.
Lay On
You will start aboard the ships and you do not need to be aboard the ship you will be sleeping on. We will be doing a soft layon at 9:00 PM, at which time (give or take) a member of plot or a senior NPC will provide some context around the experience of coming up and some notes for the island and will then act as a crewman for any questions or further interactions. Once the initial announcements are covered the ship will be considered "docked" and you can disembark.
After that hard layon will be at 10:00 PM or whenever you leave the ship. All terrain that is not aboard a ship is considered in "hard layon" at 9:00 PM.
On Wards and Wizard Locks
These can only be put onto immobile structures. Your cabins aboard the ships do not count as such.
Island Changing
If at some point the PCs leave an island and you want to stay on it and hang out with the locals, you get to come portray/NPC with us. We'll give you some background information about your stay while waiting for the PCs to return.
If you are accidentally trapped, on the other hand, there may be other ways to get together with your party again… which you can find out details for if anyone is accidentally trapped.
Mod Cards
This will be a "mod card light" event as well due to the nature of the event, though somewhat heavier than last month.
Pay close attention to the mod card hours posted on the cards this event.
Ships
The previous ships you were on have gotten an upgrade in terms of their size in order to make the trip and to accommodate the fact that you will be sleeping aboard these vessels (unless you choose not to).
We will be defining four areas around camp as your ships that encompass the major camping areas (so an area of Larkspur, Lyra, and the tent camping area) and marking them with tape. These do include the cabins/camping area and will define the four ships. If you are within the marker tape then you are on board the ship, if not then you are off of it. There will be a gap in the marking tape that represents a gang plank with several extra strips of marking tape. If you are on board the ship then you can "raise the gangplank" by tying off the marking tape, a process that should take at least 10 seconds during which time you cannot use any IG abilities.
Boarding the ships over the railing requires a 3 count.
The ships are as follows:
- Larkspur - Dawn Pride
- Lyra 1/2/3 - Salty Vixen
- Lyra 4/5/6 - Shadow's Watch
- Tent Camp (in the region between Lyra and Larkspur around/near that fire circle) - Crimson Sunset
If you are camping in a tent outside the marked ship areas, you are camping on land and not on a ship. If you put your tent in one of the marked ship areas, you are on that specific ship.
There are NPC crewmembers aboard each ship who are responsible for crewing it. If you have OCS: Sailor you might be able to help out if something nefarious were to happen to them.
If you choose to sleep in any other area you are "sleeping on the land" which may have advantages (we will get to those in a moment) and disadvantages (if, say, you have to leave an island in a hurry… in which case it might have been a good idea to at least stash your personal belongings on the ship).
Swimming
Much like last time: there won't be effects that knock you off of ships (death effects in play: repel will take you to the edge of the ship but not throw you overboard unless for some reason you want to go overboard), but you can be charmed/dominated off of a ship if your character strips first at which point, like the ghost ship mod from last month, you are kind of helpless in the water but are at least not sinking.
You do not necessarily know exactly where you are going, but your starting island in the Death's Islands is the recommended starting point that the navigator aboard The Salty Vixen II will take you to.
Lay On
You will start aboard the ships and you do not need to be aboard the ship you will be sleeping on. We will be doing a soft layon at 9:00 PM, at which time (give or take) a member of plot or a senior NPC will provide some context around the experience of coming up and some notes for the island and will then act as a crewman for any questions or further interactions. Once the initial announcements are covered the ship will be considered "docked" and you can disembark.
After that hard layon will be at 10:00 PM or whenever you leave the ship. All terrain that is not aboard a ship is considered in "hard layon" at 9:00 PM.
On Wards and Wizard Locks
These can only be put onto immobile structures. Your cabins aboard the ships do not count as such.
Island Changing
If at some point the PCs leave an island and you want to stay on it and hang out with the locals, you get to come portray/NPC with us. We'll give you some background information about your stay while waiting for the PCs to return.
If you are accidentally trapped, on the other hand, there may be other ways to get together with your party again… which you can find out details for if anyone is accidentally trapped.
Mod Cards
This will be a "mod card light" event as well due to the nature of the event, though somewhat heavier than last month.
Pay close attention to the mod card hours posted on the cards this event.
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