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Mission 5 - Turn 3
*Turn Ends 11PM UTC, 14 October 2024.*

(roll dice) The tavern brawl is still spreading. A few of the Guard have arrived, but most are called out to try to contain the blaze at the eastern pier's storage building. One group of Captain Jac's people send a passel of hogs into the fray, as others begin to slip away from the fighting.

Kyp - Harbor Chain: (roll dice*9) You welcome the shark and respectfully ask for his actual name.

"Mortimer," he says. "Mortimer B. T'Eeth, but friends call me Mort."

Kyp mounts Finn and asks Mort if he is willing to crush/grind the skeleton with his teeth after Kyp attacks. Mort agrees. Kyp charges at the skeleton, attacking it with his rapier. He manages to freeze the skull, but the skeleton's arms still strike out with a cutlass and the dagger it was trying to cut itself free from the seaweed with. Luckily Finn dodges and the sweep of the cutlass misses. Meanwhile Mort bites off the wrist with the dagger and Pearl smacks the skeleton with her wooden tail, crushing and separating one leg. Kyp and Finn come around for another charge. This time Kyp's rapier slips off the breastbone and catches the strange golden skull coin hanging on a chain around the skeleton's neck. The chain snaps and the skeleton goes still, just as Mort swims in and takes a big bite, crushing the bones to bits. (Kyp may loot the cutlass and the golden skull coin on a broken chain)

[GM calls unfair fight, 4 against 1 and the skeleton was entangled in seaweed.] (Roll dice) Pearl calls out to Kyp. He looks to where she is pointing. Another skeleton, this one with some flesh still attached, is climbing the seaweed towards them. Around its neck glitters another strange golden skull coin on a chain. This one is pointing a strange ghostly musket at Kyp.
-----

Team 2/Prison Team - Aylar, Argy, Grog'tial, Baldbeard, Karnstein, Devin:
In order of initiative.

Argy: (I am interpreting 'remain in the rearguard' as meaning remaining downstairs as you haven't said anything about going upstairs, especially if she is trying to loot the guards she panned down.) ;) (roll dice) You elect to stay on the ground floor and inspect the guards for loot. However only the disheveled armor, clothing and weapons in the corner remain. The ladies Devin brought took all purses, jewelry and trinkets as was promised to them by Devin in return for their assistance.

You hear Grog'tial stage whisper from upstairs, "Karnstein, friends of yours up here!"

Suddenly Count Karnstein is running like a madman up the stairs. Then Captain Baldbeard signals you from the top with his fingers. It takes a moment before you realize he means vampire. You ready your slingshot and have the holy water and one of the cupcakes ready. There is only the captain's office door, the outside door, and the door to the downstairs prison. But if a group of enemies comes you are ready to hurl the cupcake at them. (Even if it might collapse your way to the dungeon prisoners or your escape way outside?)

Aylar: (roll dice*7) You spin swiftly and open up with a flask of holy water, aiming to wide splash it in the face of both vampires. You manage to splash and stagger the male vampire, but the female moves like a blur. You strike, stake in one hand, axe in the other. *Miss* Your stake goes through a dark mist where the vampire's heart used to be. (Bonus, book) You feel a warning in the Phoenix charm and dodge just in time to avoid an attack as the male vampire reappears behind you. Your agile reflexes come into play as you swing the axe while dodging and manage to get in a cut to the vampire's shoulder where it connects to the neck, but it is not enough. You feint to get some distance and draw your cutlass, just in time to see Devin dash in and suddenly appear behind the vampire while it is still distracted with you. A moment later and the male vampire is ash, but the female vampire appears by your side. You dodge while slashing with your cutlass, as your Charm increases its glow and repels her. She blurs away again, with a deep wound to her upper arm.

You see Grog'tial tying a pink ribbon to his bolt. Then Count Karnstein is running amok in the room, pushing down Grog'tial's crossbow and interrupting the shot while spouting off a series of nonsensical sentences and putting himself between the Crew and the female vampire. Having had enough of this, you grab the Count by the collar and drag him aside while pouring both starfire and necrotic repel energies into both your and his charms, aiming to clear his head from all that mind-muddling business, and hopefully throw the vampiress off balance with the increased repelling magics. Once the vampires are gone you feel two things come over you. The first, the Crew charm wards are warning you the other team is in similar threat. The second, beneath the surface something in the Old Majick calls to you ... someone nearby has invited and invoked the banshee to vengeance.

Grog'tial: (Must have been very freaked out because his initiative came one right behind Aylar's!) (roll dice*3) You immediately fire a bolt at the female vampire, and are about to fire the second when you see the female vampire dodge like a blur away from Aylar's holy water. *Miss* You notice the male vampire Aylar is fighting turn to mist and reappear behind Aylar. That convinces you very quickly to grab for your pink ribbon while stage-whispering loud enough to be heard downstairs, "Karnstein, friends of yours up here!" You have just finished tying on the ribbon and are raising your crossbow when you notice Devin and Aylar have managed to kill the first vampire between them. The moment of question whether or not you should use your ribbon is interrupted by Count Karnstein as he rushes past you, pushing your crossbow downwards in his attempt to stop the shot and get between you and the female vampire. Meanwhile your dirk is glowing strongly as you feel another brush of seductive whisper in your mind, but you actually hum a bit of your grandmother's song and it goes away.

Devin: (roll dice*3) You dash upstairs while urging Argy to be on guard, ready with your silvered dagger. You arrive in time to see Grog'tial's first shot miss and Aylar feinting to get some distance. Swiftly assessing the possibilities you shadowstep behind the male vampire while he is injured and distracted by Aylar, plunging the dagger through the heart from behind. The blessed silvered sheen erupts through the heart and the vampire is soon ash. You turn ready to help defend Grog'tial and see him finishing tying a pink ribbon onto his remaining bolt. Just then Count Karnstein pushes past Captain Baldbeard at the door, running amok. You quickly move to cover Grog'tial in hopes of being able to help him recover his shot. As you see Aylar grab the Count by his collar and the charms flair, you feel the cat's warning ... three enemies have appeared at the carver's, more vampires!

Count Karnstein: (roll dice*3) Having heard Grog'tial's stage whisper you have pelted your way up the stairs. By the time you reach the top and push Captain Baldbeard aside you are running completely amok. You arrive just in time to see Grog'tial raising his crossbow towards the female vampire and rush by while botching the shot by pushing the crossbow down.

"Stop with the violence, idiots, we're on the same side!" you yell as you position yourself in front of the sultry dark haired female vampire. "Don't be mad, mistress, I know everything. We can help you, free you," you say over your shoulder to her. "Say no word, I know these swine-dogs coerced you into this and they shall pay. They approached me as well, must have had greater leverage with you though. I became un-undead, but I shall gladly spend the rest of eternity at your side if you'd only trust me and let me help you."

Having had enough of this nonsense, Captain Aylar grabs you by the collar and drags you aside while lighting up his and your charms like a veritable sun. "I was saving you, fools, ye didn't stand a chance!" you tell them. It is only as you glance over your shoulder that you realize the female vampire is not who you thought she was. In fact, you don't know her. "Tell... Aeshma... I... got... a... brain... damaged."

Captain Baldbeard: (roll dice*3) You hide a grimace of annoyance at the number of times crewmates have gotten you into sticky situations when rushing ahead. You quickly gesture "vampire" to Argy downstairs, then rub the gnome's lamp for good luck (and potential genies) and readying a stake in your off hand and cudgel in your dominant hand, you wade into the fray. The female vampire was interested to see what would happen with Count Karnstein, but has since been burned and repelled by the charms' light. You judge it isn't dire enough for your harmonica, but you are ready if it turns so. As you begin to sneak closer she looks at you and you feel again that bemused feeling just before she turns into mist again and heads out the window.

Carver team action below ...
Post edited October 11, 2024 by bjgamer
... Mission 5, Turn 3 continued. (Kyp and Prison team action above.)
*Turn Ends 11PM UTC, 14 October 2024.*

Team 1/Carver Team - Bellandra, BenKii, Gilius, Durik:
In order of initiative.

Bellandra: (roll dice*4) "I agree, cap'n BenKii, I shall go inside. Methinks I may be among the first of my kind to gain freedom - mayhap the carver will know me, or the other way around, either way, if there be a way to make the carver cooperate I may have the best chance. I will judge his loyalty."

You enter the dark workshop, your weapons and sextant ready, fate coin in your pocket. It seems well organized as far as you can tell from the dark shadowy shapes stacked inside and the table under the window. You do not sense any of your kin here, but you do get a vague sense from what must be the carver ... and it is of a deep, abiding and sorrowful pure love, and anger. As you sneak through, sticking to shadows with your face kept hidden by your clothes, you hear Durik talking to the old man through the window. It appears the carver is listening and not trying to call out or threaten in any way. As you stand in the doorway to the main room you cannot see the carver. It appears from the direction that Durik is looking in the window, that the old man must be in another room.

"Be ye there, carver?" you call. "Be ye safe? We be here for ye. Tell me carver, what think ye of yer keepers, what think ye of the work ye do for them?"

"Where is my great-grandchild?" an unsteady old voice croaks. There is a frail sickly cough. "What have you done with her? A pox on all you filthy foul wretches! I will break my hands again and call down the Fey of tree and sea and mound upon you unless I know she is safe!" The voice weakens with another cough. "There is nothing more you can do to me, I know I am not long before the mound. I invoke the Bean Sidhe to come and reclaim my gift and wail vengeance upon all your blighted souls to their purpose! I'll await them in triumph, knowing I have cursed you and your benighted masters well." (Bean Sidhe is the Irish folklore name for banshee.)

Outside the window you see a dark mist dissipate and three vampires stand there threatening your team.

Gilius: (roll dice*4) You rush to the others pointing at the bats : "This be what I feared when we landed, we've been spotted. We've got company! Ready yerselves!"

You get a nervous grip on your feather charm in your pocket and notice it is warming. You manage to hide yourself in the bushes and ready your staff to fight. You are so well hidden that when they first appear the vampires look at the others first, although they can still hear another heartbeat. (Your Wisdom increased by your Druid's Orb resists their pull.) As the closest vampire begins to turn toward you, you step out with a swing of your staff and manage to sweep the vampire male completely off his feet with your blow. However the vampire vanishes into a mist, and when he reappears, fangs bared and favoring his right leg, his red eyes are locked angrily on you!

(roll dice*5) Three bats circle once overhead and then begin to dive. Halfway down they turn into a dark mist. As the mist dissipates, three vampires, two males and one female, appear. They are well dressed in very seductive evening attire and radiate an alluring and dangerous power that is both sexy and attractive. Each team member will get a resistance roll per turn. One male vampire lands in front of Durik. Another male is behind him, near Gilius. While they can hear Bellandra's heartbeat, she does not have the right type of blood to attract them. The female lands in front of Captain BenKii, after all he is wearing the captain's armor.

Durik: (roll dice*4) You see the scared old man and think he must have been a prisoner forced to help. Maybe if Durik talks nice to him he could be convinced to cooperate. "Sir, we mean no harm. We want to rescue ye, so vampires won't control the poor shipgirls. I'm orc, but other humans here can reassure ye. But me can carry you to boat, if ye can't walk." The frail old man stops to listen to Durik, but before you can do anything else, three bats dive down from overhead and turn into mist. As the mist disappears, three vampires are standing there. Two males and one female. Your resist evil feather charm is glowing brightly. The vampire male in front of you has very mesmerizing eyes and you hear him in your head telling you to put your cudgel down. You begin to bend to put your weapon down, but then you remember something from your new book and drop your eyes, breaking the eye contact, although your head still feels funny. (Gilius and BenKii already looted the guards, but there are a normal spike mace, dagger and long sword by the hidden guard bodies.)

Captain BenKii: (roll dice*5) The document seems to be a transfer order for the carver, but you don't have time to read it since you spent the time bandaging the guard captain and stripping and putting on his uniform. You've barely got time to shove things into your pockets, grab his musket, shot pouch containing 6 shot and powder and long sword and assume your position in front of the door before three vampires materialize from mist in front of all of you. You raise your musket and slam on the potato, then stop with your hand halfway to the holy water. A beautiful blonde female vampire smiles so enticingly at you that you forget the bright white fangs. You feel a seductive caress within your mind as she beckons you forward. Your feather charm is glowing but you don't notice. There are promises of immortality and eternity with her in her blood red eyes. (Your resistance is wavering.)

=====
GM Note: Reminder - All loot gathered is put into the common Loot pile for all members of the Crew to choose from as long as you say what you are bringing back. However if a Crew member is the first to loot, then they get first choice to keep that item (not coins) as one of their loot picks.
Post edited October 11, 2024 by bjgamer
Grog'tial doesn't even take the time for the well-deserved cussing out which would be warranted here, but rushes to the window through which the female vampire exited. If he sees a bat, he takes the shot (with a regular bolt, without ribbon). If he sees the bat but misses, he also relays the direction in which it's moving (i.e. if she's circling back and likely to re-enter through the downstairs door, he shouts toward Argy to expect incoming, tamping down on the desire to rush to her aid, trusting in her fighting skills and more nimble crew-members to get there first).

He reloads his crossbow with two regular bolts (no ribbon), looks around to see if it's feasible to block the windows to prevent further vampires from entering that way, possibly by putting the beds vertically against the window slits. If that looks doable, he signals to fellow Crew members to assist in doing this.

If any vampire (re-)enters the upstairs before that is done, he attempts a heart-shot again, this time taking the time to wait for an opportune moment where she's distracted. If in melee range, then he uses holy water + blessed stake.

Finally he looks for secrets with his mirror and grabs any loot, at the very least taking the quiver with bolts for the hand crossbow (not being able to use them himself, but suspecting that Bellandra might appreciate them).

When looking around for loot, he makes certain to check if all 16 beds (and/or accompanying chests) look to be in use (as that would mean there are still six guards unaccounted for), or if some are obviously unused.

[Grog'tial tries to shoot the bat if visible through the window, maybe blocks the windows, and hopefully grabs loot]
Post edited October 11, 2024 by gogtrial34987
Captain's Log Mission 5 - Turn 3
This ain't good at all. I thought we'd done pretty good taking all the guards out at once but that just attracted vampires to our location. They don't seem the gullible type because I stood right by the door with the guard captain's uniform and they still dropped out of the sky. No matter, I guess I'll just blow them to kingdom com-- Oh my lord it's a hot vampire. Damn it! Why did it have to be a hot one?

Of course the vampire Captain BenKii faced off against was female. Why wouldn't it be? They know his weakness. He will have to resist her seductive charms if he wanted any chance of living. But what to do? BenKii thought for moment about his greatest horror movie hero of all time, 'What would Ash Williams do?' and then it hit him. He looked at the seductive female vampire and imagined her instead as the ugliest 80 year old hag with warts and puss spewing out of every orifice. He then said, "Hey, baby, you're not really my type. Don't think it's gonna work out between us. Consider this a break up gift." BenKii tosses her the potato in an effort to confuse her then immediately wields a stake in his offhand and a long sword in his dominant. He then strikes with the stake first aiming for the heart then swings with his sword to decapitate. If he successfully kills the vampire then he will attempt to kill whichever vampire has its back turned to BenKii to try and get a sneaky backstab in with a stake.
With a sudden jolt of blinding force inside his head, Count Karnstein fell numb on a nearby bed. The only thing he could recall from these brief moments was mumbling something about having a brain damage, which perhaps wasn't too far from the truth. When he regained clarity, he watched in shock and disbelief how this apparently complete stranger flees through the window into the night. Unbelievable, how could he got so ungodly flimflammed? Or... maybe... it was stinky Fae magic messing with his mind instead now? He wasn't sure of anything anymore. Anyhow, he should probably explain his tantrum.

"Listen, I... thought I saw a BEHOLDER downstairs! Rushed up here to tell ye, thankfully just in time t' save yer skin. What were ye thinkin' recklessly enragin' powerful vampiress like that? It's suicide! Now I'll better go check on that beholder again, I'm not here, tra la la."

If Count is physically up to the task, he will run back down the stairs and focus on exploring lower levels, as he planned initially, to not think about what just happened. He will move very carefully and stay in the shadows or behind cover if possible, until spots a guard or other enemy. Then, if it happen to be alone guard, he will attempt sneak attack if possible; if there's more or it's something more threatening (e.g. beholder), he will have to consider his options.
A bat that suddenly became a man in front of Durik??
It was a vampire! And it was too damn near.

For a split second they both standed still, while the monster tried to charm the orc.
But, thank grog, Durik remembered the chapter about escaping such creature's gazes from "Spells We Are Still Trying To Make Work"!

He decided he had to get away from the vampire asap.
Durik quickly swinged the cudgel, while jumping back.
But his main attack was actually the holy water he threw with his left hand!

(alas, he didn't have time to notice the other vampire. Hopefully, Dakka was going to protect him, or maybe even knockback the enemy with his weight)
Post edited October 12, 2024 by phaolo
"Blimey! Me be missin' the party!" Argy rushes upstairs to catch up with the rest and join the fray. She'll stick up to the mentioned tactics (using her sling to fling a holy water flask at incoming vampirates or a cupcake if a group of enemies or a big menace suddenly appears) She will also have her pan ready to smash any bat that comes too close.
However, her priority will be helping any crewmate that needs healing or support (she has 1 Cure Disease, 1 Cure Poison Potion and 1 Heal Wounds Bandage, and a wooden spoon should an inconscious matey need help to drink a potion)
Devin takes a look around. In his opinion this is a bad tactical situation. There are still 8 arrow slit directions vampires can use to return. Count Karnstein gives evidence of having been compromised, collapsed, and now thinks to go down to the prison levels alone. Argy has come upstairs, which leaves their backs open from below, but at least she is not alone. Splitting their party further with an enemy having escaped to perhaps bring back others does not seem wise, but they are standing in a veritable trap. He looks to Captain Aylar and raises a brow. "Three vampires have landed at the carver's," Devin informs him.

Devin will move to see out the barracks doorway while keeping to shadow, ready to ambush if anyone comes up while keeping an eye on below and on Count Karnstein if he goes down, while also waiting to see if Captain Aylar has instructions for him. He will prioritize defending crew members and attacking enemies with rapier and dagger, using lightsheen if necessary, while always attempting to leave open shots for Grog'tial and room to dodge for the others if possible. Reserve Moonbow against possible boss or dire situation.

He will help place beds up against the slits if that plan is decided on. If so instructed he will move to shadow Count Karnstein below, guard the ground floor level ready to move up or down if there is trouble, or move to the carver's to assist. If Devin does not go to the carver's but they look to be in trouble, he will send the cat in to distract.

Devin warns Captain Aylar of the vampires at the carver's and awaits instructions. He moves into shadow near the doorway ready to ambush and guard their backs unless needed to reposition beds or otherwise instructed. He will prioritize defending crew members and attacking enemies, leaving open shots for Grog'tial and room for others to dodge. If needed he will send the cat to the carver's to distract.
So the carver indeed was blessed by the Fair, and wished to deal. Aylar focuses briefly on the echoes of the invocation, acknowledging the curse spoken. He would not answer the house call beyond that, his objectives remain within the prison; but the Crew acted on his behalf, and was (hopefully; the warning tinge that he feels through the charm link puts him on even higher alert) well equipped in delivering requested vengeance. Hopefully that would mark them as welcome and aid them in banishing intruding leeches from the carver's domain.

He then nods to Devin's report (and pointedly lets the Count's ramble by, if he manages to come to during all that). He informs Devin in return that the carvers' team charms have warned him of the attack, so he be assuming mesmer be trying to take to some of 'em; if Devin can provide them any assistance from here, he should, but his presence is needed here for now on the ground level, to keep stock of the situation and rooting out any hostiles the above team might miss, and so that the number of Crew would be at least close to even on all three levels.

Aylar intends to hallow the prison halls either way, as the one with most detestable shine about him, but if/once Devin deems the situation on the upper level be secure enough, he might be eventually needed below, as that be where heavier resistance might be, especially if the prison levels connect with the northeast as Aylar be suspecting. 

If it's evident that the female vampire will be trying to reenter the above level, he will trust the Crew to take care of her and inform them of such (no throwing explosives though, we still need have the tower be standing); if Grog'tial warns that she be swooping to downstairs, he will be ready to stall her there, either to assist Devin in doing so or before Devin would switch in with him and give him an opening to head down to the prison, be it before or after Count

If he does manage to reach the lower level in this turn (hopefully with the Count having not moved too far ahead if he happens to enter later than him), he will proceed stealthily, keeping an eye on his charms and a feeling about his senses magic and natural in effort to detect any undead presence further or at his back, if no resistance was encountered on ground level, or a trap needing be dodged. If any more vampires appear, he will fight with stake and axe if terrain be favorable (he be not on the stairs or boxed in), and prioritize repelling and catching up to the Count if not to provide both of them best advantage possible.

If any guards still be on the prison level, he will attempt to sneak up and knock them out.

If he happens to come across any prisoners in sound mind, he will take a moment to inform them that it be a breakout operation, but otherwise hush them until the coast be clear, enemies be rid off and no charms are shining. Information gathering will wait.
If Gilius gets to act before no more than 1 vampire is killed, he will use his cursed cudgel to command trees and bushes nearby to entangle the 3 vampires and immobilize them. Then, he will take his 2 stakes and stab 2 of them in the heart while they can't dodge. If a stabbing succeeds, Gilius will try not to forget to step back to avoid any ash that could burn him.

If 2 vampires have already been kiled when he gets to act, he will simply use his cudgel to strike the remaining vampire, distract him, and ease the task of finishing him for the others.

Should a crewmate have been injured badly during the encounter, he will use a healing bandage on him / her.

If all goes well and the 3 vampires are eliminated, Gilius will enter the house and check on Bellandra and the carver. If he still has time, he will search the house for interesting items using his Wand of Secrets.
Post edited October 14, 2024 by Pouyou-pouyou
Devin nods in acknowledgement of Captain Aylar's orders. If no enemies have returned by the time of his action, he moves swiftly and silently to the ground floor while sending the cat to assist the carver team and create any distraction most beneficial to them. He quickly glances into the captain's office to make sure no enemies are within, then positions himself nearest access to both stairs while watching all doors.

He will keep to shadows, alert to any presence mortal, unnatural or magical, but especially undead. He will continue to prioritize defending crew members and attacking enemies with rapier and dagger, using lightsheen if necessary, while remaining aware to leave open shots for Grog'tial and room to dodge for the others if possible. Priority for defense if needed will be Argy first, and Grog'tial (shooter) second, Captain Baldbeard after that. If Vampirate he will be wary of ash and seek to dodge and push the others out of the way of it. He trusts Captain Aylar is an effective fighter, however if Aylar has need of him or is in dire peril, Devin will immediately move to defend and damn all orders. (You know why, Fair One.) Reserve Moonbow against possible boss or dire situation.

-
OOC: I figured out "the fine print," Fair One. Devin instructed the cat to watch for reinforcements, people or anything unusual or unnatural in those areas. Bats flying around at night would not seem unusual or unnatural. Touche. Devin's apologies to Captain Aylar and the Crew. I'll be thrice as wary now, M'Lady.
Post edited October 14, 2024 by Devsea
Bellandra heard the carver's words and thought it best not to keep up subterfuge. She also thought about the locket she carried, wondering if it could even be related to the carver somehow - she would ask if time permitted. But then she saw the vampire's arrival and knew time was short. She advanced towards the carver's location in the other room.

She spoke kindly, "We be not here to rend family from each other, good carver. Nay, if we be here to break anything, 'tis the foul designs of those that call themselves yer masters, and their hold on ye. I be Bellandra. I have found life where none was thought to be, freedom where none was meant for me, and kin where I had expected none. Now I seek to bring these things to others too. I would help ye too, if I can."

"I know not where the one ye lost be, yet mayhap we can find her together. Yer gift, and yer knowledge, may yet save her, and more besides. I be with a crew that has had luck and skill in such matters - we serve no master but each other. This house not be safe good carver. Come with us, and save yer curses for the foes that await us outside and about. But stay ye behind me, while I and me friends deal with them. We be here for ye, but also for the enchanted carvings ye be making, we hope yet to bring them to safety too."

Bellandra would try to reach the carver and bring him to the front room, out of sight of the vampires but ready to move out. She would try to see to the carver's safety by pushing /pulling him out of harm's way. While doing so, she would try also to use her crossbow to fire at any targets of opportunity among the vampires outside. When the carver was safely at the front room, she would then rush out to attack and catch unawares any vampires out front while they were distracted by Gilius, Durik and BenKii.

If any vampires materialized inside at close range, she would attack it with a cutlass. If one of their attacks seemed to grievously injure her friends, herself, or the carver, she would use the fate coin to reroll it, or if a great calamity was about to happen she would consider using her sextant to freeze time before it happened.
Post edited October 15, 2024 by DiffuseReflection
Mission 5 - Turn 4
*Turn Ends 11PM UTC, 17 October 2024.*

(roll dice) Guards have begun to arrive in greater numbers as the brawls continue. Two buildings are now burning, but the fire is beginning to be contained to only the one area. A few guards, fed up at trying to round up the hogs, decide pork will be on the local inn menus this week.

(roll dice) The Ship enters the Naval Harbor, the glamour intact. A poor-looking Cap'n Rummyfangs and his waif of a cabin boy are on deck, along with a very plain older woman and only a couple scruffy crew. A gnome smokes a pipe while watching them pull up to dock behind the fluyt. (Glamour lasts 9 turns, 6 turns remaining.)

Kyp - Harbor Chain: (roll dice*5) Your turtle charm flares briefly and a magical feeling of being quicker and stronger come over you along with a compulsion to protect and avenge your friends the shipkin and the carver. "Great team work guys! Ye boney never stood a chance argg. Looks like skelly boy has friends, this time we probably will know how to properly fight the foe. It appears that the amulet on the skelly's neck has magic, Mort you keep guard, Pearl you target the skeleton's limbs and I will target the golden skull."

There is a sudden 'whoosh' and a ghostly shot streaks by Finn's head and barely misses Kyp's ear. The skeleton draws a cutlass and climbs higher.

Kyp and Finn charge at the skeleton from an angle above while Pearl loops down and comes up from below. She slaps the skeleton's legs breaking one completely off as Kyp's rapier impacts and once again freezes the skull. The skeleton swings the cutlass and misses, while Kyp turns Finn back around and Pearl swims by and smacks her tail hard against it again and the hip bone separates from the spine. The skeleton is now only hanging on by one arm while the other waves the cutlass wildly as the skull is frozen. Kyp's rapier parries the cutlass away. He uses it to break the chain holding the golden skull coin, and the skeleton immediately stops moving.

Kyp looks around for any more threats before considering destroying the harbor chain. Mort tells him the water around them is clear and Kyp sees no more threats around.
-----

Team 2/Prison Team - Aylar, Argy, Grog'tial, Baldbeard, Karnstein, Devin:
In order of initiative: Aylar, Devin, Argy, Baldbeard, Grog'tial, Karnstein

(roll dice) All of the team's charms flare, and each of you (except Aylar and Devin) feel a strange sensation settle over you. For a time you are gifted a bonus when you act as fearsome avengers, but along with it comes an urge to vengeance against those, and their minions, who have brought torment and ruin to the carver. Luckily those are also your own enemies.

Aylar: (roll dice*6) You focus briefly on the echoes of the invocation, acknowledging the curse. You are of banshee lineage and you deemed the Crew acts on your behalf to deliver the requested vengeance. You have empowered the Crew to answer the invocation and curse. (All Crew now have a bonus to vengeance against enemies of the carver and their minions. However along with the bonus comes a compulsion to avenge by slaying those enemies.)

You feel an inquiry from Clíodhna, she felt your acute annoyance and is wondering at it. She reports to you that the Ship has arrived at the dock and all appears to be quiet there. There is still havoc going on in the town and nobody appears to be paying much attention to this side of the harbor, however her senses are picking up undead. There is a bat fleeing the prison towards C52, but another is coming towards it.

You give Devin instructions and proceed down the stairs, keeping your ears open should Grog'tial report the female vampire is heading for the downstairs door. Instead you hear she is heading for C52, confirming what you've heard from Clíodhna. You see Devin do a quick check of the captain's office and give you an 'all clear' signal as you begin to stealthily descend to the level below the ground floor, keeping an eye on your charms and feeling with your senses magic and natural. The level below seems to be a storage area with casks of water and some ale, crates, old armor, some halberds, swords, crossbows and some extra bolts and some weapons needing to be mended, blankets, sheets, tabards and other goods. You see no tunnel entrance or other door and detect no guards on this level; but your ears do detect the sound of some beings sleeping, the quiet conversation of two guards and the distant scurry of some rats on the levels below you.

Aylar, the second bat is an undead heading for the prison. It is powerful. Be careful.

Moments after you hear her warning in your mind, your Phoenix Charm flares to life brightly as you sense the powerful undead presence among the Crew above, and now you pick up the feeling of others below you as well.

Devin: (roll dice*3) You feel a magical aura and compulsion try to come over you, but your goddess' claim over you will not accept it. You acknowledge Captain Aylar's orders and descend silently to the ground floor after him. You quickly scout the captain's office but sense no enemies. Keeping to shadows, you position yourself with swift access to both stairways while being able to watch all doors. As Aylar descends to the floor below, you pick up the scurry of rats. Then your goddess-blessed senses and your feather go off as you feel a powerful undead arrive on the floor above, followed swiftly by warnings of more on the floors below.

Argy: (roll dice*2) "Blimey! Me be missin' the party!" You feel good as you rush upstairs, dodging around Captain Aylar and Devin. A magical tingling infuses you with vigor and you are ready to sling holy water and pan bash any bat! Just let you at them! Upon getting upstairs you see Grog'tial running with his crossbow to an arrow slit, Captain Baldbeard looking bemused again and Count Karnstein moans on a bed while holding his head, saying something about a BEHOLDER he thought he saw downstairs. None of your potions seem like they would help (but maybe a wooden spoon applied to some heads might? :P ). As Grog'tial drags some beds to try to block the window slits, you shake Captain Baldbeard, hearing his bell tinkle again. Then the tinkling sound seems off. You notice your charm glowing brightly. Looking around you see a gorgeous dark-haired lady smiling as her eyes hungrily caress Count Karnstein. But as she steps toward him his entire body begins to shine. You sling the holy water and hear a horrible hissing sound as the woman disappears into a mist! *Success?*

Captain Baldbeard: You seem slightly bemused again. As Argy shakes you your bell tinkles and flares brightly. Blinking, you come to feeling stronger and you detect a strange perfumed scent covering the slight stench of an undead. Your eyes see a tall sultry dark haired woman disappear as Count Karnstein's whole body appears to shine.

Grog'tial: (roll dice*7) You feel a strange feeling of increased dexterity and sense of purpose come over you as you forego the well-deserved cussing out to rush to the arrow slit through which the female vampire exited, only to see a bat darting up and over the roof towards C52, thwarting any shot. You reload your crossbow in record time with regular bolts as you relay the bat's direction to the others. As you look around you notice Argy is now upstairs with you while Captain Aylar and Devin have descended the stairs wary of any possible surprises from the dungeons and ground floor. You signal to fellow Crew members to assist you with putting the beds vertically against the window slits to block any more incoming vampires, but Captain Baldbeard appears somewhat bemused again and Count Karnstein has fallen upon a nearby bed moaning something abouta BEHOLDER downstairs while holding his head. It appears it is up to you.

You place three of the heavy beds by yourself, blocking almost half the room before you give up, grab the quiver of hand crossbow bolts and bring up the mirror look for secrets. You have ascertained that only one bed seems unused and its chest without a lock and empty. All the other chests are locked. As you look in the mirror over your shoulder, you see nothing unusual in it but suddenly the glass cracks in half and your charm flares brightly! Spinning around, you see an elegant, gorgeous dark haired woman who radiates sheer nobility and seduction looking at Count Karnstein while standing near one of the still open arrow slits beyond him. Your charm and your dirk are glowing brightly. The mirror didn't show her but it cracked. She had no reflection, The woman takes a step towards the Count and his body begins to shine again, as it did when Captain Aylar had hold of him. You stash the mirror and raise your crossbow to shoot while she is distracted. Before you can shoot, she disappears, but you can hear her voice in the room. (The mirror is cracked, it will now only work briefly twice per mission, once for each side of the crack. The chests are locked except for the empty one.)

Count Karnstein: (roll dice*3) With a sudden jolt of blinding force inside your head, you fall numb on a nearby bed. Holding your head from a massive headache, you vaguely remember muttering about brain damage and watching in shock and disbelief as an apparently complete stranger flees through the window into the night. Then you feel a strange force sweep over you. The strength, speed and influence you once thought you had lost, you feel return again, and the thought of giving Beckett and his buddies the bottom of your boot and the cold blade of your saber entices you. Still, you should probably explain your tantrum.

"Listen, I... thought I saw a BEHOLDER downstairs! Rushed up here to tell ye, thankfully just in time t' save yer skin. What were ye thinkin' recklessly enragin' powerful vampiress like that? It's suicide! Now I'll better go check on that beholder again, I'm not here, tra la la."

You are about to get up and return below when you feel her and your body shines brightly. Here you go again. You see Grog'tial raising his crossbow and spin around, just in time to see the mist vanish, but her voice seems all around you.

"My sweet Nicholas," the Contessa's voice is a sensual purr promising forbidden delights. "I was told you would bring them to me. My passionate boy. You have done well, Nicholas, but you must tone down that shine now. I am here to bring you back to the fold. Come to me, my darling. There is no more use for these mortals or your little Aasimir witch except as our thralls, my sweet Nicholas. She is of no consequence compared to me, your true Queen of the Night. Unless you would like to make a plaything of her? She could be such a sweet morsel to turn for you."

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Prison, Upper floor: Argy, Captain Baldbeard, Count Karnstein, Grog'tial ... Vampire Lady (boss)
Prison, Ground floor: Devin
Prison, First floor below ground: Aylar

(Carver team continued below ...)
Attachments:
Post edited October 15, 2024 by bjgamer
CATCH UP FOR TURN 4


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bjgamer: Kyp - Harbor Chain: (roll dice*9) You welcome the shark and respectfully ask for his actual name.

"Mortimer," he says. "Mortimer B. T'Eeth, but friends call me Mort."

Kyp mounts Finn and asks Mort if he is willing to crush/grind the skeleton with his teeth after Kyp attacks. Mort agrees. Kyp charges at the skeleton, attacking it with his rapier. He manages to freeze the skull, but the skeleton's arms still strike out with a cutlass and the dagger it was trying to cut itself free from the seaweed with. Luckily Finn dodges and the sweep of the cutlass misses. Meanwhile Mort bites off the wrist with the dagger and Pearl smacks the skeleton with her wooden tail, crushing and separating one leg. Kyp and Finn come around for another charge. This time Kyp's rapier slips off the breastbone and catches the strange golden skull coin hanging on a chain around the skeleton's neck. The chain snaps and the skeleton goes still, just as Mort swims in and takes a big bite, crushing the bones to bits. (Kyp may loot the cutlass and the golden skull coin on a broken chain)

(Roll dice) Pearl calls out to Kyp. He looks to where she is pointing. Another skeleton, this one with some flesh still attached, is climbing the seaweed towards them. Around its neck glitters another strange golden skull coin on a chain. This one is pointing a strange ghostly musket at Kyp.
"Great team work guys! Ye boney never stood a chance argg. Looks like skelly boy has friends, this time we probably will know how to properly fight the foe. It appears that the amulet on the skelly's neck has magic, Mort you keep guard, Pearl you target the skelleton's limbs and I will target the golden skull."

Kyp goes to stab the skull on the nearby skelleton and looks for any more threats before considering destroying the chain.

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bjgamer: [GM calls unfair fight, 4 against 1 and the skeleton was entangled in seaweed.]
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Well u know... Kyp is more than willing to play dirty if it means winning and being safe, remembering past encounters Kyp has always stayed in the shadows, played the support, and stayed away from most of the action lol.
Post edited October 15, 2024 by aCyborg
... Mission 5, Turn 4 continued (Prison team action above).
*Turn Ends 11PM UTC, 17 October 2024.*

Team 1/Carver Team - Bellandra, BenKii, Gilius, Durik:
In order of initiative. BenKii, Gilius, Durik, Bellandra.

(roll dice) All of team's charms flare, causing the vampires to lose their concentration and stagger back. Each of you feel a strange sensation settle over you, like you have been magically gifted a bonus for this short time to be fearsome avengers, but along with it comes the urge to vengeance against those who have brought torment and ruin to the carver.

Captain BenKii: (roll dice*6) Of course the hot vampiress would go for you. Sometimes your captain's charm just attracts them. You think quickly to imagine the ugliest hag you can, but then a magical sensation washes over you and you can see her true ugliness. You are appalled by the monster beneath, and a determination to eradicate her kind and bring absolute justice to those who have tormented and tortured an old man and his innocent granddaughter. "Hey, baby, you're not really my type. Don't think it's gonna work out between us. Consider this a break up gift," you say, tossing the potato at her.

The vampiress catches the potato and looks at it confused. In that moment you strike, a stake in your offhand and a long sword in your dominant. *Success* The stake enters her heart as if guided, and your sword decapitates her moldering skeleton as she falls and turns to dust.

You sneak towards the male vampire with his back turned to you threatening Gilius as a black cat suddenly streaks from the bushes, hissing and spitting, eyes glowing like green emeralds with an unnatural light which seems to distract the vampires. You watch as roots spring up from the ground to entangle the remaining two vampires. You are about to stake the vampire through the back when you notice he is already staked. You decapitate him instead and the roots release as he turns to dust.

(roll dice*3) One of the vampires strikes out with blinding speed at Durik just as a black cat with glowing green eyes darts from the bushes, hissing and spitting in challenge and fury. The cat arches its back and seems to grow larger, facing down the vampires and distracting them.

Gilius: (roll dice*5) You feel a strange power come over you and your magic against these unnatural abominations who would threaten both nature and the carver is increased. With it comes the need to avenge the forests and the carver who sought only to use his gift for beauty in appreciation of those trees, not the slaughtering of nature and life. Suddenly a black cat with glowing green eyes streaks in front of you, hissing and spitting as it arches its back at the vampires. Your druidic senses recognize a familiar and you immediately use the distraction and your Ship Staff to command the trees and bushes nearby to entangle the remaining vampires. *Success* The vegetation responds swiftly and the vampire before you is not only entangled, but stabbed vengefully through the heart by a wrist sized branch of the nearest tree. The roots fade back into the ground as Captain BenKii decapitates the body and the vampire turns to dust. You look up to see a bat flying away. Durik is hurt. You swiftly apply your Heal Wounds bandage to Durik, then go into the house to check on Bellandra and the carver. While there you use your Wand of Secrets which points you to a set of magical carving tools in a hidden corner of the Workshop, right next to two carved figureheads resonating with magic. You have found the figureheads. The Wand of Secrets darkens and goes quiet. (0 charges now remaining.)

Durik: (roll dice*5) You feel increased strength and agility flow through you and Dakka seems lighter as you know you will defend and avenge the frail old man who is now Durik's friend. The vampire is too close! He is a threat to Durik's friend and Crew mates! He strikes at you with blinding speed You leap backwards as you feel a slashing pain to your off-hand upper arm. Luckily the vampire's clawed hand only shreds the armor and leaves deep scratches on your arm instead of your neck as he was aiming for. You hear a cat hissing and spitting, which seems to distract the vampire. Roots suddenly erupt from the ground to entangle him, but you are already swinging. *Success* Your cudgel connects with the distracted vampire and knocks him away 30ft/9.14m away into the bushes. The vampire turns to mist and soon a bat is retreating in a jerky flight back towards C52. Gilius quickly approaches and applies a Heal Wounds bandage and the bleeding stops. You feel no pain.

Bellandra: (roll dice*2) You feel the magic infuse you with even greater ability and purpose. Through its gift enhancing your own, you know the carver to have been a kind individual, who sought to create beauty and defend the magical woods, until great sorrow and torment was visited upon him and his family. The carver is no friend to Commodore Beckett or those who would enslave your kin, he has been forced and now he seeks to correct those wrongs even with his life to see vengeance and justice done. Between that and the carver's words you deem it best not to keep up the subterfuge. You think about the locket you carry, wondering if it could be related to the carver somehow.

You see the team manage to destroy two of the vampires as you advance into the main room, intending to get to the carver and see to his safety yet ready to move out. You face the carver, speaking kindly. "We be not here to rend family from each other, good carver. Nay, if we be here to break anything, 'tis the foul designs of those that call themselves yer masters, and their hold on ye. I be Bellandra. I have found life where none was thought to be, freedom where none was meant for me, and kin where I had expected none. Now I seek to bring these things to others too. I would help ye too, if I can."

"I know not where the one ye lost be, yet mayhap we can find her together. Yer gift, and yer knowledge, may yet save her, and more besides. I be with a crew that has had luck and skill in such matters - we serve no master but each other. This house not be safe good carver. Come with us, and save yer curses for the foes that await us outside and about. But stay ye behind me, while I and me friends deal with them. We be here for ye, but also for the enchanted carvings ye be making, we hope yet to bring them to safety too."

The carver, staggers forward, his old eyes widening and fixed upon you. Around his wrists are strange golden bracelets with ugly black runes. Tears trickle down his cheeks as he falls to his frail knees. "You!" he says, as wonder lights his face. He is crying in earnest now. "You were my first, made in the image of my beautiful daughter, mother to my granddaughter. How come you here? You were never meant to be one of theirs. You were carved in love from a log freely donated by the dryad's tree which she was buried beneath, for the nymphs and the Fey all loved her so. It was why I was given the Gift. For her love was a Fair Fae captain of the sea." He shakes his head in abject sorrow and misery. "Nay. Nay! Say you are not theirs, that you were never theirs! My heart cannot bear it if you were ever theirs!" He collapses, sobbing almost uncontrollably.

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Inside house: Bellandra, carver
Inside workshop: Gilius
Outside house: Captain BenKii, Durik

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GM Note: Who among you, besides our dashing (if somewhat spastic atm) Count knows vampire lore? Hint (Book of Plots loan) - Argy, you have been carrying around one of your team's best defenses and threatened poor Grog'tial with it before (see your 'Booty' games list).
Post edited October 15, 2024 by bjgamer