Mission 5 - Turn 7 *Turn Ends
11:59PM UTC, 28 October 2024.*
(roll dice*3) Captain Jac's crew and the Saucy Siren ladies have done their parts well. The crashed wagon of rum and ale is swiftly looted and used to fuel more brawling and an all out party spills into several nearby streets. The fire has been completely put out. After several Harbor Guards are assigned to patrol the area, the rest are assigned to assist the Port Town Guard in an attempt to regain control.
(roll dice) The Ship remains undisturbed. The glamour remains intact. (Glamour lasts 9 turns,
3 turns remaining.)
Kyp - Harbor: (roll dice*3) You assure the admiral you are all alive and explain what happened. Clíodhna softly sighs then tells you to leave the items on the Ship and she'll investigate them later. Meanwhile she reminds you to watch for any ships incoming and check on Zephyr and the carver. You apologize to Mort and Pearl,
grab the golden skull coins and deposit your loot on the Ship before you and your companions head back out of the Naval Harbor. Mort decides to accompany you.
Once out of the harbor to the west you surface. In the distance
you see two ships approaching, one is a warship.
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Team 2/Prison Team - Aylar, Argy, Grog'tial, Baldbeard, Karnstein, Devin, Gilius:
In order of initiative: Argy, Aylar, Karnstein, Devin, Baldbeard, Grog'tial, Gilius
Since the first initiatives have to wait on Devin's action, I will do that first and then others will follow in order.
Devin: (roll dice*8) You nod then signal a suggestion for someone above to bring down some of the drugged wine. You finger your lute and concentrate while playing the most soporific lullaby you know.
*Success* (A natural 100, before your Luck bonus. GM sighs. So much for them resisting.) Both half-orcs' heads drop immediately onto the table and their cards. The human guard standing near the table stumbles and lies down on the floor. You send the cat to scout below as you quietly open the barred door. While you wait for the cat's report, you carefully scout the wooden door.
The door is locked but you find no traps. You hear
no movement or anything beyond the door, but you do see some dirt tracks coming inward, indications of a possible tunnel or earthen floor on the other side. You point them out to the others.
(roll dice*2) The cat has reached below. There are no guards. There are eight small cells currently empty and one large cell.
Inside the large cell is a large spider in the upper right hand corner with a golden band around its 'waist.' There are
three spider silk wrapped prisoners lying on the floor against the back wall inside the cell with it. They look unconscious. You relay the information to the others and move silently downstairs scouting for traps on the way. You find none.
Argy: (Argy is currently on vacation, but PM'd the GM her intentions.)
(roll dice*4) You are sneaking downstairs to
follow Captain Aylar when you see Devin's signal and go back up to grab two bottles of the drugged wine. You come back down to stand over the guards with your pan, then sigh as
Captain Aylar hushes the woman prisoner and
dose the guards with the drugged wine instead, leaving the bottles on the table. You
pocket the guards' coinpurses then turn to look at the wooden door Devin is investigating. He signals there are no enemies but points to dirt on the floor. You pat your cupcakes you have ready in your other pocket, remembering
Grog'tial mentioning once about using them to collapse tunnels. You heft your pan, ready if any enemies come through that door.
Aylar: (roll dice*4)
You give Devin the go-ahead signal to Charm/Sleep the guards and prepare to dash in to assist in melee if anything goes wrong. Once the guards are taken care of, you see
Devin investigate the wooden door. He signals
no traps and no movement beyond the door but points out the dirt tracked on the floor. This door looks exactly like the one you encountered downstairs in the H1 Harbor Guard Tower the last time Crew were here.
You hear a sudden frightened intake of breath and turn to see
Count Karnstein has woken a human woman prisoner. She is scared. You quietly inform her that it be a breakout operation, but otherwise hush until the coast be clear. (Taken from previous posted intent, Turn 3.)
*Success* She calms enough to answer
Count's questions in a low trembling voice. As the others come into the room you see
Gilius has joined you. He silently and cautiously comes close to quietly
report that the carver is secured and Bellandra, BenKii an' Durik be near the ship.
Devin quietly reports
there are no more guards, but that one of the cells below contain
three spider silk wrapped unconscious prisoners and a large spider. You sneak downstairs, letting
Devin scout for traps first. Once down you see eight empty cells off to one side. Across from them is
a large cell with iron crossbars which prevent the very large brown spider (1.5m/5ft long, 1m/3.3ft wide body without including the legs) from squeezing through the bars.
The spider watches you from a web in the upper right corner of the cell. A golden band is fitted snugly around its 'waist.'
Count Karnstein: (roll dice*5) You shrug and wave your hand in a "be my guest" gesture in response to
Devin. After Devin sleeps the guards, you search them and
take the cell keys off the belt of the human guard on the floor. You unlock the two occupied cell doors and wake up the human woman in the first cell. She is afraid of you and doesn't know who you are. Luckily you
slap a hand over her mouth before she screams and
Captain Aylar's quiet words calm her somewhat and hush her. She would be pretty if she wasn't so dirty and her clothes now torn and grimy. You notice that even in her ragged condition
she is wearing golden bracelets but no other jewelry. Strange the guards didn't take those. You ask how many more prisoners there are and in a terrified whisper she tells you there were
three more prisoners they took downstairs. After that there were horrible screams and then silence.
You are too busy questioning the woman to see Devin point at the dirt tracks, but you do hear him whisper about the spider downstairs. You leave the other prisoner sleeping and quickly
follow Aylar and Devin down the stairs with your saber ready in one hand and the cell keys in your other hand. You come into the room to see empty cells on one side and a large cell with cross-hatched bars on the other side. Inside the cell unconscious and wrapped in spider silk are the three prisoners the woman upstairs told you of, and a very large brown spider in the upper right corner looking at you.
Captain Baldbeard: (roll dice *3)
You pick up the pewter wolf head ring and pocket it. You use your charmed comb to comb the garlic pepper out of your beard.
*Success* The comb works and as you descend the stairs, a stake in one hand and your cudgel ready in the other,
69% of your olfactory sense returns. Once down in the first level of the dungeon, your nose tells you that
the dirt is indeed from an earthen tunnel somewhere beyond the wooden door and that
the vampires must have come through it just after sunset. You hear
Devin's whisper about no guards below, but there is a large spider in a cell and three unconscious prisoners with it.
Devin, Aylar and Karnstein are proceeding quietly down the steps.
Grog'tial: (roll dice*4)
You grab the box of teas, the hand-crossbow and bolts, the golden key, the transfer orders and the log book. After reloading your crossbow with one regular and one armor piercing bolt, you are crossing the room to alarm trap the door leading outside when
Gilius arrives breathing deeply from running so fast.
You tell Gilius about the large number of dispatched vampires, and the 5 remaining guards who're likely down below.
You take the runed dagger from the floor and
finish rigging weapons against the door to make a ruckus if that door is opened, warning the prison team that they can expect company. That done, you head downstairs.
You are ready to take up position where you can have a clear shot, but the guards are already down.
Count Karnstein is talking to a frightened human woman prisoner.
Argy and Captain Baldbeard are near an old wooden and iron bound doorway to the right of the stairs. You note
the wooden door looks exactly like the one you saw at the bottom of the H1 Harbor Guard Tower that Queen Origi demanded open for her and remember the tunnel beyond it. The door here pretty much confirms your suspicions about that tunnel. You notice
Devin pointing at dirt tracked in on the floor. You see
Gilius reporting to Captain Aylar and make your way over to
whisper quietly about the small golden key in your possession, then take up a position to cover both the wooden door and the stairs down. You have just settled into place when you hear
Devin softly say there are
no more guards down below, but
there are three prisoners bound in spider silk in a cell with a large spider! Then
Devin, Aylar and Karnstein pass you and start down the stairs.
Gilius: (roll dice*6) You run quickly and make it inside the prison door breathing hard.
Grog'tial comes toward you and tells you about the large number of dispatched vampires, and
the 5 remaining guards who're likely down below. You see
Grog'tial start to lean weapons against the door you just entered as a rigged alarm as you follow
Captain Baldbeard downstairs. As you cross the storage area of the first level below ground,
your druid senses pick up an unnaturalness in several beings. It reminds you of what you felt with the carver. You doubt the others would be able to pick up on it or know how to deal with it and you judge it is a good thing you came. You try to sense where the unnatural energy comes from. (per PM)
*Success* It
is the same energy, and it is coming from the levels below you.
You enter the first prison level and silently and cautiously get close to
Aylar. "Aye aye, cap'n. Carver secured t'the ship," you report. "I came 'ere t'help. Bellandra, BenKii an' Durik be near th'ship. What's the matter 'ere? What's grabbin' ye so long? Any difficulties? Need 'elp?"
Just then you notice
Count Karnstein questioning a human woman prisoner.
She is wearing golden bracelets like you heard the carver wore before
Captain BenKii used a small golden key to remove them. You heard Bellandra cautioning Captain BenKii,
"Captain BenKii, careful with the bracelets, they meant nothing good for the carver, neither will they for us methinks..." Those bracelets
give you a very wrong feeling and the woman and the other still sleeping prisoner are both
suffering the same unnaturalness as the carver, but not as long yet. Just then
Grog'tial comes over and whispers about
a small golden key he found in the captain's office which he now has in his possession.
Devin informs Aylar softly that there are
no guards on the last level down below, but there is a large cell with
three unconscious prisoners wrapped in spider silk and
a large spider in the cell with them.
Devin, Aylar and Karnstein quietly leave to descend the stairs.
(Loot available: If anyone wants the guards' weapons there are; 2 daggers, one long sword, two cudgels. The human guard wears a vampirate symbol on a thong around his neck. Aylar, Karnstein and Grog'tial would recognize it.)
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Prison, Ground floor:
Prison, Storage level below ground:
Prison, 1st Prison level below ground: Argy, Baldbeard, Gilius, Grog'tial
Prison, 2st Prison level below ground: Aylar, Count Karnstein, Devin
(Carver team continued below ...)