Mission 5 - Turn 6 *Turn Ends
11:59PM UTC, 24 October 2024.*
(roll dice*5) In the port town a new brawl has broken out as the Saucy Siren twins whisper in certain drunk ears about what another man supposedly said about them, then urge their chosen champions on with cheers and pouts. Natali sighs as she pushes a beardless fellow away and into the new fray while thinking of the handsome dwarf with the luscious beard. The Port Guards sigh in relief as the last goose is finally captured and wrapped in a blanket. They turn around to see a wagon load of rum and ale careen around the corner and crash into a lamppost as a wild-eyed team of mules break free and charge off down the street. They look at each other and grab some unbroken bottles of rum as they turn to follow the mules. The Harbor Guard has beaten the fire back, but is now contending with fleet footed looters in this poorer section of the harbor.
(roll dice) Cliodhna mindspeaks
Aylar that the
glow from the fire in the east harbor is fading now, but there are
still shouts and the sound of fighting in the port proper. The Ship remains at dock and they have seen
no apparent movement towards them or the prison from the Harbor Watch Tower or the town itself. There has also been
no movement on deck aboard the fluyt since they arrived, although Sensei reports from the Crow's Nest he sees
a single guard seemingly asleep.
A few bats are heading towards the carver team, but she has seen Zephyr take off successfully. The glamour remains intact. (Glamour lasts 9 turns,
4 turns remaining.)
Kyp - Harbor Chain: (roll dice*5) You attempt to shoot the round ball the skeleton is carrying with the ghostly musket. You do exceedingly well.
*Success* You see
a small spectral missile whoosh through the water and impact the round ball. For a very brief moment you think nothing happened, then there is an shock wave of energy as
the ball explodes, sending you, Finn, Pearl and Mort all careening backwards in the water.
You feel slightly drained, but otherwise seem unhurt. Your friends all seem somewhat stunned, but soon fine. The skeleton and zombies are completely obliterated and their weapons are barely pieces of scrap.
Only three Golden Skull Coins slowly sink towards the bottom of the Harbor seafloor. On the Ship Cliodhna, Cap'n Rummyfangs and Sensei see a sudden bubbling of the surface of the water, then all aboard Ship feel the rocking of several waves before things become more normal again. Luckily there was very little sound and the disturbances in the Port itself are enough to cover for it as the Naval Harbor walls help contain both the sound and resultant waves. Cliodhna notes the faint undead presence she had picked up on just previously is now gone. No need to bother Aylar as the Wards would have worked, but now she reaches out mentally to
Kyp to check if he's okay.
*
Kyp, be ye and Finn and Pearl alright? What happened?*
(Um, Kyp, maybe you should know what a strange new weapon does before you use it? LOL!)
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Team 2/Prison Team - Aylar, Argy, Grog'tial, Baldbeard, Karnstein, Devin:
In order of initiative: Devin, Karnstein, Aylar, Grog'tial, Baldbeard, Argy
Devin: (roll dice*11) If offered, you refuse the garlic pepper in favor of having weapons in both hands and being able to hopefully sneak around the guards later. (per PM) The cat hides successfully, but reports
the rats stop halfway up the stairs to the ground floor, as if consulting. As you signal this to the others the cat tells you that one has changed to human form and is reaching for the door handle, but has stopped to listen. Too late you look around and realize that
they would have felt the release from their sire as the Contessa was slain and now might hear the heartbeats of the Crew as you all wait in anticipation of the ambush.
The door opens. You are fast off the mark, but the first vampire immediate turns to mist and
moves behind Count Karnstein before you can strike.
*Miss* The second vampire darts in as a rat, but scurries by you before also becoming mist and
heading for Grog'tial on the stairs. The cat warns you the third vampire is also in mist form. After it passes
you pull the door closed, hopefully cutting off both noise and escape (per PM) while watching for opportunity.
One of the vampires seeks to escape as a bat, but
Count Karnstein intercepts it and bats it away from the door out.
Argy uses her pan to stun the bat, sending it into a wall where he reforms back into a vampire. You take the opportunity while he is still stunned and
throw your silver dagger. (Roll+Luck)
*Success* Your goddess blessed silver dagger hits his heart. The vampire goes to ash,
dropping a runed dagger to the floor. Once the enemies are dispatched, you
retrieve your silvered dagger and instruct the cat to once again scout below. Taking the keys Aylar hands you, you quietly open the door and
take point sneaking down the stairs. Your rapier and feather
detect no more undead. The cat reports
no traps and you find none as well.
You signal no traps and no undead back to those following you. The cat also reports the guard that was by the wooden door has moved to stand by the table where the two guards are playing cards. The two prisoners are sleeping. Sticking to the shadows you silently approach the iron door and stealthily try the keys.
*Fail/Success* The second key works. You step back and
signal to the those behind you that there are three guards distracted playing cards, two prisoners sleeping and the door is now unlocked.
Count Karnstein: (roll dice*6) You sheathe the saber while breathing heavily, suddenly feeling completely sober. The rage has passed and you feel a sense of melancholy as emotions of relief, anger, regret, horror and satisfaction battle it out inside you. A bit numb, you think maybe she shouldn't have left you back then, or not chosen you to begin with. You sense an adjustment within you, even as you quickly help place the beds to block the windows.
There is a renewed strength and speed to your movements. You leave the room teary-eyed, with reddened face and panting from the overwhelming presence of dreaded garlic in the air, or so you tell yourself. Once outside the room you take a few moments to lean against the wall, collecting yourself and taking some deep shuddering breaths to every other heavy beat of your own heart before announcing, to anybody or nobody around, that you are perfectly well.
Waving away the offer of taking any garlic pepper (GM assumes),
you take up position next to the door to the downstairs, preparing for the ambush. You notice
Devin signalling there are three, first in rat form, then one becomes human form. Devin is signalling again as the door is suddenly pulled open and
the vampire turns to mist, eluding Devin's strike to
reappear behind you. Before it can seize you, you have whirled and side-stepped, bringing up your saber to strike.
*Success* Your saber gashes a deep cut across the vampire's jaw, face and takes off an ear, but doesn't decapitate.
He turns to mist and attempts to escape,
only to run into Aylar's brightness. The vampire
changes into a bat instead and heads for the door.
You swiftly move into his path and manage to strike the bat sending it tumbling back across the room.
After the fighting is over,
you follow Devin downstairs very carefully, staying behind cover or in shadows. You position yourself where
you see Devin's signal once he has the iron barred door unlocked.
Aylar: (roll dice*5) You give a brief mental update to Cliodhna and receive one back in return. You have less than half the time until your glamour on the Ship fades.
You join Devin and the Count in positioning for the ambush,
taking a handful of garlic pepper from Argy's grinder.
Devin misses his strike as the first vampire changes to mist and reappears behind Count. The second rat scurries past and also
changes to mist, heading for Grog'tial on the stairs behind you. The
third misted vampire is heading for Argy, also behind you. You spin, opening with
tossing the handful of garlic pepper through the air into the gaseous forms of the vampires just before they each rematerialize.
Both vampires stagger back and you use yourself as a repelling beacon
kiting them away from Grog'tial. *Success* One vampire lashes out at you swiftly.
*Vampire Fail* (Loan: Book of Dancing) You agilely dodge away as he turns to mist again, but the other one staggers back and
Captain Baldbeard clubs him in the back, sending him stumbling forward. You take the opening while he is off balance and stab your stake forward.
*Success* You drive the stake right through his heart then behead him with your cutlass. The vampire turns to dust,
dropping a pewter ring that looks like a wolf's head with small rubies for eyes. Once all the vampires are slain,
you give the keys Mighty gave you to Devin as he takes point going below and
fall back as spotter support. You are able to
see Devin's signal once he has used the key to unlock the door.
Grog'tial: (roll dice*7) With
Count Karnstein's help the beds are placed to block the window slits.
You grab the Bloodstone Ring and hiss at
Count Karnstein to be quieter at the Count's announcement that he is actually well. Seeing the ambush being set up and
Devin's signals,
you take up a position in a darker curve almost halfway up the stairway with a commanding view of the ground floor room. You pat your pocket, ready to reach in and throw garlic pepper at any vampire that turns to mist near enough to you and
ask Argy to share her pepper grinder with Aylar and Devin and maybe grind some on the ground at the top of the stairs?
As the door is suddenly opened, the first vampire turns to mist, causing
Devin to miss.
He reappears behind the Count, but you have no shot. The second scurries through the door as a rat, then
turns to mist and immediately heads for you! You grab for your garlic pepper, just as
Aylar spins and throws his own handful into the air in a wide arc between you,
Argy and himself.
You throw your own as well, catching the vampire from both sides with the garlic pepper. You see the vampire rematerialize and stagger away, as
Aylar uses himself as a bright repelling force to herd the vampires away from the stairs and back into the room. You see
Captain Baldbeard and Captain Aylar manage to dispose of one of the vampires between them, but the second one has once again
turned to mist and heads for the ceiling. You wait for the opportunity. As it rematerializes, clinging to the ceiling you see it is spiderclimb clinging
with its back turned to you. You fire both bolts, one right after the other, just as you have practiced.
*Success* The first bolt pierces the heart, the second just tacks the gruesome skeleton to the ceiling as some macabre trophy.
Once the vampires are slain,
you quickly take the mirror and use one half to scout the guard captain's office. You find no hidden secrets, but you do find
a box of various teas, a hand crossbow with silver fittings and four silver tipped hand-bolts, a small golden key, transfer orders for five prisoners and a log book which states
another prisoner was transferred along with three more figureheads to the Man O' War ship that departed hours earlier.
The prisoner was a half-elf girl, the carver's granddaughter.
Captain Baldbeard: (roll dice *3) You take your healing potion and feel your ribs getting better, but still sore.
You use Argy's pepper grinder on your cudgel as
Grog'tial and Count Karnstein put beds to block the window slits. You head downstairs to back up the others setting up an ambush. You see
Devin signalling there are three rat vampires coming up the stairs. The three vampires turn to mist and scatter around the room.
One appears near Argy, then staggers backwards from the garlic pepper
Captain Aylar throws and the bright light Aylar is using to repel it.
You step forward and cudgel the staggering vampire hard in the back.
*Success* Your cudgel sends the vampire stumbling
right into Aylar's stake. The vampire turns to dust as
Captain Aylar beheads him,
dropping a pewter ring that looks like a wolf's head with small rubies for eyes. All the garlic pepper being thrown around has bothered your sensitive nostrils. Your beard is coated with it, dulling your smell and prompting you to want to sneeze.
Argy: (Argy is currently on vacation, but PM'd the GM her intentions.)
(roll dice*4) Seeing that the chests are locked and it would take too much time to bang through them with your pan you once again
miss Mighty and his handy crab claw.
You head downstairs, ready to back up your Crew mateys. You hear
Grog'tial ask you to share your grinder with Aylar and Devin. Aylar accepts a handful, but Devin shakes his head at you. When
Grog'tial also suggests maybe grinding some on the stairs,
Captain Aylar quietly redirects you to do it on the entrance door instead in order to close off an escape route.
The vampires come through as a mist, knowing somehow the ambush was there.
The first vampire tangles with Count Karnstein, the second heads for Grog'tial and the third comes for you. Captain Aylar flings his garlic pepper through the air and both vampires stagger back. He and
Captain Baldbeard take one down and
Grog'tial shoots another, nailing it to the ceiling. The
third has become a bat and
Count has sent it tumbling through the air. You swing your dented pan.
*Success* Your pan stuns the bat, which is flung against the wall where it turns back into its vampire form. A moment later
Devin's silver dagger has turned it to ash. Dropped in the ash is
a dagger with red runes on the blade. You sneak after Captain Aylar going downstairs. You quickly check over the storage area as everyone waits for Devin to try the keys. You find
4 regular and 4 hardened crossbow bolts you take for Grog'tial, a package with 6 bandages, and 2 fire weapon oils which you stuff in your pack.
(Loot available: ground floor; a pewter wolf head ring with ruby eyes, a dagger with red runes on the blade. Captain's office; a box of various teas, a hand crossbow with silver fittings and four silver tipped hand-bolts, a small golden key, transfer orders for five prisoners and a log book.)
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Prison, Ground floor: Captain Baldbeard, Grog'tial
Prison, Storage level below ground: Argy
(on stairs down) Aylar, Count Karnstein
Prison, 1st Prison level below ground: Devin.
(Carver team continued below ...)