Open Seas North of Arcachon – With Clarence’s bespoke Flux Stirling Engine finally settled into place on the Stolen Property after four days of rather tedious, meticulous work, the crew prepared to set sail north toward Camborne’s Rest and Tripoint. During this somewhat damp interval, Clarence hired a new assistant named Ainz, an ambitious, if slightly overworked, mage. Her enthusiasm waned quite rapidly when Clarence began assigning her a rather taxing 28-hour rota. When she casually mentioned her criminal history and ongoing studies in necromancy - which was all very much against decorum - Clarence found the lack of etiquette quite impossible and politely but firmly asked her to find another vessel immediately. Unfazed, Ainz accepted the crew’s invitation to join them for tea instead.
The Fireball Gazette
Spooky Waters: An Unsettling Encounter With the Phantom Ship
29 April 2025

A Ship Out of Time
Not long into their voyage, as the weather turned predictably dreary, the Stolen Property encountered a ghostly vessel drifting silently through the waves. The air grew quite still, the ocean fell rather quiet, and a pale green silhouette of a ship pulled alongside theirs - sailing unnaturally against the current, which was, frankly, a bit rude.
The party decided to pop aboard the spectral vessel. Selah climbed into the crow’s nest and confirmed the ship was riddled with damage but remained quite steady, all things considered. Ainz opened the captain’s quarters and found a skeleton wearing a rather distinctive trustworthy tricorn hat. Mad Matt insisted on a proper captain-to-captain chat and entered with her. Sitting at the piano, he played a rather mournful melody that summoned the ship’s spectral captain from his bones - Captain Camborne. The ghost seemed a bit confused and entirely unaware of his own demise. Screaming that the ship was sinking (which seemed a bit dramatic), he disappeared below deck.
Matt continued playing, sending his undead monkey, Sir Spencer, to track the ghost. Meanwhile, Tiyana explored the cabins and disturbed two ghostly sailors engaged in a never-ending card game - a most improper way to spend an afternoon. The ghosts chased her to the deck, where a bit of a kerfuffle broke out.
Tiyana cast Magic Missiles, dispatching one of the spirits, though narrowly dodging the ghost’s spectral blade cost her some of her memories - she momentarily forgot her companions' names, which was quite embarrassing. Ainz fired her own volley of missiles, injuring the second ghost. Selah, leaping down from the crow’s nest, drenched the remaining ghost in holy water, dissolving it instantly, much like a biscuit in overly hot tea.
Beneath the Decon
Ainz and Merlin later animated a nearby skeleton using necromancy, but its memories were rather fractured. It spoke of human-like attackers long ago, but nothing of its own fate or the ship's demise. On the middle deck, Selah discovered ghostly coins, which she tried to grab - only to have her hand pass through them, which was terribly frustrating. One coin turned solid when she doused it in holy water, though the crew had no more left for such things.
Further exploration revealed crates and barrels, which Merlin cleared out with a rather vigorous, if slightly unrefined, heave, unintentionally alerting whatever might have been hiding below. Ainz summoned a shadow panther named Kitty to scout, but even her summon found nothing of value worth the effort. A large hole in the floor offered a view of the lowest deck - and the spectral form of Captain Camborne, furiously trying to bail out imaginary water, as if it were a minor leak during a tea service.
Tiyana tried speaking to him, but the ghost captain was far too absorbed in reliving his last moments. When Matt finally joined him, he began mimicking Camborne’s motions, much like someone waiting in a very long queue. Suddenly, a ghostly kraken tentacle burst through the hull - a memory or a hallucination, no one could quite say with any certainty.
When Matt asked Camborne if he was the same man for whom Camborne’s Rest was named, the ghost seemed quite muddled. He remembered only "Mirror Island" - a clue that the name change happened after his rather unfortunate voyage.
Things escalated when Camborne, lost in a bit of a delusion, accused the crew of mutiny and attacked. Four ghostly sailors joined him in the fray.
Duel of the Dead
The crew split up to handle the threat. Merlin began dispatching ghosts, though one psychic attack made him forget how to use his trident - he ended up swinging it like a hammer, which somehow still worked, remarkably enough. Ainz continued casting Magic Missiles from above. Selah, still on the upper deck trying to pocket more ghostly treasure (a bit cheeky, one admits), was attacked by a ghost phasing through the floor. She briefly forgot where she was, but Tiyana’s missiles eliminated the threat.
On the lower deck, Camborne dueled Mad Matt. Matt proposed settling things with a polite game of liar’s dice. They gambled decades of servitude across three rounds - Matt won the first two, but Camborne won the last high-stakes round. Each 30 years indebted to the other, they decided to call it even and return to proper sword fighting.
Selah joined the fray, landing a devastating punch with her meditation-infused power. Camborne retaliated with a psychic blast, damaging the crew’s memories. Tiyana created an illusion of kraken tentacles, catching the ghost captain quite off guard. Matt amplified the illusion by summoning spectral tentacles from the hull’s opening.
Realising she might lose more of herself, Selah retreated to meditate. Merlin, spotting an opportunity, tackled Camborne through the hole in the hull. Matt’s tentacles restrained him as Camborne - momentarily lucid - pleaded with the crew to return his sailors home. A final appearance of the ghostly kraken tentacle pulled him into the depths. Camborne was gone.
Heading to Camborne’s Rest
With the ghosts defeated and the ship beginning to flicker in and out of existence, the crew gathered their bits and bobs. Tiyana used Mage Hand to collect a crate of ghost coins - her magical construct could touch them safely without any fuss. Before departing, Mad Matt and Merlin took the piano with them, claiming it as a relic of the voyage (it was rather heavy, but one mustn't leave things behind).
Back aboard the Stolen Property, the ghost ship faded into nothingness. The mystery of Camborne and the fate of his crew lingered, much like the dampness in the air. Hoping for answers, the party set sail for the island once known as Mirror Island - now called Camborne’s Rest.