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Myliesha's Sail - Map of the Ship

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Named after Myliesha, an elven goddess of the wind (Ptolus, p. 73), the Myliesh’a Sail is the smallest vessel in the Fleet of Iron Sails. It’s notable for being the only ship in the fleet not armed with cannon or ballista. The absence of ship weaponry allows the Sail to avoid inspections at certain foreign ports, making it easier for them to engage in smuggling, slave-trade, and other illicit activities.

CAPTAIN CROTIKA: Use stats for pirate captain (MM 2024, p. 242).

SHIP’S MAP: Fat Goblin Games’ Simple Ship battlemap.

AREA 1 – MAIN DECK

The deck is well-scrubbed and kept in good order. Despite this, a large, black stain extends from the cargo hatch and runs for several feet across the deck. (Anyone watching onboard activity will notice that crewmembers avoid stepping on the stain.)

STAIN: Careful inspection notes that there are small arcane runes carved into the surface of the stain. Anyone stepping on the stain is must make a DC 12 Wisdom saving throw or be affected as per bestow curse.

DC 14 Intelligence (Arcana): The stain is from a blood curse. Someone cursed their own blood and then spilt it upon the deck in order to place a curse upon the Myliesha’s Sail. (GM Note: This was a lizardman witch who was being transported as a slave.)

DC 18 Intelligence (Arcana): The arcane runes are designed to seal in the curse. This prevents it from affecting the ship, but it would still be a good idea to avoid stepping on it.

CARGO HATCH: The cargo hatch is secured with a pair of hefty padlocks.

  • AC 19, 7 hp, DC 18 Dexterity (Thieves’ Tools)

AREA 2 – THE WHEEL

The wheel is coated with dragon bile (contact poison, DC 20 Constitution saving throw, 5d6 poison damage (half on save), and disadvantage on Strength checks). Crewmembers know to wear gloves while steering the ship.

AREA 3 – CAPTAIN’S QUARTERS

TABLE: On the table is a small mahogany box containing a ring of counterspells (a serpent of mithril and a serpent of taurum, the true gold, swallowing each other’s tails) and Letter to Guildmaster Arzan (see handouts).

Ring of Counterspells (rare, requires attunement)

This ring might seem like a ring of spell storing upon first examination. However, while it allows a single spell of 1st through 5th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as if per a counterspell. If a counterspell is casting into the ring, it can be used to counter any spell, as per the spell.

Once used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed in it again.

GM Background: This ring was recovered from ruins in the Serpent’s Teeth. It currently contains a gate seal spell and it’s possible the Red Magi might be able to research the spell by studying the ring. (The gate seal spell can be found in Planescape: Sigil and the Outlands.)

IRON COFFER: 465 gp, 79 pp, potion of blur

  • Lock: DC 16 Dexterity (Thieves’ Tools)

AREA 4 – SHIP SUPPLIES & ARMORY

In addition to hard tack, barrels of water, rope, and other necessary supplies, this room contains an unusual number of weapons:

  • scimitars & dragon pistols (Ptolus, p. 522), enough to arm the sailors
  • dragon rifles (Ptolus, p. 522) to arm the Advanced Vladaam Guards

AREA 5 – VLADAAM MAGE’S QUARTERS

The Vladaam Mage assigned to the ship keeps their quarters here. Their personal belongings include their spellbook, a potion of superior healing, and a shield of missile attraction (that they’re studying).

AREA 6 – CREW QUARTERS

This chamber is filled with crisscrossing hammocks and where most of the crew sleep.

DOOR: The door leading to the hold is steel-cored and securely locked.

  • AC 19, 40 hp, DC 18 Dexterity (Thieves’ Tools)

AREA 7 – HOLD

Although Myliesha’s Sail transports slaves, they usually carry no more than a half load, and often much less than that.

Greater effort is made to keep the hold well maintained and cleaned (with the Vladaam Mages using prestidigitation spells, among other measures), making it easier for the ship to fulfill its role as a smuggler when the hold is used for mundane goods (or seemingly mundane goods).

Go to Vladaam Slave Ship – Eye of the East

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Mystick Dominion

Review Originally Published May 21st, 2001

Mystick: Domination takes a different approach to the card-building games: A “premium card game”, Mystick encourages “customizability without collecting” by selling only complete decks (with every deck including every card).

THE GOOD AND THE BAD

Getting introduced to Mystick requires a steep learning curve which is – thankfully – lessened considerably by the thoughtfully included and well-executed Basic Tutorial pamphlet. Essentially the game boils down to this: With a Tarot-inspired card- and ruleset, Mystick allows you to play out Pawn cards. Pawns are then used to obtain Power, either from a central pool or from other Pawns. This basic mechanic is complicated with various action and environment cards, and a set of elegantly interlocking rules which give rise to a number of tactical possibilities.

The game can be played by 2-5 players. The Basic Deck only supports play by two players, however, and, unfortunately, I find the game to be severely lacking in two player mode: It is far too easy for the player with the first turn to build an unassailable lead, and the game’s mechanics generally seem to become either too simplistic or catastrophically clogged. On the other end of the spectrum, playing with 5 players also seems to strain the game (the round advancement mechanic – based on how times a “draw” action has been used – seems to speed play up too much with this number of players).

THE DEAL

Mystick: Domination has a sweet spot of 3-4 players, but when you’re at that sweet spot the game behaves like a well-tuned Ferrari (and its not exactly a Yugo at the extremes, either). The game is gifted with evocative and beautiful artwork which, in its classical stylings, is a refreshing breath of fresh air in the current card game market. Its playable straight out of the box. And it appears that Anoch is dedicated to giving all of this the support it deserves. Give this one a try.

The Verdict: B+

Publisher: Anoch Game Systems, Inc.
Category: Fantasy Premium Card Game
Release: August 2000
Format: 78 card Basic Deck; 78 card Power Deck
Suggested Retail: $19.99

In response to the rise of collectible card games, Mystick: Domination was experimenting with a form factor that Fantasy Flight Games would later call a Living Card Game (LCG). Unfortunately, it wasn’t quite perfected here: The Basic Deck and Power Deck were basically indistinguishable from each other on store shelves and, as noted in the review, if you only bought the Basic Deck, the game wasn’t terribly good.

(In point of fact, it turns out the designer of this game — Eric Lang — a bunch of LCGs for FFG.)

This review was originally written for someone other than RPGNet, but I have no memory of who that might have been. Since I have no record of its publication elsewhere, it must have either been rejected or the magazine it was intended for went out of business before printing it. Either way, I salvaged the piece by publishing it on RPGNet. And now, many years later, I’m salvaging it once again.

I debated whether to actually post this review: It’s for a fairly obscure game that’s long out of print. But the whole goal is to archive all of these older reviews, and I also have a lot of fond memories of this game. So if it encourages even one person to maybe go grab a used copy off eBay, it’ll probably be worth it.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

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The Pride of Morrain is named after a former scion of House Vladaam. Morrain was arrested for piracy during the War of Black Sails, escaped from the gallows in Trolone, and returned to Ptolus before being killed by Freeport assassins (who had been sent by a powerful pirate captain whose daughter Morrain had raped and murdered).

The prow of the ship is fashioned to resemble the head of a red dragon. The crew of the ship will tell tales of how the cunningly crafted wooden head contains the mummified heart of a dragon slain by Morrain himself. It’s possible that many or all of them actually believe this tale, but it’s not true.

CAPTAIN BOASTIA: Use stats for pirate captain (MM 2024, p. 242).

SHIP’S MAP: The map of the Pride of Morrain is based on the Duskbringer battlemap published by Elven Tower. The original map can be found here, but the version seen above has been heavily modified. Patrons of the Alexandrian have exclusive access to a high-resolution version of the modified map, suitable for printing or VTTs.

AREA 1 – THE WHEEL

The brass wheel of the ship has a plaque attached to it, explaining that it was taken from the original Pride of Morrain and was wielded by the hand of Prince Morrain during the War of Black Sails.

AREA 2 – MAIN DECK

At first glance, a fairly typical ship’s deck.

AFT DOOR: The aft door, leading below decks, is surprisingly sturdy and can be secured with two locks and a bar from the outside. (This is a final defensive measure against the potential of slave uprising.)

  • AC 19, 40 hp, DC 18 Dexterity (Thieves’ Tools)

CARGO HATCH: Similarly, the cargo hatch is secured with a pair of hefty padlocks.

  • AC 19, 7 hp, DC 18 Dexterity (Thieves’ Tools)

AREA 3 – BALLISTAS

The upper deck ballistas are mounted on swivels.

SEARCH — DC 10 Wisdom (Perception): 6 of the bolts at each ballista tipped with alchemist’s fire.

  • DC 14 Intelligence (Wisdom): To find a slip of paper under the alchemist’s fire bolts at the prow of the ship billing for various supplies which were delivered to an address on Wayfarer’s Street. (This address belongs to Alchemical Lab — Shadowworks, which created the fire bolts.)

ALCHEMIST’S FIRE BOLTS: 3d10 piercing damage. Target takes 1d10 fire damage at the start of each of their turns.

AREA 4 – GRAPPLER BALLISTA

The lower ballista is secreted within the open mouth of the ship’s red dragon prow. The bolts shot by this ballista are tethered and a powerful, steam-powered mechanism under the deck can be used to drag pinioned ships into boarding range.

AREA 5 – SUPPLIES & ARMORY

In addition to hard tack, barrels of water, rope, and other necessary supplies, this room contains an unusual number of weapons:

  • scimitars & dragon pistols (Ptolus, p. 522), enough to arm the sailors
  • dragon rifles (Ptolus, p. 522) to arm the Advanced Vladaam Guards

STAIR DOORS: The doors at the bottom of the stairs are steel-cored and securely locked.

  • AC 19, 40 hp, DC 18 Dexterity (Thieves’ Tools)

AREA 6 – WATER PURIFIER

A technomantic device in this compartment siphons ocean water and purifies it for human consumption… but only imperfectly. The result is potable, but still has a slightly salty and unpleasant aftertaste. It’s good enough for the slaves, though.

SIGIL: The device is marked with the Vladaam alchemy sigil:

Vladaam Alchemy Sigil

AREA 7 – UPPER HOLD

The upper hold generally contains mundane cargo.

CARGO HATCHES: Cargo hatches lead to both the upper deck (Area 2) and the slave hold below (Area 12). Both are secured from above with a pair of hefty padlocks unless in use.

  • AC 19, 7 hp, DC 18 Dexterity (Thieves’ Tools)

AREA 8 – CREW QUARTERS

These chambers are filled with crisscrossing hammocks and where most of the crew sleep.

AREA 9 – VLADAAM MAGE’S QUARTERS

The Vladaam Mage assigned to the ship keeps their quarters here. Their personal belongings include their spellbook and A Missive Regarding Slaves (see handouts).

  • GM’s Background: The sigil on the missive belongs to Aliaster Vladaam.

AREA 10 – SLAVE CELLS

These cabins are secured with locks from the outside and have been outfitted to secure rare and valuable slaves. They are generally empty, but there’s a 10% chance of occupation for each cell, in which case roll 1d8 to determine the CR of the inhabitant and use a random encounter table of your choice to determine who/what it is.

AREA 11 – CAPTAIN’S QUARTERS

Captain Boastia gets an actual bed! It’s nothing too fancy, but it’s pleasant enough.

The captain’s logs can be used to reconstruct the frequency and number of slaves being transported by the Pride of Morrain.

AREA 12 – SLAVE HOLD

The Vladaam Mages assigned to these ships regularly cast prestidigitation to clean out the holds, but it’s not enough to purge the sickening stench that clings to the slave holds – a mix of filth, excrement, blood, and putrescence.

GM Note: If the Pride of Morrain is not currently hauling slaves, this cargo hold may be converted to hold additional goods.

AREA 13 – LOWER HOLD

This area is generally used for standard trade goods and cheap rations for the slaves. If the ship is carrying a particularly large full load of slaves, the overflow may also be held in here.

AREA 14 – OFFICER’S MESS

Close inspection reveals that the officer’s mess is covered in a thin layer of dust, suggesting that it’s rarely used. The close proximity to the slave hold has rendered the mess an unpleasant place.

GM Note: There have been some discussions of converting the space into additional cargo space, but Captain Boastia has been hesitant to abandon the tradition.

Next: Vladaam Slave Ship – Myliesha’s Sail

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