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Argy gazes at Karnstein with a confused look and says: "Blimey, thar be no b'holder downstairs! The greatest danger 'ere be upstairs an' it be..." (if the vampire lady is to be seen; otherwise she'll just add "The Cursed Crew") Theatrically turns to the vampire lady with a wicked grin: "...Us! Sorry m'lady, not ye."

It might not be as effective as the good ol' stinky garlic grenades, yet Argy grinds a handful of pepper garlic and holds it in her fist. She will then toss the grinder to the nearest "reliable" crewmate: Baldbeard if he seems to be in his senses, or Grog'tial.

Wielding her dented pan in the other hand, she moves quickly around the vampire lady, parrying any attack with the pan, and seeking an opportunity to throw the grinded mix at her face (using fate coin on a missed roll), in an attempt to daze and confuse her, giving her mateys a chance to finish her.

If the vampire is not visible, she'll throw and spread the pepper garlic mix on the air, all around the room, stay ready for any sudden appearance, and try to take Karnstein out of his trance (covering his mouth and nose with some cloth so that he doesn't breathe too much garlic). Once the enemy is visible again, she'll do as stated in the paragraph above.

[Argy will also try to remember if she knows any other vampirate weakness from her Fairy Tales Book]

EDIT: Some *ahem* corrections...
Post edited October 16, 2024 by Lone_Scout
Can everyone hear what she says?
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Lone_Scout: [Argy will also try to remember if she knows any other vampirate weakness from her Fairy Tales Book]
Vampires are not the same as vampirates. Both are undead, vampires drink blood and cannot stand anything garlic. Use that to your advantage. :) Vampirates drain life force and only garlic juice/oil will harm them. Both have spider climb ability, can move extremely fast and can mesmerize/influence mortals, but only vampires turn to gaseous form (mist) and can become bats, rats or wolves. Vampires turning to dust or ash does not hurt Crew, vampirates ash harms living tissue with the necrotic disease. Vampires also must be invited in over a private household threshold or aboard a ship.
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ssling: Can everyone hear what she says?
Yes, everyone heard what the Contessa said. She wants them to hear it, Count. Remember, manipulation and influence is part of her arsenal. ;)

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GM Warning/Reminder to Crew: Um, stealth mission? While some noise can be passed off as possibly guards in the Prison tower talking, laughing, playing cards or drinking (Devin's ruse), remember there are probably guards downstairs (which Crew mates are trying to sneak up on) and a tower full of guards just up the hill with a known tunnel leading from there to the prison. Every Turn I roll dice on 1) the distraction in town fading/failing; and 2) whether Crew actions have made enough noise or visuals to attract attention/alarm and bring the Port Guard and/or Harbor Watch Guard contingents down on them. I think Durik would appreciate not being put back in prison. ;)
Post edited October 16, 2024 by bjgamer
Devin has his suspicions and summons the cat back to hunt rats and scout ahead for enemies and traps normal or magical. He moves silently to the shadows just inside the downstairs door and pitchs his whisper to Aylar for half-elven hearing. "I be sending the cat down to scout, Captain. There be powerful undead trouble upstairs and several below."

[Devin summons back the cat to scout down below and hunt "rats" while warning Aylar of the undead trouble he senses upstairs and below. He hints at asking what Aylar intends to do, but he will not leave Aylar alone in an unscouted location with unknown enemies or traps ahead.]
Count Karnstein is speechless because he already used all his best lines in the previous turn. On what appeared to be an impostor, no less!

Wait, did I really brought them here? "I believe that's not exact... Whatever..." A sensation almost forgotten after many decades awoken now, bright and burning as ever. I remember clearly as it was yesterday, how we were frolicking in Borgo's tavern, then relocated to the ol' Orlok's crypt. I remember the kiss and the sweetest oblivion that came after. ...But then there was also fear and confusion and loneliness and grief... but I surely don't care, not in the slightest, just give me more of that oblivion, let me feel it once more, I'll do anything... "Aye, my Queen... I'm all yours... Let's rule the night together... Forever." Count starts slowly crawling towards her. Didn't she left me last time though? Why would she do such cruel thing? What if she'd do that again? Could she be using me as I were but a mere plaything to her? COULD AASIMIR REALLY BE ENTHRALLED?! TEACH ME, OH DARK ONE! Count is slowly getting up from the floor. It seems I was wrong about one thing. She really must be in cahoots with those buffoons after all. That would mean I'd also have to. I'm not sure I want. I only want her. And maybe a couple thralls for diversion. And a bit of wealth. Nice little castle. A wine cellar. A stable. A dungeon. Library full o' rare books. Weapon collection. Balls with local socialites. More than one cape to wear...

Count in his wobbly state will try to defend the vampire lady. But if he'd be somehow temporarily revived from his predicament, he may use that moment of relative clarity to realize the bitter truth about this Stockholm syndrome situation going on and tip the scales in Contessa's disfavor. For instance, he may in truly dramatic and desperate act, using the element of surprise, try to impulsively run his saber through her heart or even behead her.
Post edited October 16, 2024 by ssling
Captain's Log Mission 5 -- Turn 4
My plan to imagine the vampire before me as an ugly hag worked better than expected. It worked so good she was starting to look fugly for real. First vampire down then a second one down. The third one flew away like a scared little chicken back to where it came from -- that undead pit.... uh oh. It went back to get reinforcements, didn't it? I sure do hope they're the slow zombies from The Walking Dead and not the fast ones from 28 Days Later.

"That's for 8 seasons of Vampire Diaries ya good fer nuthin ash trays." said BenKii as he finished off the last vampire. But that third one that flew back to the undead pit (C52) concerned the Captain. "Gentlemen, we may be getting more undead guests arriving soon. That vamp may be bringing some zombies to join us. I say we get the carver, get the figureheads, and load em onto Zephyr before they come back. We may not have time for our griffon friend to return so may have ta book it back to the ship real fast. Durik! Give me a hand with these things ta load em up!"

Captain BenKii grabs the ropes from Zephyr and goes inside the house to grab the figureheads and tie them securely to Zephyr. If he sees the Carver he will say, "Aye, well met. Time to go. We got undead company coming. Hop aboard that flying griffon thing and sail off."

BenKii will then scan inside the house for anything they may have missed and grab anything of value including the set of magical carving tools. If anyone asks what that sound is, he will simply say, "It be my special compass. Helps me find shiny things."

While waiting for Zephyr to return, he inspects the locket he found earlier for anything of interest.

If Zephyr has not returned before more enemies arrive then BenKii will high tail it out of there back to the Ship. And also to pick up his potato along the way while remarking at the pile of vampire ash. "Guess she won't be needing this anymore. Best not let it go to waste." Then shoves it back on his musket.

BenKii warns of reinforcements from C52. Ties the figureheads to Zephyr. Scans inside the house with his tricorder. Picks up anything of value found by tricorder, the set of magical carving tools and his potato. Inspects locket for clues. Will run back to ship if undead arrive before Zephyr returns.
Post edited October 16, 2024 by BenKii
"Great work team, Mort it is great having you around.
Now that it is safe lets destroy the other chain"

Kyp goes and applies the acid to the other chain in the harbor, after successfully breaking the chain Kyp goes and loots the skeletons drops (cutlass and amulet and whatever else may seem valuable)
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Pouyou-pouyou: Should a crewmate have been injured badly during the encounter, he will use a healing bandage on him / her.
"Thanks ye Gilius, that vamp came out of nowhere. Me hit him good, but he still flew away."

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bjgamer: I think Durik would appreciate not being put back in prison. ;)
"Pls no, mrs narrator" XD

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BenKii: Durik! Give me a hand with these things ta load em up!"
"Sure, me help."
("Uh no, me wasn't talking to air.")

Afterwards, Durik searched the building for loot too.
And asked to load something more on Zephyr, like the guards' found weapons, if possible.


(wb BenKii and Kyp, glad everything was ok)
Grog'tial stage-whispers the information about 5 more guards down to Devin.

If Grog'tial gets tossed the garlic pepper grinder, he'll grind some garlic pepper over his bolts, dirk and stakes, figuring a few grains should stick to them for added injury. He tosses a handful high into the air in front of him (or directly at the mist, if any shows), pockets a handful more, and tosses the grinder onward to Baldbeard, or back to Argy if the opportunity presents itself and wouldn't interfere with other actions.

Beyond this, he backs up to a boarded over window so as to cover the entire room without risk of being attacked from behind and waits for his moment. Throughout this entire fight, he's only managed to take a single shot - which missed! - and now even his trusty mirror is cracked. The Count is suffering yet another crisis, and Argy is deliberately making a target of herself. Grog'tial is not amused. He takes deep steadying breaths, and observes everything. This next shot is not going to miss, and the one after that will be his ace in the hole!
Post edited October 17, 2024 by gogtrial34987
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BenKii: Captain BenKii grabs the ropes from Zephyr and goes inside the house to grab the figureheads and tie them securely to Zephyr. If he sees the Carver he will say, "Aye, well met. Time to go. We got undead company coming. Hop aboard that flying griffon thing and sail off."
... While waiting for Zephyr to return,
... If Zephyr has not returned before more enemies arrive then BenKii will high tail it out of there back to the Ship.
Good forward thinking, Captain BenKii. Zephyr will be able to carry the two figureheads, the carver and a couple weapons but that will be all for weight. That means he will not be able to return until Kyp gets there to untie the figureheads ... or else Zephyr should wait until he can safely fly them to the Ship on departure.

The Carver Team should be able to use the trees and bushes as seen on the map to cover themselves all the way to the warehouse by the fluyt and Ship's dock (especially with Gilius' help). Or they can go to reinforce the Prison Team.

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GM Notice: I have an eye exam in another few hours and won't be able to see well for several hours afterwards so I will not be on to answer questions later until probably dawn UTC.
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gogtrial34987: Grog'tial stage-whispers the information about 5 more guards down to Devin.
Devin hears Grog'tial's warning and passes the information on to Captain Aylar below, again pitched for half-elf ears.

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Updated actions for turn.

- Devin summons the cat to scout below for enemies and traps magical and normal. Would specify for cat to additionally watch for spiderclimbing individuals and inform him of number of rats and if they are behaving unusually or it senses undead.
- He moves to the shadows just inside the downstairs door and whispers to inform Aylar of the cat and the undead trouble he senses upstairs and below.
- He relays Grog'tial's information of 5 more guards to Aylar, again in a whisper pitched for half-elven hearing.

Devin will not leave Captain Aylar alone in an unscouted potentially dangerous location having sensed undead below.
- If Captain Aylar returns above to face the undead with Crew:
Devin will go with him, using the cat as scout and warning system against enemies sneaking up behind them from below. Again keeping to shadows if possible and prioritizing defending Crew members and attacking the enemy, keeping in mind not blocking Grog'tial's shots and attempting to leave room for Crew to dodge. He will use Moonbow if his senses tells him this one is a Vampire Lord/lady or lightsheen on rapier if he does not but deems it sufficiently powerful. He will scan the room including the ceiling above them for threats. (Spiderclimb, she and others may be above us.)

- If Captain Aylar returns to the ground floor but does not go above:
Devin will use the cat as scout and warning system. Keeping to shadows, he will use his hearing and senses to assess if the others above need assistance and prioritize as above, but if the cat warns of enemies coming up from below he will immediately warn Aylar in a quiet whisper and return to the ground floor to set up an ambush and back Aylar up. Use attack methods and priorities as above.

- If Captain Aylar continues to sneak below:
Devin would have the cat scout ahead and inform Aylar of any traps or enemies the cat finds in a quiet whisper pitched for half-elven hearing. Should the cat discover traps or enemies Aylar may have trouble with, Devin will immediately move to take care of any traps and/or back Aylar up. Attack from shadows using rapier and dagger, lightsheen if deemed necessary, leaving room for Aylar or possible others to maneuver. Reserve Moonbow for boss or dire situation.

[Devin's updated actions conditional on Captain Aylar's movements and situations as they unfold.]

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OOC: Devin won't risk a response distracting Grog'tial and the others upstairs with a powerful undead around. Later he will tell him, "Good thinking and well done, Grog'tial."
Post edited October 17, 2024 by Devsea
Bellandra stared at the carver, shaken, wondering what to think. That her form had been carved from a dryad's tree, as a memorial to his daughter? It sounded plausible. She would have to think it over and discuss it more with the carver. But she could see his distress and wished to reassure him, even as time grew short.

She spoke as gently as she could. "Good carver, if ye be the author of my form, I thank ye, and I be honored to bear the likeness of yer daughter. I tell ye, I have no memory of ever serving evil, only of coming to life from a fallen ship by a gift of a phoenix, and then finding my own path, to shore, to this crew, and through our adventures." She hesitated and added "I know not more of the ship I was attached to, only that it sank. I think there be other survivors, crew or passenger, but I know not more as my awakening was a time of confusion. If yer friends or family were aboard, hope remains, mayhap some made it to shore as did I."

She paused, then continued. "But good carver, I also tell ye, in our travels I have found kin of mine, shipkin, whom a foul aboleth had bound to serve as a sunken fleet. Three such kin we have freed, and they be our allies now, and I think no less of them for having been shackled to the aboleth's will. The stain of that one's touch did not seep into their wood, nay, the sea washed it off as they sailed to freedom. And there be more like them, even here. They deserve freedom too like I, they all do."

She bent to examine the carver's bracelets. "And so do ye, carver. Tell me of these bonds, what hold have they on you? Be they keeping ye here? I would break them. But then we must move - if you cannot walk, we will carry ye. We do no good to yer granddaughter staying here."

While she was speaking Bellandra kept an eye out in case the third vampire she had not seen destroyed would return, or some other enemy. She heard footsteps that sounded like those of Gilius and BenKii entering the house, and waved at them. She also looked around in case there was anything else in the room that seemed important to bring along.

Once the carver was safely moved out, she hoped to have a chance to free the fluyt, but the safety of the team would come first.
As Aylar is made aware of the current situation, be it through his senses or Devin's updates, he decides to leave scouting to the cat, and thus return to the ground floor. Once there, he'll check on the state of the Crew above through the charms, especially the Count - be they hurt or mesmered at that point? It might be a bit too many people upstairs to allow for efficient close range combat, so he will choose to buff the Crew directly engaged with the undead above as necessary.

If it's possible for him to keep stock of Crew's state and provide power to their charms from the ground level effectively enough, he will do it from there, positioning himself for the best flow of power and an ambush if it be evident that at any point in the fight she is fleeing to the ground level; if being closer to the fray is needed, he will sneak as far up / as be necessary in order to provide further charge to the charms but not alert her to his presence so to keep the element of surprise.

If Count turns out be unable to resist the vampire's charms, he'll send more charge to his charm in particular, be it in an attempt to help him shake it off or to turn him into a repelling beacon once more, even if happens be weaker this time because of nae direct contact.

If Count resists the pull, he'll prioritize magically protecting Crew overall, making it harder for her to attack any of them.

If things go very badly and at any point Crew be clearly in peril even with this assistance (and he has still time and ability to act), he will proceed above with haste; if the she turns out to be within melee striking distance to him, he will do so; if not, he will turn himself into a repelling presence to her in an attempt to avert whatever disaster might be about to strike.

[Aylar returns to the ground level, leaving the scouting to the cat; he will aid the Crew through their charms, unless more drastic action proves to be necessary.]
Post edited October 18, 2024 by LordKaylar
Mission 5 - Turn 5
*Turn Ends 11PM UTC, 21 October 2024.*

(roll dice) The brawls continue, only slowly starting to slow down. The two buildings are still burning, but is being beaten back.

(roll dice) The Ship remains at dock, the glamour intact. (Glamour lasts 9 turns, 5 turns remaining.)

Kyp - Harbor Chain: (roll dice*4) You and Pearl apply the acid to the chain and manage not to get any on yourselves. After you are done you still have 1/4 of the acid mix in your buckets. Mort continues to patrol the area. He tells you of a scruffy vessel that came into the harbor (the Ship) and headed towards the dock near the other ship (the fluyt). There also seems to be a disturbance in the water. A crate which had fallen into the harbor days ago has come open and more walking bodies with the shiny things are heading for the ships. You manage to loot 2 cutlasses, the ghostly musket and the 2 Gold Skull Coins. You may swim back towards the west exit and inlet to keep guard against any other ships while hauling your buckets and loot; stash your loot quickly with the Ship and then take up your guard position; or check out the crate and walking bodies.
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Team 2/Prison Team - Aylar, Argy, Grog'tial, Baldbeard, Karnstein, Devin:
In order of initiative: Argy, Baldbeard, Devin, Aylar, Karnstein, Grog'tial.

Argy: (roll dice*4) You gaze at Karnstein with a confused look. "Blimey, thar be no b'holder downstairs! The greatest danger 'ere be upstairs an' it be ... The Cursed Crew."

You don't see the vampire lady, but you've heard her and no bats have exited. You grind a handful of pepper garlic and throw the grinder to Grog'tial as he seems to still have his senses. *Success* Your throw is good and he catches it. You toss the garlic pepper mix into the air, spreading it around while ready to wield your pan in your other hand. *Success* There is an angry shriek from slightly behind you, where the vampiress has reappeared near the Count, who has sunk to his knees on the floor. You spin to apply your pan! *Miss* She moves in a blur away from you and spiderclimbs to the shadowy ceiling above. You catch your pepper grinder as Grog'tial throws it back to you. Wielding your dented pan in the other hand you follow where the vampiress darted towards Captain Baldbeard, looking for an opportunity to throw the garlic pepper in her face.

Captain Baldbeard: (GM posting for Baldbeard using his previous posted intentions so he may defend himself.) (roll dice*4) You feel another caress try for your mind, but your bell is glowing and its tiny tinkle clears your mind. Your hold your cudgel in your dominant hand and a stake ready in the other. You hear the shriek as Argy uses her pepper grinder and throws the garlic pepper into the air. The pale noble-looking female moves in a blur away from Argy and straight at you! You wield your cudgel to parry as you bring the stake up. She sneers as she bats it and you out of her way then spiderclimbs to the ceiling. You are sent crashing backwards into the wall. (Your ribs are cracked and you need healing.)

Devin: (roll dice*5) You summon the cat and send it below to 'hunt rats' and scout for traps and enemies (normal, magical, spiderclimbing and undead). The cat passes silently by Captain Aylar and finding nothing of interest on the storage floor it proceeds to pad down to the next level, blending into the darkness.

You hear Argy talking and a shriek above. The cat crouches in the darkness of the stairs several steps up from a door of iron bars. Beyond it a guard stands watch in front of a closed old wooden and iron bound doorway to the right of the stairs second level down while two more are playing cards at a small table further into the room but nearby. There are five cells here, two occupied. There is one rat who does not seem normal sneaking around. You whisper the information to Aylar as he returns to the ground floor and sets himself in ambush near the stairs going up. As there are no enemies coming up yet, you keep to shadows as much as possible as you make your way stealthily up the stairs to assist Crew, rapier and dagger ready. You arrive to see Argy wielding her pan and pepper grinder near Captain Baldbeard who is crumpled hurt to one side. Grog'tial is backed up against a bed-blocked window and the Vampire Lady rematerializes near Count Karnstein, who is slowly rising from the floor. You sheathe your weapons and summon the Moonbow, but the Count has moved in front of the vampiress, blocking your shot.

Aylar: (roll dice*3) You decide to leave the scouting to the cat as it passes silently by you and return to the ground floor. You hear an unholy feminine shriek above as you check on the Crew through their charms and find Captain Baldbeard is hurt and dazed, but alive, and the Count either mesmerized or besotted (it's hard to tell which at this point). You position yourself near enough to the stairs going up to be ready for an ambush should the undead flee to the ground level while boosting the Crew's charms above. As the Count struggles, you pour more power into his charm, only to encounter something else ... there is a small essence of starfire awakening within him and it waits for the Count to make his choice. instead you prioritize magically protecting Crew overall, making it harder for the vampiress to attack any of them.

Count Karnstein: (roll dice*6) For a moment you are speechless. You hear the Contessa shriek and smell garlic. Argy has used her pepper grinder. Wait, did I really brought them here? "I believe that's not exact... Whatever..." Your Sire, your Contessa moves swiftly, knocking Captain Baldbeard hard into a wall as she spiderclimbs to the darkness of the ceiling.

A sensation almost forgotten after many decades awakes in you now, bright and burning as ever and you fall to your knees as you remember. You'll do anything to feel that oblivion once more. "Aye, my Queen... I'm all yours... Let's rule the night together... Forever." You start slowly crawling towards her. Your charm begins to glow brighter and you remember how she just left you there, forsaken and alone. What if she'd do that again? Could she be using me as I were but a mere plaything to her? COULD AASIMIR REALLY BE ENTHRALLED?! TEACH ME, OH DARK ONE! You slowly get up from the floor. It seems I was wrong about one thing. She really must be in cahoots with those buffoons after all. That would mean I'd also have to be. I'm not sure I want...

"Nicholas, my darling boy. I'm your Queen, defend me," she purrs seductively as she drops down in front of you, making sure you are between her and the others. "Make these others submit. Bring them to me and I will reward you, my sweet boy."

I only want her. And maybe a couple thralls for diversion. And a bit of wealth. Nice little castle. A wine cellar. A stable. A dungeon. Library full o' rare books. Weapon collection. Balls with local socialites. More than one cape to wear... You remember one Hell of a one night stand ... and she left you there without a second thought. You move your body to continue to block her from the others, reaching for her. Part of her face and her upper chest are burned by holy water, her eyes water and a sneer is on her face from the scent of garlic in the room. She's barely tolerating it, so she's ordering you to go after the Crew for her. To prove your worth to her.

Something within your living heart flares, offers a choice within you. In a truly desperate move you grab her, holding her with your own strength matched to hers as she screams and tries to twist away from the light which now comes from within you. You spin her around with one hand, your other going to the hilt of your saber. A crossbow bolt takes her through the heart as you draw your saber and behead her in a single practiced stroke. A part of you may mourn, but you are nobody's boy toy!

Grog'tial: (roll dice*7) You stage whisper the information about 5 more guards down to Devin. You are not amused. The Count is having another crisis and Argy is deliberately making a target of herself. As Argy tosses you the garlic pepper grinder you catch it and grind some quickly over your bolts, dirk and stakes as you back against a boarded over window. You toss a handful in front of you and pocket another handful. You look to throw the grinder to Captain Baldbeard, but he is not looking at you. You hear an angry shriek and turn in time to see the vampiress slightly behind Argy! You have no shot! You watch as Argy swings her pan, but misses. The vampiress moves in a blur, sending Captain Baldbeard into the wall and spiderclimbs to the ceiling. You throw the pepper grinder quickly back to Argy. Luckily your dwarven half gives you better dark vision and you can see the vampiress as she scuttles away from Argy and her garlic pepper. You raise your crossbow, taking a deep steadying breath as the vampiress' attention is on Argy now. *Miss* The first shot barely grazes her shoulder as she shifts sideways and she changes to mist again. Your charm begins to glow brighter. You watch as she rematerializes behind Karnstein, who looks besotted as he rises, blocking your shot. But the vampiress has all her attention on him. You shift stealthy, step by quiet step, hoping they won't notice, that she didn't pay attention to the second bolt. There, the Count grabs her and turns her just enough! You see the shot and take it. *Success* The bolt drives home through her heart and the Count beheads her.

Devin: The cat reports two more rats have come up from the third level below and are now following the first rat. They are approaching the cat's position where it is hidden on the stairs between the first prison floor and the storage level just below the ground level. You quickly whisper the information to Aylar and the Crew in the barracks. There are 3 rat vampires coming up from below. They will need to move quickly to set up an ambush. You turn and swiftly descend, positioning yourself in shadows near the downstairs door, ready to ambush whatever comes.

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Prison, Upper floor: Argy, Captain Baldbeard (hurt), Count Karnstein, Grog'tial
Prison, Ground floor: Aylar, Devin
Prison, below ground: Cat

(Carver team continued below ...)
Attachments:
Post edited October 20, 2024 by bjgamer
... Mission 5, Turn 5 continued (Prison team action above).
*Turn Ends 11PM UTC, 21 October 2024.*

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

Bellandra: (roll dice*3) You stare at the carver, wondering what to think. The thought that you were carved from a magical wood, freely given, in memory of a beloved daughter is plausible. But for now you speak gently to the carver to reassure him that your path was not one of evil or slavery as far as you've known, but a path to freedom and freeing others like you. You try to give him hope and tell him briefly of other kin and the aboleth, but time is fleeting and one enemy escaped and may return, so you move to examine the carver's bracelets. "Tell me of these bonds, what hold have they on you? Be they keeping ye here? I would break them. But then we must move - if you cannot walk, we will carry ye. We do no good to yer granddaughter staying here."

The carver lets you help him to his unsteady feet and extends his hands. "They are an abomination," he says. "They drain my will and my life to turn my Gift to their orders by a compulsion with my magical tools in my hands. They will not let me leave here without the orders and cannot be broken, but the captain should have both the orders and the key."

As you look around the room the carver shakes his head. "There is nothing here, Bellandra. Even their food I would not trust." Looking at the carver again you realize his frailty and thinness is due to the bracelets and his refusal to eat for fear the food could be drugged or used to further compel him.

Having secured the figureheads, Captain BenKii comes into the room ready to get the carver onto Zephyr and off to safety. He produces the orders and finds a key. Once he removes the bracelets the carver's legs give out. You lift him gently and take him outside to Durik and Zephyr. There the carver greets Durik and marvels at the sight of another of his creations having come to life and freedom and more tears trace down his face. You worry that the carver might fall, but together you and Durik are able to fashion a secure safety belt tying him on comfortably. Before Zephyr takes off the carver informs both you and Durik to find the three square crates in the workshop and break them open, then for you specifically to call them awake. He winks at you.

Captain BenKii: (roll dice*4) You grab the ropes from Zephyr and with Durik's help manage to tie the figureheads securely to Zephyr, one on each side (avoiding the wings). Next you go to get the carver. "Aye, well met. Time to go. We got undead company coming. Hop aboard that flying griffon thing and sail off," you say, warning the others of possible enemy reinforcements.

When you hear that the bracelets will not allow the carver to leave without the orders and cannot come off without a key, you grab the items you had taken off the captain and stuffed in your pocket. The orders are there, but no key. Looking at the silver pocket watch you flip it open and there within it is a small golden key. Besides the key the pocket watch appears to be a nice one, but normal. You quickly use the key to unlock the bracelets, noticing a strange tingling sensation travel up your arms as you touch them. The bracelets are heavier than you would think they should be. They are evidently made of gold over some black iron-like metal that doesn't look natural.

That done, you use your tricorder to scan the house, hoping the sound doesn't attract more 'bats'. It does not turn up anything hidden or invisible, and the only magical anomalies (besides on yourself and Crew) are the bracelets and tools Gilius has. On your way out you grab your potato from the vampire dust and shove it back on your musket. "Guess she won't be needing this anymore. Best not let it go to waste."

Durik: (roll dice*3) You loot the guard's weapons; a dagger, spike mace and longsword. You then help Captain BenKii take the figureheads from the workshop and tie them to Zephyr, along with the weapons. Bellandra carries the frail old carver out of the house. The carver smiles and greets you, thanking you for your kind words when he was afraid. Together you and Bellandra are able to craft a rope safety belt to keep the old carver comfortably upon Zephyr's back. The carver looks you and tells Durik and Bellandra that you must find the three square crates inside the workshop and Durik must break them open so Bellandra can awaken them.
Afterwards you search the building, but besides a lot of food, you don't find any loot. It seems the carver was kept here poorly.

Gilius: (roll dice*2) You take the set of magical carving tools. Your Wand of Secrets has gone dark, but your Druid senses draw you to where three 1 meter square crates are stacked. You sense sleeping wood and stone within them.

Just then Bellandra comes out of the house carrying the carver. The carver coughs and calls to you in a weak voice. "Hail and welcome, Druid. Blessings of field and tree upon you." He nods as he sees you standing near the crates. "Bless them, Druid, that they may help you better."

(roll dice) Zephyr takes off safely with the figureheads, carver and weapons. Should Durik of Gilius look up once outside (half-orcish and dwarves have some darkvision), they will see several bats rising from C52 and turning their direction.

Carver Team may now decide to make their way to the docks and the Ship (and fluyt) under the cover of the trees and bushes (see map) or to go to the prison to assist Crew there.

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Inside house: Durik
Inside workshop: Gilius
Outside house: Captain BenKii, Bellandra
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Post edited October 18, 2024 by bjgamer