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|colspan="2" align="center"|The Carrack, ''The Silver Sun''
|colspan="2" align="center"|The Carrack, ''The Silver Sun''
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|Master and Commander||align="right"|[[Jaysehn (prime)|Jaysehn Ranshai]]
|Master and Commander, Sentinel of the Ebon Blade||align="right"|[[Jaysehn (prime)|Jaysehn Ranshai]]
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|Mistress of Wind and Sail||align="right"|[[Akenna (prime)|Akenna Laeraun]]
|Mistress of Wind and Sail||align="right"|[[Akenna (prime)|Akenna Laeraun]]

Revision as of 14:37, 27 May 2021

The Silver Sun
SilverSuncopy.png
The Carrack, The Silver Sun
Master and Commander, Sentinel of the Ebon Blade Jaysehn Ranshai
Mistress of Wind and Sail Akenna Laeraun
Class Carrack
Affiliations Order of Voln, The Sentinels of the Southern Order of Voln

Welcome to Open Sea Adventures on the Silver Sun!

This OOC page is meant to help new Open Sea Adventure (OSA) players, as well as those who have not done so in awhile, with some brief reminders about how the system works.

Ship Rules and Customs

1. Have fun! There is no worry or concern about doing anything wrong. This is just a game. Don't worry about it.

2. The worst outcome for any player in OSA is that your character dies in combat. If any of the crew die, we sail back to port immediately and get them raised. No exceptions.

3. Herbs are highly recommended for dealing with injuries. We have no typical healer aboard.

Ship's log of the Silver Sun "a bone white mistwood carrack flying a sable silk flag"
Month Day Year Crew Prizes Mission Details
Fashanos 20,Feastday 5121 Jaysehn, Meril, Tabubu, Mnar Krolvin (sloop), Pirate (galleon), Ghost (brigantine) Darkstone Bay patrol to keep trade lanes clear.
Fashanos 21,Volnes 5121 Jaysehn, Akenna, Tabubu, Meggiemae, Mnar, Cylnthia, Salti Ghost(sloop), Krolvin (brigantine), Krolvin (carrack) Darkstone Bay patrol to keep trade lanes clear.
Fashanos 26,Huntress 5121 Jaysehn, Yukito Krolvin (sloop) Darkstone Bay patrol to keep trade lanes clear.
Charlatos 1,Volnes 5121 Jaysehn, Salti, Sir Cryheart, Varnock, Umbazi, Tabubu, Mnar Ghost(sloop), Krolvin (sloop), Krolvin (brigantine), Pirate (carrack) Darkstone Bay patrol to keep trade lanes clear.
Charlatos 3,Leyan 5121 Jaysehn, Akenna, Meril, Varnock, Viva, Tabubu, Salti Ghost (carrack), Pirate (brigantine), Pirate (carrack), Krolvin (sloop) Darkstone Bay patrol to keep trade lanes clear.
Charlatos 4,Niiman 5121 Jaysehn, Cylinthia, Tabubu, Salti Ghost(carrack) Darkstone Bay patrol to keep trade lanes clear.
Charlatos 12,Huntress 5121 Jaysehn, Akenna, Lexbubba, Crimsoneve, Viva, Salti Ghost(sloop), Krolvin (brigantine), Krolvin (carrack) Darkstone Bay patrol to keep trade lanes clear.
Charlatos 16,Tilamaires 5121 Jaysehn, Akenna, Salti, Yardie, Bootch, Aymar Pirate (carrack), Pirate (brigantine), Krolvin (carrack), Krolvin (sloop) Darkstone Bay patrol to keep trade lanes clear.
Charlatos 22,Volnes 5121 Jaysehn, Akenna, Salti, Yardie, Meggiemae, Lady Satrn, Svantai, Megause Krolvin (carrack), Ghost (brigantine), Ghost (brigantine), Ghost (brigantine) The crew were assaulted by the savage known as Purl
Charlatos 22,Volnes 5121 Jaysehn, Akenna, Magister Raelee, Guarrin, Kippe Ghost (carrack), Pirate (galleon) Darkstone Bay patrol to keep trade lanes clear.
Charlatos 25,Niiman 5121 Jaysehn, Fahlo, Salti, Bait, Beiowulf Ghost (galleon), Pirate (galleon), Ghost (galleon) Darkstone Bay patrol to keep trade lanes clear.
Charlatos 31,Leyan 5121 Jaysehn, Sir Cryheart, Satrn, Svantai, Khyrion, Craeguile, Nerelarth Pirate(sloop), Krolvin(carrack), Krolvin (brigantine) Darkstone Bay patrol to keep trade lanes clear.
Olaesta 1,Niiman 5121 Jaysehn, Khyrion, Salti, Dendum, Kedek, Craek, Craeguile Ghost (brigantine), Pirate (sloop), Krolvin(carrack) Darkstone Bay patrol to keep trade lanes clear.
Olaesta 5,Volnes 5121 Jaysehn, Akenna, Augerell, Salti, Aymar, Khyrion Krolvin (brigantine), Pirate(galleon), Krolvin(sloop) Darkstone Bay patrol to keep trade lanes clear.
Olaesta 9,Huntress 5121 Jaysehn, Akenna, Augerell, Salti, Aymar, Khyrion Krolvin (brigantine), Pirate(galleon), Krolvin(sloop) Darkstone Bay patrol to keep trade lanes clear.
Olaesta 12,Volnes 5121 Jaysehn, Akenna, Yardie, Halaka, Ceyrin, Cylinthia, Darcena Ghost(carrack), Krolvin(galleon) Darkstone Bay patrol to keep trade lanes clear.
Olaesta 19,Volnes 5121 Jaysehn, Akenna, Cylnthia, Khyrion, Salti Pirate(carrack), Pirate(brigantine), Ghost(brigantine) Kestral Sea Patrol Routes to safeguard relief ships from Aldora
Olaesta 20,Tilamaires 5121 Jaysehn, Akenna, Darcena, Ceyrin Ghost(galleon), Ghost(brigantine), Krolvin(sloop), Pirate(carrack) Kestral Sea Patrol Routes to safeguard relief ships from Aldora
Olaesta 26,Volnes 5121 Jaysehn, Darcena, Ceyrin, Chatelaine Traiva, Akenna, Lady in Waiting Lynaera, Lord Tolwynn Pirate (sloop), Pirate (brigantine), Krolvin (carrack), Priate (brigantine), Krolvin (carrack) Darkstone Bay patrol to keep trade lanes clear.
Olaesta 30,Huntress 5121 Jaysehn, Akenna, Yardie, Mnar, Tabubu, Nazarr, Yukito, Meril Krolvin (sloop), Krolvin (brigantine) Darkstone Bay patrol to keep trade lanes clear.
Ivastaen 3,Volnes 5121 Jaysehn, Yardie, Gwynek, Darcena, Akenna, Yipsy, Ceyrin Pirate (galleon), Ghost (brigantine), Ghost (carrack), Krolvin (brigantine), Pirate (carrack) Kestral Sea Patrol Routes to safeguard relief ships from Aldora
Ivastaen 10,Volnes 5121 Jaysehn, Darcena, Guarrin, Envoy Vaikhen, Alosaka,Fahlo Ghost(sloop), Krolvin (brigantine), Ghost (brigantine), Krolvin (carrack), Krolvin (brigantine), Pirate (galleon) Kestral Sea Patrol Routes to safeguard relief ships from Aldora
Ivastaen 13,Niiman 5121 Jaysehn, Daevian, Jossarian, Akenna Pirate (sloop), Ghost (brig), Pirate (galleon), Ghost (sloop), Pirate (sloop) Kestral Sea Patrol Routes to safeguard relief ships from Aldora
Ivastaen 21,Huntress 5121 Jaysehn, Yardie, Akenna, Spert, Donnod, Gwynek, Vaikhen, Avalenya Pirate (sloop), Pirate (brigantine), Krolvin (carrack), Priate (brigantine), Krolvin (carrack) Kestral Sea Patrol Routes to safeguard relief ships from Aldora
Ivastaen 24,Volnes 5121 Jaysehn,Yardie, Yairra, Seaward Salti, Yipsy, Defender of Mist Harbor Akenna, Lord Daevian Krolvin (sloop), Pirate (brigantine), Krolvin (brigantine), Priate (galleon), Krolvin (brigantine) Kestral Sea Patrol Routes to safeguard relief ships from Aldora


How to OSA for beginners

Phase 1: Departure

Before a ship can sail, three things MUST be done. See the graphic

1. Sails must be fully lowered for maximum speed. Sails are located on the Main Deck and Forward Deck

2. The capstan must be pushed until the anchor is fully raised.

3. The gangplank must be PULLED into the boat.

Once all three above are done, the Captain (and ONLY the captain) may use the DEPART verb to launch the ship from dock into the Open Seas. A ship or its crew cannot return to land unless they redock in a port.


RECOMMENDATIONS


Taking several additional steps are VERY helpful for ensuring a fun and productive OSA experience.

1. Each player should make sure all of the cannons are loaded. There are FOUR cannon on the Main Deck and THREE cannon on the Forward Deck. By standing in a room with cannon and using the LOOK CANNON command, you can see if the cannon are loaded or not. To help deal with unloaded cannon, see the summary under Combat: Cannonfire below.

2. Each player should ensure they have a BLESSED weapon on hand if they are physical fighters. 1/3 of all enemy ships will be fully incorporeal undead. They are best handled by large amounts of HP damage done in short bursts as they cannot be stunned (typically) and cannot be crit. The Captain of the Silver Sun, Jaysehn, is a Voln Master and can bless a weapon for you if you ask him.

3. Each player should go UP from the Main Deck into the Crow's Nest. In the 'nest', you will see a crow. This bird can fetch you Adventurer' Guild styled task specific to the OSA system. Just type GET CROW to dispatch the bird. If its not there, some other player has dispatched it recently. It should return within 30 seconds if you wait your turn.

4. Player teams, based on similar levels, will be formed before departure. When hand to hand fighting occurs (see Combat-Boarding, below), each player should join their team leader and take up their assigned stations for the upcoming fight.


Phase 2: Sailing

Once on the Open Seas, a ship must be piloted in a direction to move.

1. Each player should use the WATCH OCEAN command to see what the ocean conditions are as the ship moves. This command only needs to be entered once.

2. By ship custom, one crew is asked to pilot the ship. Doing so requires the WHEEL on the Helm as well as the MAP in the Captain's Quarters.

3. TURN WHEEL [DIRECTION] is the proper syntax for setting a ship sailing direction. LOOK MAP will help you see the ship's position on the map.

4. If a ship cannot continue in a particular direction, it will drift aimlessly in the water. TURN WHEEL in a valid direction to get it moving. **note** - the OSA system does NOT tell you if a direction is valid or not, so use the map if you are uncertain of your position.

Advanced concerns

1. A storm can make it impossible to use the map (unless you are sufficiently skilled Navigator (see Roles under 'Next Steps' below). Storms can also blow the ship off course, disrupt the sails and may even strike players on the ship with lightning. Take care in a storm and ask veteran OSA players what to do if you are confused.


Phase 3a: Combat-Cannonfire

Eventually, the ship will attract the attention of enemy vessels! It is time to fight or flee!

1. To engage an enemy ship, TURN WHEEL SHIP. This command works regardless of the size, type or crew of the enemy ship. This will set our ship on a collision course with the enemy ship.

2. While the ships close with one another, cannonfire can be used to thin the enemy ranks and damage their ship. Stand in a room with a cannon and use the FIRE CANNON command. Once a cannon has been fired, it must be reloaded to be used. See the graphic on the top of this page for information on the firing procedure.

3. Anyone inclined to repairs can assess the ship for damage and use WOOD from the Hold to FIX the ship. This is usually best done by Master Captains and Veteran boatswains who can see damage in all rooms of the ship at once.

4. If an enemy cannonball hits the room you are in, you will be subject to a SMR roll to see if you are struck by shrapnel. It is usually a Rank 1 wound and a knock down with some RT, if it hits.

5. ESSENTIAL! - It is very useful to CUSTOM HIGHLIGHT the phrase ' in boarding range'

There are ambient messages that tell you just how close the ships are to colliding and beginning a boarding action. It is VERY IMPORTANT that you are in your assigned STATIONS prior to the ships connected, especially if you are much lower level than other members of the crew.

You will hear Jaysehn call for everyone to go "To your stations!", "Teams!" or something similar. When you see this, drop any cannonballs or wooden planks you have on you immediately and head to your station. It means combat will be start in moments.


Phase 3b: Combat-Boarding

The boarding phase of combat is the most entertaining and dangerous moment of an OSA encounter. Please spend a few moments reviewing the KEY elements of this phase. Once the boarding action begins, you can use the PUSH GANGPLANK command from our Main Deck to deploy our gangplank over to the enemy ship. At that point, anyone who uses the GO GANGPLANK command from the Main Deck will board onto the enemy ship.

Keys to OSA Boarding Actions

1. ENEMIES will spawn at a rate of 1 enemy/ each character in a room. The enemies are spawned at the level of each character in a room. Enemies spawn on both our ship and the enemy ship. The total number of enemies to be cleared depends on ship size. The LISTEN command, when used on an enemy ship, will tell you the remaining number of foes left.

2. Teams will be assigned by level, to ensure that only characters reasonably close in level are fighting together to ensure no one is slaughtered by a much higher level OSA enemy.

3. The only place on either ship that is safe from enemies is in the Captain's Quarters on our ship. Go there if you need to avoid a combat, are badly hurt and need to heal, you POPed your muscles and can't use CMANS or any other issue that would force you to withdraw. There is no point in being a hero and dying in a fight. If you can save yourself, do so.

4.There are Three different ship types. Think about your best way to handle each type.

- Pirate ships (which contain stunnable, critable, humanoid enemies that function like bandits)

- Ethereal ships (which contain non-corporeal, non-stunnable(usually), non-critable undead enemies like Reim)

- Krolvin (which contain a wide variety of foes with various and sundry abilities. Easily the most dangerous of all OSA foes.)

5.Once all foes on an enemy ship have been killed, a Pirate Captain will spawn. The Pirate Captain, regardless of the type of ship, will have a LOT of health and will be non-stunnable and non-crit-killable. On the Silver Sun, Jaysehn almost always disarms the captain of its weapon in the first seconds of combat, at which point it usually safe to approach if you need to get credit for killing the captain for OSA task purposes. However, some Captains are spell users and/or still have lethal maneuvers like shield bash. Approach with caution until you are sure it is safe.


Phase 4: Loot, RAZE and FIX

Congratulations! Thanks to your efforts, the Silver Sun has triumphed again! Time to get paid and burn things!

1. Once the enemy Captain is dead, listen for someone on the boarding party to yell out "Clear!". This means it is safe to wander either ship because all enemies are dead. Stray enemies may still be around after the Captain has been killed, so wait for the "Clear!" command to leave your station while the highest level group hunts down any stray pirates.

2. There are two main sources for loot in OSA.

- Standard treasure - Foes drop standard treasure. Krolvin generate the most treasure by far. Pirates generate gems and coins. Undead ships are notoriously poor.

- Enemy Captain's Quarters - Inside of the enemy ship's Captain's Quarters you will find a treasure pile. Using the command, SEARCH PILE, you will be granted a treasure box. You can continue to input this command and get more boxes, based on the size of the ship. In addition, there will be 1 extra box in the pile if you have beaten a 'merchant ship' (such as an ethereal merchant sloop) and 2 extra boxes if you have beaten a 'treasure ship'. When all other boxes have been claimed, you can claim a salvage crate with a final search of the pile. After the salvage crate is claimed there is no more treasure to obtain the Captain's Quarters.

3. Free Supplies!

- In every enemy ship's hold, there is a supply crate. Pick this up and bring it back to our ship's Hold. Once there, use the commands PUT CRATE IN BALLS and PUT CRATE IN WOOD to empty the enemy supplies into our stockpiles. You can drop the crate when done, so others can use it again later to top off supplies that later get used.

4. RAZE the enemy ship - Once all business on the enemy ship is complete, the ship can be burned and destroyed with the RAZE command. Our ship's custom is to allow first timers to burn the ship if possible.

5. FIX our ship

- It is very likely that other members of the ship will have already begun the fixing process, but if you feel like giving it a go, all you need to do is use the ASSESS command to see if the part of the ship you are standing in is damaged. If it is, go to the Hold and GET WOOD. This will give you a wood plank. You might need more than one to fully repair a damaged room. Take your plank to the damaged room and use the FIX command. It may take multiple FIXES to completely fix the room.

6. Don't forget your OSA TASK!

- Check your OSA task status by using the OSA TASK command. You might have finished your task! If you did, head up to the Crow's Nest and GET CROW. Once it returns with a new note, TURN NOTE to turn in your task. If you want a new task after, GET CROW again and it will fetch you a new note to GET which will provide you with another OSA task.

And there you have it! You have completed a full OSA cycle. Get ready for the next ship, get some food in the mess hall or talk to your fellow crew about your recent victory.

Next Steps

If you find OSA enjoyable, there are a few things you can do to get more out of your OSA experiences.

1. Go to Kraken's Fall. Using the portmaster (Landing Room #250), you can ASK PORTMASTER ABOUT TRAVEL. You can have him sail you to Kraken's Fall. Once there, you can explore the town, including declaring a formal OSA role to train in. Most people will tell you that Navigator and Boatswain are the most objectively useful, but I would encourage you to pick the one you think you'll enjoy the most. See the OSA page on this wiki for more details on each role.

2. Join the Open Seas Adventure Discord. Lots of fellow OSA enthusiasts are there to help answer your questions and hook you up with more adventures on the high seas.