Every old salt knows a song to sing
WHO: Araceli Bonaventura, Simon Ashlock, James Norrington, Helena, Rey, Korrin Ataash
WHAT: Exploring an eerie shipwreck locals have complained about that absolutely goes according to plan. Until it doesn't. Because of the ghost pirates.
WHEN: Mid-Bloomingtide; pre-Tourney, vaguely around the phylactery uproar
WHERE: Somewhere off the Kirkwall coastline
NOTES: ooc post, will warn if anything comes up but since we're doing puzzles I'm going to go ahead and say language, feel free to make your own starters for any travel shenanigans that you'd like if you'd like that
WHAT: Exploring an eerie shipwreck locals have complained about that absolutely goes according to plan. Until it doesn't. Because of the ghost pirates.
WHEN: Mid-Bloomingtide; pre-Tourney, vaguely around the phylactery uproar
WHERE: Somewhere off the Kirkwall coastline
NOTES: ooc post, will warn if anything comes up but since we're doing puzzles I'm going to go ahead and say language, feel free to make your own starters for any travel shenanigans that you'd like if you'd like that
A small vessel takes them out of Kirkwall early in the morning, six of them packed in headed for where he reports came from; no sailors were willing to volunteer so it's this team themselves, and well, it's fortunate that half of them are from Naval Presence isn't it? A short trip, fair winds on the way there as Araceli explains what awaits them from the reports gathered from chatter about the docks or sent to her office:
Strange unnatural lights. Boats and ships crashing. Sailors not returning. Demons suspected of course.
Only that's when the fog rolls in once they're getting to where it's been reported on the maps by islands so small they don't even merit being on the big maps, only navigational charts to be steered about. Light through a fog could explain many things but there's something else, something that seems to whisper to each and every person on the boat.
And that's when they cut through the fog and the island itself - and something much larger - rise up out of the water.

No rift. No demons. But something that beckons all to come venture inside. Tie up the boat, you'll be needing that later after all, this one certainly isn't going anywhere.

ʟᴏᴡᴇʀ ᴅᴇᴄᴋ;
"Watch your step," she instructs quietly, "the stairs might be rotten."
And who knows what's down there.
[[ooc: Welcome to the Puzzle Dungeon! This is where we'll meet our spirit pals so we can skip this if you'd like and jump straight to the puzzles in the other threads if that's what you'd prefer.]]
ᴋɪᴛᴄʜᴇɴ;
"Alejandro." The one on the left raises a hand. "And Reina." A hand goes up from the one on the right.
"One of them lies, one of them tells the truth," the first spirit says, "and they can only answer yes or no. I'm sure there must be a question or two on your minds."
If you can work out who'll give you the right answer. But this is just the warm-up, it's all going to be fine, everything's going to be fine.
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She has a suggestion in mind. "Are Templar armour skirts stupid lookings?"
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"Really. This is the question we are using as a baseline to see if the spirits are lying. This is what we're going with." He shakes his head, looking to the rotted ceiling, "For the bloody love of the bloody Maker..."
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"James remove the hilt from your arse," Araceli mutters just loud enough to be heard, turning to half-face Helena with a little smirk on her face. "I know about running in dresses as long as those skirts, they're very stupid."
Alejandro, however, says 'no'.
Which could mean several things: they had terrible sartorial taste in life (very possible, not all pirates are known for their fashion sense), they don't think James is being upset (also possible because some people are dramatic), both, or they're lying.
So six of one, half dozen of the other.
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"Anyway, it's no good if you're going to ask it a subjective thing. You can't lie about an opinion. What's two plus two?"
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But, the less-grumpy Templar makes good point, even if she feels the armour skirts are objectively terrible. "Is two plus two making four?"
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Helpfully, at the same time:
"Yes," from Alejandro, and "No," from Reina.
So. Getting there.
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"So, Reina's the liar. Good to know." Now they're getting...somewhere. Maybe. "Did you lure the ship here?"
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Another look over to Korrin, waiting to see how the spirits answered before he tossed another question onto the pyre.
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And she waits for the spirits to answer, to see if they will because that's sort of two questions or if anyone wants to slide in with more before they go further with this or what the line of questioning should be here.
ᴀʀᴍᴏᴜʀʏ;
The floor feels wrong, uneven beneath the feet.
But it's a shipwreck. An unnatural shipwreck at that. It's probably nothing. Until when someone finally steps too heavily and the click precedes a gout of flame bursting from behind one of the barriers.
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"Shit--" Reacting quickly, she places her large, imposing form between the flames and summons a Barrier spell to shield herself and her allies.
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"How long can you keep that up? I need to check for some sort of mechanism, see if I can turn it off."
Hopefully Rey is of the same mindset because Araceli doesn't know what, if anything, is going to set off anything else.
ʜᴏʟᴅ; ᴋᴏʀʀɪɴ, ʜᴇʟᴇɴᴀ & ɴᴏʀʀɪɴɢᴛᴏɴ
The cold presses in on all sides somehow despite how close the air is elsewhere on the ship, same as the Kirkwall they left behind.
The first hand to touch the door might draw back in surprise when it isn't damp spreading across it but frost, and when the spirit bids they open, the floor is a great spread of ice. Huge hulking crates dot the floor, netting and rope nailed in place where supplies once were when the crew all lived. Perhaps you can see the problem set before your feet gang.
"There was a mishap. Alchemy supplies in here when we hit the rock," the spirit sighs, shrugging lazily. "We, well, you need to fetch a few things for us."
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Taking point automatically, Korrin's hand recoils from the frosty door. She grimaces, but makes no comment, not until she's taken in the ice, the crates, and all else. "...yeah, I can see that. Let's see what we can do, hm?"
She glances over to her companions, one hand on her spirit blade hilt.
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"What good is getting things for ghosts? They still cannot pick up."
She shrugs, unconcerned, running her fingers along the wall.
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He gives Helena a dry look. He hasn't quite forgotten the whole 'stupid Templar skirt' thing. "I imagine that whatever these things are, we'll also have to combine them into what they need. Am I correct?"
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"Yes, we can sit and watch you do all work." It doesn't sound unappealing, truthfully, but Helena is restless, and starting to look around the room for clues, for whatever might have caused all this ice, based on what the spirit said.
"If was Alchemy done, then could be Alchemy undone."
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Or as sharply as a spirit can speak.
"No destruction!" The light where the eyes would be blazes brighter for an alarming moment, and if this spirit was the pirate they were in life? Probably wouldn't be someone you'd cross. "You won't be destroying the crates."
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She'll test with the butt of her staff as to the thickness of the ice; even if it seems to be one solid mass, she knows to look for anything that might make a difference.
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Her fingers pat down the side of one of the crates and the net that had originally been holding it in place before the sweep of ice came, looking to see how tightly the crates are held, if the ice wraps over them or if they are just caught around the base.
"Are you needing crates, or what is inside? Could be easier to be bringing insides to you, without packages."
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Helena ... made an excellent point, and he decided to add to that, just for the expediency of time, "And if it is magical ice, may I simply ... dispel it without damaging the crates or the contents?"
Hand still on sword, though. He wasn't stupid.
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Just a little.
You know, in the way one does when they think they've pulled a cheeky fast one on you with the sort of we they're meaning.
"What you need is up. But you can't get up by climbing alone. The ice cannot go. The boxes cannot go. You can't move alone on the ice." But there are three bodies, boxes, ice, the spirit's gaze travelling upward to the ceiling. Perhaps, perhaps. Perhaps it's why two larger bodies and a smaller one were chosen for this, or a large one, a mage one, and a small one.
ᴡᴏʀᴋsʜᴏᴘ; ᴀʀᴀᴄᴇʟɪ, ʀᴇʏ & sɪᴍᴏɴ
There's not much choice to it, is there? No way off the ship, the spirits of the crew to be dealt with, and this the only way to do it; spirits wish for something and they aren't demons at least. So time it is to go to a cluttered, disorganised space with papers scattered everywhere. Books burst at the spines. More water damage coming from somewhere to rust the tools, warp the wood of the workbenches; here they find themselves in the workshop with a strange arrangement of plinths dotted throughout the room some with a hammer or sacks with rusted points (caltrops? Nails?) sticking out.
The spirit doesn't follow them in, lingering at the doorway. "Our captain left something behind in here but we can't get to it. You can. If you can work it out." Another sigh, this one of frustration. "He was a master. And an utterly paranoid bastard."
ᴄᴀᴘᴛᴀɪɴ's ᴄᴀʙɪɴ;
"You're late," he drawls, a thick Antivan accent that speaks to a life with the Armada before that life was stolen from him. "A captain hears all the chatter, but he doesn't wish to be kept waiting.
"How long it's been since anyone new appeared. Which of you is sharp of wit and keen of mind? I do mean truly keen. It'd be a terrible shame if you bored me now."
ᴄʀᴇᴡ ǫᴜᴀʀᴛᴇʀs;
Here are the crew quarters, chests at the end of each bed, and a body laid out on each of those beds. A few tables space out the beds, cards and dice left where they were in living, a bottle or two of rum and plenty of empty glasses left to gather dust. Spirits met already and spirits not encountered hover by them, waiting for someone - anyone - to arrive.
"We've waited a long time, send us off the right way."