D&D 5E Spell & Crossbones

"An interesting proposal," Nia says dryly. "We take de risks and bear de costs of dis exorcism, and returnin' de ship to seaworthiness while you keep possession of de ship and can take it back when you wish."

She opens her mouth to say more, then looks at Katerina and subsides back into silence.

Blackbeard wags his finger at Nia, that impish light in his eyes contrasting with the man's bulky frame. She's seen right through his starting offer, just like the old pirate anticipated they would. "Negotiations it is. I like this one. The Sea Witch they call you, eh?" Blackbeard offers to refill any cups that need refilling from the bottle of rum before proceeding to lean back in his chair.

"I hear most of the rumors in Nassau, and lately there's been a fair deal that you and Captain Read Wallace are in a bit of a race to hunt a treasure. Now, if you were to tell me that, say, you were pursuing La Gloriosa del Mar lost after a raid on Cartagena, then I could be convinced to offer title to the ship free and clear if you performed one of the aforementioned tasks for me. And retrieved a certain treasure from the wreck. Hypothetically speaking, of course." He tips his head to Katerina with sagacious cunning.

GM: Anyone can make either a DC 13 Wisdom (Insight) check or DC 13 Intelligence (Investigation) check to figure out what Blackbeard's real objective is in these negotiations.

Achieve an 18 or higher with Insight and you also deduce either his Bond, Ideal, or Flaw (of your choice).

Achieve an 18 or higher with Investigation and you also deduce how he learned of your interest in La Gloriosa, or possibly some other detail of your choice at the DM's discretion.

However, roll a total of 8 or less, and you must choose one of these complications:
  • You've offended Blackbeard in some way — he turns hostile (though not immediately violent) to your party.
  • Blackbeard gave you an enchanted cup that turns the rum into truth serum — you unintentionally divulge a potentially compromising secret.
  • A knowing glance from Blackbeard cuts you off and reminds you that you're still indebted to the old pirate — gain the Obligation ill fortune, which Blackbeard may call upon later.
 
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Flynn was careful to keep his hands well away from his pistols, from the moment they entered the estate- it wouldn't do to have his intentions be mistaken. He also left his satchel just inside the door of the sitting room- hopefully there would be no need for that kind of work today...

He was content to let his captain take the lead in this negotiation, at least for now- the Blackbeard of rumor was a volatile man, and Flynn knew that he himself had been out of the game here in Nassau to risk provoking him.

Instead he sat down with the others, draining his cup at the first toast, and let his gaze slide around the room. Unlike Blaise he wasn't looking for anything in particular, just taking stock of the scene- there were some interesting pieces on the walls and around the room; some of them could fetch quite a price- but now was hardly the time for that.

He listened to Blackbeard's offer, putting the pieces together with what he had heard from the others, and with all the rumors he had heard himself while tracking down the captain. He pushed his empty cup forward for a refill as he thought things through...

[sblock= OOC] If it is Insight OR Investigation, Flynn fails with an 11 Insight (At +3); if both can be tried, he gets a 14 Investigation (also +3); rolls http://www.coyotecode.net/roll/lookup.php?rollid=122657 . Not sure if any of his other abilities (like Ear to the Wind) would be appropriate, but Flynn has been mining to local rumors pretty heavily lately.

It seems to me that we might have a shot with either goal: between Flynn and Nia, we might be able to mojo up something curative for Piet Hien, which could make him thankful (and talkative)- and I think the party has custody (or our financier does) of one of the Seawolf's crew, who could be asked a new round of questions; or perhaps bartered to Blackbeard for his own interrogation. Even the knowledge of the Seawolf's recent local activities might be a chip (though since Flynn doesn't know that IC, I'll let someone else spill those beans. [/sblock]

[sblock= OOC2] Also, I backed the 7th Sea reboot- all kinds of awesome pirate-y (or at least swashbuckle-y) goodness. I miss that game, even though I only played it a bit. Anybody else take that plunge? [/sblock]
 

GM: Yep [MENTION=48394]pathfinderq1[/MENTION] it's meant to be an either/or check, reflecting your PC's approach.

As for Ear to the Wind, that might give Flynn some leads on L'Olonnais' hidden treasure on New Providence Island or the progress of Captain Read Wallace's expedition, for example, but it's less helpful deciphering what Blackbeard is aiming for. After all, if he wanted to go after La Gloriosa himself, the rumors would be all over Nassau.
 


"And, hypothetically speaking, which treasure might that be?"

Blackbeard levels a long unblinking stare at Katerina, his eyes like twin orbs of oceanic darkness. At last, he looks down, rubbing his hands together. "You've heard of the petro loa?" His eyes flicker over to Nia as he speaks the name. "The loa of the New World? There's a gem called Le Ge Rouge du Petro (Petro's Red Eye) said to have miraculous powers." He returns his gaze to Katerina, a wry smile on his lips. "Hypothetically."

GM: Yeah, it's no secret that Piet Hien Van Djik lives in a house in Nassau. We don't need to play through you guys asking for directions. You can just assume you do as part of your posts when we reach that point.


[SBLOCK=Nia Steeleyes]The petro loa is a family of spirits associated with black magic like necromancy, born of the extraordinary suffering of the West African slaves brought to the Caribbean. Though many conceive of them as "evil", like all loa they transcend human morality. Instead, Voodoo practitioners see the petro loa as hot, angry, volatile spirits.[/SBLOCK]
 

Blaise watches the negotiations silently. It wasn’t his place to speak and potentially undermine his captain. Still, Blackbeard seemed to be controlling the negotiations far more than he liked. He needed an advantage for his captain.

[sblock=Rolls]
I have rolled twice for this game and both times have been terrifying. Great DMing, Quickleaf!

Blaise Insight Check on Blackbeard: 1D20 = [18] = 18

I would like to figure out Blackbeard’s flaw as well as his intentions.

Also, the gem, would Blaise think or know that as one of the gems that he is after? It if it is the same, he will become more animated in this discussion.
[/sblock]
 

Knowing all too well the world-weary look of slaves who've lost hope of a life beyond chains, Blaise sees a bit of that mute horror in Blackbeard's seasoned gaze. It wasn't about the coin for Blackbeard, clearly, as he was well settled, nor did the treasure he requested seem to be his end game. There was too much depth and gravitas to the man. Perhaps in his younger years he was a treasure-hunting scoundrel, but there was a grim determination on his brow. Blaise knew, of course, about Blackbeard's Spanish or Portuguese woman kept upstairs like a recluse. In that moment, Blaise would recall the admonitions of his father and mother when he first learned of his engagement to Hélène Leblanc; they wanted him to leave a legacy for their family.

Could that be Blackbeard's driving force? A desire to leave behind some lasting legacy? It made sense; after all, he was a pirate past his prime who'd settled down and was contemplating parting with a ship, albeit a beached and haunted one in need of repair, for pennies of its true value. The Ge Rouge du Petro had to play into that desire to leave a legacy somehow.

No stranger to the supernatural world of spirits, Blaise could feel Libeté's caressing whispers in his inner ear, revealing Blackbeard's weaknesses. As hardened as he seemed, there was a reason Blackbeard hadn't done anything to restore The Coral Curse, some primordial fear beneath the surface of his cragged face. Fear. Then the small silver cross hanging on the wall made sense. The way he was impressed by Katerina's dauntless approach. Blackbeard was afraid of dark spirits.

GM: Thanks, [MENTION=20005]Matthan[/MENTION], I'm glad you're enjoying my approach to DMing!

I generally go for fewer rolls with more meaning when I can, especially when it comes to Insight/Perception/Intelligence-based lore skill checks.

Blaise probably heard Anton Fontaine or others in his order refer to the twin diamond necklaces in esoteric Latin terms used by the Knights of Malta. No reference to Ge Rouge du Petro would be made, however, one of the diamonds was red and the other was clear, so it's possible...
 

Nia lifted an eyebrow and frowned. "De spirits you speak of are dark and dangerous tings, born of pain. Only good for causin' pain...and if called, gem or no gem, pain will follow." She shrugs. "Maybe you be tinkin' to use dem for a weapon?" Her smile would be far from pleasant, even with that unblinking blank stare.

"Dat knife is one dat will twist in you hand. I tell you dat for free."
 

"Dat knife is one dat will twist in you hand. I tell you dat for free."

Squinting his eyes at Nia, Blackbeard shifts in his chair, resting one elbow on the armrest and his hand on the other so his shoulders are slanted. "So I've been told. Those are my terms, all the same." After a brief stare-off with Steeleyes, he offers further explanation. "Sometimes the best weapon is the one that isn't used."
 

Blaise feels his fist involuntarily tighten as Blackbeard mentions the gem. This negotiation was getting away from them and traveling to a place that he was not comfortable with.

Blaise lowers his eyes slightly as he begins to speak, “I sailed with a houngan once. A dark soul.” He looks up to catch Blackbeard's eyes, “I'm sure you know the type. He taught me a bit about magic and dark spirits. You see, magic is all about connection. I'm sure you've heard of a jilted woman gathering some of her faithless beau's hair and creating a doll to harm him from a distance. The magic connected them. Your djab is no different. It is connected to that ship for the moment, but it will not stay that way. It will grow hungry and it will hunt, but it is a creature of magic. It must follow a connection. What connections are left to that ship? A beached and abandoned ship has no captain. It has no crew. The only thing that it has left is an owner. How long has that boat sat there? A week? A month? Longer? How long do you think that djab will wait until its hunger drives it to hunt? Make no mistake, master Blackbeard, it may not be tonight, but one evening soon that djab will come for you.”

“You mention tasks and trinkets that you want us to perform or retrieve. Ask yourself, are you willing to risk your immortal soul waiting while we retrieve some paltry thing? After all, it's not just you that is at risk. Magic is connection. Once it feeds on you, what connection do you think it will follow next? Perhaps a lover? A child? This djab threatens everything you have ever accomplished in this life. Everything that you love and have built is threatened by that spirit. There is no legacy for a man consumed by the djab.”

“What we are offering you is a chance to be free. The laws of magic are bound to the laws of this world. If you are no longer the owner of the ship, it cannot reach you. There is no connection for it to follow. Give us the ship. We take on the task of dealing with the djab and you can sleep easy tonight.”
 

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