Double Dragon?

Seraphim shrugged. It was probably down they had to go now, but they didn't have a golden or black ride or anything.

"Ask the book thing?"
"Towards the fog," the book states bluntly. Indeed, the lone fog cloud was the only thing present other than the numbing sea. It wasn't that far away, but swimming in water like this would be hell.
Seraphim nodded. It was a reasonable idea. It would promote a dramatic entrance, as well. Although it might not be entirely perfect, but they did not have possession of the wind skill until his skills finally cooled down. He conjured the Metfire's staff into his hand, and willed his power to pick up both of the staffs they held and hurl them toward the foggy cloud.

1] Summon Meteor12, climb on to it
2] Use telekinesis via poltergeist to hurl both at fog.
Druidman looked at the book with disgust. He snapped it shut, and put it back onto his belt. Rubbing his chin, he suddenly had a wild idea.

"Hey Seraphim, surf's up!" He said as he conjured a long staff with a fiery crystal at it's end. "Let's go!" And, kicking his leg over it, he started to vaguely hover over the water slightly.

((Meteor12 summoned. 200 HP))
The two Metfire staffs are conjured and promptly mounted as Seraphim kick starts them with a push of the Poltergeist. Soon they're both sailing across the surface of the water, and before they knew it they were swallowed up by the fog. They could barely see a five feet in front of them in the soup, and before either of them could react they had crashed into... something.

With no time to react, they both slipped and fell back into the drink, but now that they were right up beside it they could see what it was. Their Metfire staffs were impaled in the side of a massive, old-style man-o-war, floating eerily on the silent water. It barely moved, gliding through the water at just a fast enough speed to keep up with the fog it was shrouded in.

The wood of the hull looked old and grainy enough to be able to climb without too much trouble...
Seraphim climbed up the side, asking Druidman for his gauntlets back so he wouldn't get splinters.
Druidman laughed, and handed over the gauntlets. He had forgotten he was wearing them. His own gauntlets would work just fine for him now.

Gripping the old wood, and taking in it's strength, he climbed upwards.
True, their waterlogged clothes weighed them down a bit, but the two Navis persevered and made it to the top, vaulting over the guardrail and looking over the new 'Area'.

Area 4: The Ship.

The area is, in all aspects, a gigantic man-o-war from days of old. Three massive sails, somewhat hidden by the fog but definitely there, pulled the ship forward on the tiny amount of breeze in the air. Shrouds led up to the high-above crow's nest, while a short staircase to the back led to the wheel. The inevitable captain's cabin sat underneath the stairs and helm, the doors creaking on their hinges. On the sidelines, cannons were set in small stations, a few odd cannonballs alongside them. A few odd trapdoors were noticable on the floor, leading down below to the gun deck, the crew's quarters, the storehouse, and the brig.

However, the ship had obviously seen better days; signs of age and disrepair were everywhere, from the rust on the cannons, to the horribly tattered sails, to the cracks in the wooden deck. Another important fact to note; it was deserted. Not empty, completely and utterly dead. The subtle noises like the creaking cabin doors and the groaning of the deck were easily hearable; Seraphim and Druidman were completely alone.

There were plenty of places to explore here, the main problem was where to go first.
Seraphim began testing the netting to the crow's nest before starting his climb to the nice view. When he got to the top, he'd check for anything on the ship, horizon-- hopefully there wasn't anything *in* the crow's nest.

1-6+2 Tactical actions] Carefully climb crow's nest.
"Be careful, man!" Druidman called.

Suddenly, he got the shivers.

Feeling somewhat anxious, as well as bored, he walked over to the nearest trapdoor. It was marked: 'Gun Deck/Armoury' Intrigued, he opened the door and carefully lowered himself inside to get a closer look.
Seraphim starts climbing the old shrouds. They for the most part held, but a few times the nets would snap, making his heart jump and the overall piece a bit less stable. Eventually, he manages to reach the top.

He was alone, but if he might not have been if he'd come earlier. Scattered across the floor of the crows nest were bones; there looked to be enough for a complete skeleton to have once been made of these bones. Something looked a bit out of place among the bones, however....

While Seraphim went up, Druidman went down. He climbs a small ladder before finding himself in the gun deck; the place where the heaviest cannons were kept. These too were coated in rust, but might be possible that they, being a bit more preserved than their lighter brethen up top, might still be usable. A few cabinets that tended to be used for keeping swords in were nailed to the wall, but they were open and empty. There didn't seem to be much of anything down here, besides the empty racks and the cannons...
Druidman was disappointed. He had expected fabulous weapons and powerful artifacts. He guessed his imagination had gotten the better of him.

Still...

Sighing a bit, Druidman went to sift around the wreckage and further examine the cannons, maybe he could find something useful amongst the refuse.
Making a small prayer to the bones, he reached for the thing that was out of place, keeping a hand handy to grab for some sort of holy symbol from his inventory.

As the old saying went, 'There's no atheists in a dungeon.'
Fine, Druidman doesn't find any fabulous weapons, but searching in one of the cannons did reveal a gleaming, out-of-place black ball; a Blackbomb2. (DRUIDMAN GET: Blackbomb2)

Seraphim's hand starts rustling through the bones, before drawing out a long, bone-white scabbard, with a miraculously whole skeletal hand still clutched to it. The sword within is long, curved, and of Japanese make; it had probably belonged to the lookout in his past life. (SERAPHIM GET: Katana2)

There doesn't seem to be much else of interest in the respective areas, besides maybe some dust bunnies.
"Sweet!" Druidman said as he stashed the chip away. That could come in serious use later. For now, he just climbed up the ladder, and started to head towards the Captain's Quarters.
Seraphim bowed slightly to the bone corpse. He didn't know proper procedure, but he hoped that'd be enough.

"Druidman, let's check out the captain's quarters!" He yelled down as he slid down the ropes, the gauntlets he had tugged on growing warm.

He didn't know exactly where it'd be, so he started looking for the most comfortable room.
Seraphim didn't really have to look hard, partially because Druidman knew where he was going and partially because it wasn't that hard to miss. Beyond the creaking doors, even if it wasn't lit inside, the room looked quite spacious.

The room is not overly fancy, but the small bits of what had to have once been decor were well-placed. On the large table that took up much of the room, there was a vase that must have once contained flowers. The bed that was tucked into the corner, even if the sheet was faded and smelled of mildew, had to have once been a deep, royal shade of blue. A large, plumed hat was hanging neatly on a hook; it definitely was not your average captain's home. It almost looked... feminine.

The table was by far the most interesting of all the furniture in the room. Maps and charts littered it's surface, with compasses and quills and all that fun stuff. More importantly, a large, leatherbound book not unlike the one currently resting in Druidman's belt sat on the table, open to what looked like a random page.
Seraphim tried the roguish look, he wasn't sure if it fit him. He searched inside the hat, and cast his gaze around the room. He picked the book up and tried to open it. He wanted to know what had happened to the once-great ship.
Druidman snorted. He was very amused by Seraphim wearing the hat. "Totally your look, Seraphdude." he commented as he looked around the room in further detail. Examining the vase, checking around and under the bed, and trying to make sense of the maps on the table were some of his priorities.
Druidman looks around, no doubt in search of other hidden goodies like the Blackbomb he'd obtained earlier, but does not find anything aside from some old water in the vase and a clear few inches of dust inder the bed. The maps do not appear in any sense unusual, mainly just maps of the sea. From what he could gather, the particular ocean the boat was stranded in was largely empty, with little in the way of islands or odd deep-sea formations.

The only map that looked worth actually investigating lay open and pinned down. A pin was jabbed into what looked like the middle of the paper; from there, a gradually curving line led from there to what looked like the nearest island. Some narrow, loopy notes had been scrawled down in some places; the handwriting looked rather feminine.

The same handwriting appeared in the book Seraphim had just picked up, after failing to find anything of any value inside the hat. The entry is spread over two pages; one is a chart of some sort with numbers strewn across it, while the other looks somewhat like a diary entry. The ink has faded in places, but the overall purpose of the writing is quite clear.

Date: 19/08/11

"We came across something rather unsettling to///. We had just come out of another skirmish ///h the Hunters today; we su/////em as per ////usual, but while we salva//d them for goods Van got ///////myste//////////. I say mysterious because it was b///k on the inside, but //////// write in it /////t would w//// something back.

Ei//er way, Van s//// all day with/ ////ook, writing in it and delighting when it wrote back/////nted, s//etimes it would ///te somet//// a bit blunt, or just dow//ight c///py, but he loved it anyway. But we started to worry when he didn't show up in the mess hall. We as////d he was still just writing away, but when h////dn't gone to his bunk for the night we //////// the ship for him.


Here, it became particularly difficult to read, as the ink appeared to have run as well as if something had splashed it around a bit. "W//////d hi/ // the/brig, in the cel///e ///////hut hi///lf in wh// he w//ted ///////. He /// d/ad, with the b//k ////ing be///e hi/."