Mission 5 - Turn 2 *Turn Ends
11PM UTC, 10 October 2024.*
(roll dice) The tavern brawl has spread out until most of Dock Street's taverns and two brothels are involved. The Guard is slow to arrive, held up by a nearby inn's flock of aggressive geese and several goats that have gotten out somehow. Alarms ring out as the eastern pier's storage building continues to burn brightly.
Kyp - Harbor Chain: (roll dice*3) You and Pearl paint the chain links while Finn keeps an eye on the tiger shark. You manage to coat it well and not get any on yourself. Afterwards you address the shark. Your manners and attitude please the shark and he is curious to watch what you are doing. The shark agrees to not only accompany you, but will help to guard you. You see, he is here because the big mannish ship dropped two bodies into the harbor, so he stuck around. Now the ship has left and he is full and bored, waiting to see if it comes back or if more bodies will be dropped. He guides you over to the other chain. This one is tangled with seaweed in one section.
In that seaweed, below the chain, you see a skeleton and something that glimmers slightly in the dark. -----
Team 2/Prison Team - Aylar, Argy, Grog'tial, Baldbeard, Karnstein:
(roll dice*4) There is quiet merriment as seven seductively dressed ladies exit the prison. They seem quite satisfied with events. The lead lady, a buxom blonde, blows a kiss at
Aylar with a saucy grin, then makes a welcoming gesture towards the door indicating it is safe to enter.
A dark haired beauty winks at
Count Karnstein as he approaches the entrance, then trails her fingers over his chest, "All yours, tall dark and dashing. When you're done, come see me sometime," she says in a sultry purr.
A third winsome brunette caresses
Captain Baldbeard's bald head and lush beard. "Ooo-la-la, the bald bearded ones are always sooo passionate. Ask for Natali, mon cherie." She brushes his cheek with a kiss and saunters off to join the others headed back to town.
A pair of sassy twins start towards
Grog'tial, then pause after glancing at
Argy. They smile and wave instead, then sashay off with the others, all laughing lightly and swaying their hips, calling out invitations to come visit them in low voices as they leave.
As you enter the Prison you see seven guards in various states of disarray, reeking of wine and ale. (dice rolled previously) All are knocked out (in a drugged sleep for several hours), gagged and tied with various silken bindings or colorful leather and fur restraints, two with their own belts. Any armor has been expertly unbuckled, weapons tossed in a corner, their clothes are well rumpled and pockets turned out with any purses or valuables obviously missing. It looks like it was a wild party before the guards must have passed out and had their purses stolen.
Aylar: (roll dice*2) You check your connection to the Crew's charms. It is there, but the magic in the weave doesn't come as easily and is not as strong without Cliodhna's phoenix part in the bond. You will have to take time to work with Cliodhna to strengthen the bond and rebalance your magics. In the meantime you can sense the Crew's states and attempt to protect them as you can. (The loss of Cliodhna's phoenix half has hurt the Crew's charm weave - 50% as effective against undead, 1/3 as much resist evil; until the two of you can rebalance and possibly find another way.) All Crew are currently fine, although
Captain Baldbeard seems a bit bemused by the attention of the lady. You send the message to Cliodhna to bring the Ship into the harbor as
you and Argy urge Captain Baldbeard into the Guard Room of the Prison.
(roll dice*4) Once inside you note Devin's signals and signal back to him. He gives you a slight nod. On the tables are still a few bottles of the drugged wine.
You take one and quietly move upstairs, indicating for any volunteers to come along to assist in quietly taking care of the two sleeping guards. Upstairs are
sixteen beds, two between each arrow slit with locked chests at the end of each bed and a small weapon rack hanging over each. Most of the weapon racks are empty, the weapons with the guards. A small table with unlit candle stands between each pair of beds. A single candle burns in a lantern by the head of the stairs. The loud snores are coming from a half orc only three beds away to the right. Over his head is a bastard sword and a cudgel lies on the table beside his sleeping form. Four beds away to the left is a human, breathing heavily. A mace and hand crossbow are racked above him, along with a quiver of 4 regular and 6 hardened bolts.
(roll dice *4)
Aylar,
you are able to sneak up on the half-orc and knock him out quietly. The human across the room does not stir. You administer a hefty dose of the drugged wine.
An uneasiness begins to come over you. Since nobody came with you,
you silently slip across the room and knock out the human guard as well. You finish giving him a dose of the drugged wine when
you hear a slight noise behind you and notice your Phoenix charm blazing to life. You turn to see a bat fly in through an arrow slit, followed closely by another. In the blink of an eye both turn to mist and
two vampires, one male and one female, face you. You feel the mental influence of one of them try to infiltrate your mind. It is quickly shut down.
Count Karnstein: (roll dice*3) You have no idea why you suddenly feel a seductive caress. You may have to talk to
Argy about that tea. It is almost twelve minutes when the ladies come out and signal that it is safe to enter. Seeing Devin's signal,
you also move to the door, ready to ambush whoever is coming upstairs and confront them with the cold steel of your saber. Whoever it is takes their sweet time, you COUNT down the seconds, into minutes as they fiddle with something a level below. Just as you are ready to go a bit mad, the steps start up the stairs. As you level your saber to his chest, however, Devin knocks the human guard out and begins to drag him over to join the others.
The seductive caress is back, this time stronger. It feels familiar somehow. You look around, but all the ladies have left. However,
your charm is slightly glowing.
Grog'tial: (roll dice*4) When you enter and see Devin's signaling, you silently position yourself near the stairs with a clear shot. You judge by the footsteps that it will be a small while yet, so
you take the opportunity to use the mirror quickly around the room. Nothing unusual is indicated. A swift glance shows you the only loot left here are the various weapons, armor, clothing and the ale, wine and some food left on tables along with a plain deck of cards. You see
Captain Aylar grab a wine bottle and sneak upstairs to try to take care of the sleeping guards before any noise from the ambush might awaken them. By the time the approaching guard finally deigns to come upstairs, you have a good idea of the layout. Devin swiftly knocks the guard out, so
you go upstairs to help Aylar. You ascend the stairs quietly, barely noting
a slight glow to your charm. Just as you enter the barracks you see
Aylar spinning quickly around from where he stands over the knocked out human guard. Looking around you see two bats fly through an arrow slit and dissolve into mist. Then
you are suddenly facing two vampires, one male and one female.
You feel the female vampire's enticing presence beckoning you forward to come to her. You resist, but now both your charm and the dirk hidden beneath your sleeve are glowing.
For now,
Captain Baldbeard is seated in the Guard Room with
Argy. He seems to be a bit bemused.
-----
Devin: (roll dice*4) You have taken your Necrotic Resistance potion and pulled on your gloves, positioning yourself in the shadowed area of the doorway leading downstairs. As the Prison Team enters, you signal to them about the approaching footsteps, the two guards sleeping upstairs and silently mouth the warning of "undead." The footsteps pause on the floor beneath you. They seem to shuffle around and you hear some shifting of items, leading you to believe a storage area might lie below. After a short while the steps return to the stairs and begin to climb to the ground floor where you,
Count Karnstein and Grog'tial wait in ambush. Your ears tell you there is only one, and your equipment indicate it is not an undead. Prepared,
you step up and knock the human guard out just as
Count Karnstein levels his saber at him. Assignment accomplished. There should be another guard with the prisoners below in a quieter and less exposed spot to interrogate.
You drag the guard over with several others, dose him with the drugged wine then unbuckle his armor, muss up his clothing and
steal his purse. As you do you see
Grog'tial quietly ascending the stairs to help
Aylar. You check in with the cat, who reports movement and talking at the carver's and all now quiet at the prison, C52, and the warehouse.
Suddenly the moonstone in your rapier glows strongly and the phoenix feather reacts as you hear slight noises above you. Undead have somehow arrived upstairs! Carver team continued below ...
-----
Naval Harbor, East Chain:
Kyp.
Upstairs Prison w/2 vampires:
Aylar, Grog'tial.
Ground Floor Prison:
Argy, Baldbeard, Count Karnstein, Devin.