The joy of being back at sea pleases you all. You were deep underground only moments ago and now you stand on the deck of the Sea Ghost with the sun on your face. The crew is very relieved to see you, and not overly perturbed by your sudden appearance by means of a magical teleportation circle. Just as Zymaan once cast above his prior abilities to raise an army of skeletons, Nyneve used more mana than ever before to teleport the entire group from the Cathedral of Shadows in The Keep on the Shadowfell to where you are now.
First Mate Gundarson is particularly excited to see Captain Stormwind. Gundarson has several claw marks upon him and he looks tired and anxious, as does the rest of the crew. You learn that the ship was beset upon in the night by a contingent of lizardfolk who meant to seize the ship. The crew fought them back, but with no healing magic among them, they needed safer harbour and so moved the ship to deeper waters. They waited as instructed when you left and had only this morning decided to set sail for Seaton. It is good you teleported when you did because the ship would have soon been outside of your best magical range.
Janaar barks commands to the crew to get the ship out to sea. Seeing that there are still bone birds in the skies nearby, Janaar orders most of the crew below deck, especially Nyneve. A captain must give first priority to the safety of his crew, and Janaar has seen enough now to know that Nyneve is a magnet for trouble and will continue to be. The enemy simply cannot know where she is or they will come for her, just like they did her mother so many years ago.
The spray of the sea accumulates in Janaar’s beard and he smiles. To hell with those cursed underground caverns. It feels good to be on the water again.
Everyone else settles into the ship below decks as recommended by the captain. It takes some time to transition from the extreme danger of fighting the Nevermind underground to feeling the lulling sway of the ship as it catches the wind and sails the sea. Valaria and Nyneve retire to the room they share. Zymaan and Kildrak retire to their respective cabins, and Grim and Ash grab hammocks in the crews’ quarters.
Ryparin also retires to his own cabin. The group destroyed the Nevermind and he drank Alandra’s potion, but he feels extremely drained from the ordeal. He settles into bed for what he hopes will be a good sleep. He needs it.
Soon Janaar sets the course for Seaton. He can see through his spyglass that in the time you were besieged in Bale Keep, the lizard folk armies spread east over Saltmarsh and perhaps all the way to Seaton. It is evident that the coming of war to this place changes things greatly. Janaar just hopes there is still enough time to get a full crew of experienced sailors in Seaton before sailing into the sun and out deep into the Azure Sea.
[I would appreciate receiving updated character information from everyone. Planning the game gets more and more challenging for me as you go up in level. At a minimum I need to know what new things the PCs can do. New spells and special abilities are the whammies. So please let me know.]
[Lots more story posts coming. Lots to cover before we meet again.]