Mission 5 - Turn 8 *Turn Ends
11:59PM UTC, 31 October 2024.*
(roll dice*4) The addition of the Harbor Guards has made a difference. The rampant mules are caught.
The brawling and disturbances are being brought to a halt, with several drunks being dunked in the harbor and some perpetrators being hauled off to the town jail. The Saucy Siren ladies catcall from the sidelines while covering for Captain Jac's crew sneaking away.
*Success* None of Captain Jac's crew are caught.
(roll dice) So far the Ship remains unsuspected and the glamour remains intact. (Glamour lasts 9 turns,
2 turns remaining.)
Kyp - West of Harbor: (roll dice*4) You swiftly swim out to the slowly oncoming ships. The warship is a frigate, a fast and maneuverable escort ship. The other is an armed merchant galleon, probably here to pick up the carver, prisoners and figureheads. Mort and Finn patrol around while you and Pearl use the acid paint on the frigate first and then the galleon.
*Success* You are able to cover about 85% of the frigate's fasteners and 46% of the galleon's without being detected. The acid starts to go to work but you know it will take a little time before the results are seen. You return stealthily to guard the inlet and Zephyr and the carver while keeping an eye on the ships.
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Team 2/Prison Team - Aylar, Argy, Grog'tial, Baldbeard, Karnstein, Devin, Gilius:
In order of initiative: Aylar, Devin, Gilius, Grog'tial, Karnstein, Argy, Baldbeard
Aylar: (Per post and PM'd intent) (roll dice*6) Clíodhna informs you mentally that the
sound levels of the disturbance in the Port has halved. There are no more bats, they seem to have been slain or driven off by large owls back towards C52. She tells you that
Kyp reports two ships are incoming, one is a warship. So far the Ship remains unsuspected and the glamour remains intact, but there are only two turns left until your glamour can no longer be held by the Wards alone. You feel the time counting down and your mind turns to getting the Crew and the prisoners on route to the Ship.
You quietly voice an intent to
ask Gilius and see if he be amenable to parley with the giant spider as he be a druid. You see
Devin nod in agreement and
signal that he will have your message relayed. Meanwhile you stay to monitor the situation and give combat assistance if the outcome turns hostile.
Devin has the cat check the status of the prisoners and reports
they are alive, but paralyzed with venom.
He sends the cat to relay your message and fetch a rope just in case it be needed. Once
Gilius assures you the spider is another prisoner and
Count unlocks the cell door,
you enter and help Count with unwrapping the prisoners. There is a satyr, and full Fey and half-nymph females.
Gilius informs you he and Aeshma will have to work to heal and purify them from the bracelets on the Ship.
They will need Cure Poison potions before they can be awakened, so each of these three will have to be carried back to the Ship. You can barely sense an uneasiness in the Crew charm weave.
Devin: (roll dice*10)
You observe the spider, it is simply staying in the corner watching. You caution against possibly antagonizing it unnecessarily and
send the cat between the bars to carefully check on the prisoners while you continue to observe the spider's reaction.
*Success* The cat tells you the prisoners are alive, unconscious and lightly envenomed, but only paralyzed, not dying. The three prisoners are Fey or part-Fey with magic.
You report the findings to Captain Aylar while sending the cat to relay Aylar's message to Gilius, and then to the storage area to retrieve a rope while you see if
Gilius can commune with the spider to surrender the prisoners peacefully.
*Success* The cat relays the message and
brings you a suitable light-weight rope and you rig a slip loop.
Once you see the spider is taken care of, you return upstairs to the old iron-bound wooden door. You inspect it again for traps before trying the keys
Aylar gave you, keeping to one side and ready in case of attack.
*Success* There are no traps and the keys work.
You signal Argy, Captain Baldbeard and Grog'tial to be ready and make sure to
stay out of Grog'tial's line of fire, then quietly open the door. The door opens to reveal a small approx. 8ft(2.44m)x10ft(3m) space with
two tunnels running off it from a common opening to the West. From there
one tunnel turns south and the other north. You carefully inspect the space and beginning of the tunnels and find no traps. You see
boot tracks in the dirt of the southern tunnel, and rat tracks coming from the northern tunnel. You signal to the others it is clear but remain on alert and do not support going further down those tunnels or splitting the team further with the time left running out.
Gilius: (roll dice*7) You recognize the black cat and realize it is a familiar. As you are a druid you can communicate with it.
It relays Captain Aylar's message and understanding his request about the spider,
you take the golden key from Grog'tial and quietly descend to the lowest level of the prison. There you concentrate your abilities on the spider.
*Success* You sense it is suffering, hungry and in pain. The golden bracelets and the band around the spider are definitely the source of the unnaturalness you feel. There is a great
wrongness about them and the spider is another unwilling prisoner here. You attempt to communicate with the spider.
*Success* If you release it from the band it will gladly leave this place and let you have the prisoners.
It was forced to paralyze them with its venom and to cocoon them. It would very much like to go hunt the rats in the tunnels instead. You agree, and
ask Count Karnstein to unlock the cell door with his cell keys. Once that is done you use your key to try to unlock the band and release the spider.
You use your pendant to heal/purify the spider from the ills of the band.
*Success* You are able to unlock the band and heal/purify the spider by 62%. The rest will heal with time.
The spider exits the cell and scuttles upstairs seeking an exit through the tunnels. Afterwards you turn your attention to the prisoners which
Aylar and Count Karnstein are working to unwrap. You
use the key to unlock the bracelets on each one once their hands are freed from the spider silk. There is a satyr, a fey looking female, and a half-nymph female. However
you only have enough power left in your pendant to heal/purify one of the five prisoners (2 above, 3 unconscious here - you may choose 1). You and Aeshma will have to work on the rest back on the Ship. Each of the three prisoners here will
need Cure Poison potions before they will be able to be wakened from the venom, so
will need to be carried back to the Ship.
Grog'tial: (roll dice*5) After hearing
Devin's report, you take great care not to go downstairs but
pass the key to Gilius instead. You are perfectly content to remain alert right here with
Argy and Captain Baldbeard. You see the black cat turn and dash up the stairs past you to the storage level, and a very short time later trot back down dragging a light-weight rope back downstairs.
*Fail* You feel nervous with a slight headache coming on and your fingers tremble somewhat.
When
Devin comes back upstairs shortly after, you ask him to try and unlock the door to the tunnel. He nods, but checks the door once more for traps before signaling you to be ready and trying the keys. One key works and
Devin stands to the side carefully out of your line of fire as he quietly opens the door. It opens onto an empty approx. 8ft(2.44m)x10ft(3m) space. You see
two tunnels running off a common opening point to the West. One tunnel going south and the other north. Once
Devin inspects the area for traps and tracks, he signals you that it's clear. Moving into the small space,
you use your dwarven expertise to assess the construction of the space and tunnels.
*Success* You are able to determine that
one of Argy's cupcakes wedged into the roof brace crossbeam just inside that opening should collapse all three openings, cutting off both tunnels from the prison and each other. You turn to point it out to
Argy when
a large brown spider scurries past you in the room! It doesn't pause, but quickly disappears down the northern tunnel. Recovering from the shock of not having heard it sneak up on you,
you point out the best spot to Argy and quickly exit back into the prison room, crossbow ready!
*Success/Luck* As you bring up your crossbow, you notice
your dirk is glowing. Your hands shake a bit as your nervousness and headache increases.
Count Karnstein: (roll dice*8)
You retrieve your spider figurine from your pocket as
Devin cautions against possibly antagonizing the spider unnecessarily and cautiously sends the cat between the bars to carefully check on the cocooned prisoners.
Devin reports they are alive, but paralyzed with venom. The black cat leaves, darting across in front of you on its way to the stairs up.
Gilius soon comes down and concentrates on the spider. He tells everyone it is an unwilling prisoner, hungry and in pain.
Gilius asks you unlock the cell door with the keys. First you put your figurine in the cell and summon your own spider.
*Success* A large hare-sized spider appears (you don't know the gender) and
you urge it closer to the large spider. The large spider watches but doesn't move. You unlock the door and
Gilius moves into the cell to unlock the band around the large spider's waist and attempt to heal it.
You move into the cell with Aylar to unwrap the prisoners but carefully watch the large spider with saber ready to attack.
*Success* It's difficult, but you are slowly able to unwrap the prisoners. There is a satyr, a fey looking female, and a half-fey female.
*Fail* Unfortunately the moment
Gilius is done healing the large spider,
your spider becomes a snack. The large spider then quickly scuttles out the cell door and heads for the stairs up.
Gilius unlocks the prisoner's bracelets but informs you that they
won't wake until given Cure Poison potions due to the spider venom, so
these three prisoners will have to be carried to the Ship.
Argy: (Argy is currently on vacation, but PM'd the GM her intentions.)
(roll dice*3) You hoist your pan and your pepper grinder as
Grog'tial asks Devin to unlock the wooden door.
Devin checks for traps again then signals you to be ready before he unlocks and opens it quietly. Beyond is a small area with an open into a tunnel that goes north and south.
Devin checks it for traps and inspects the dirt before he signals to
Grog'tial that it is okay to enter. You see
Grog'tial go in and look it over carefully, then he
jumps back as a large brown spider scurries past him and heads into the north tunnel.
You notice Grog'tial looks pale.
He points out a place for you to put your cupcake and moves quickly out of the room and away from the tunnels. You enter the room looking up at the ceiling as you pull a cupcake from your pocket.
Devin gives you a wink and lifts you up easily so you can place it, then you both exit rapidly and
Devin closes and locks the iron-bound wooden door again.
*Success* A few minutes later there is a muffled boom and the sound of things collapsing beyond the door.
The rumble startles awake the second prisoner, a halfling female with hazel eyes and a long blonde braid. Her eyes are sunken and her rumpled clothing hangs on her too thin frame.
Captain Baldbeard: (roll dice *4) You keep watch on both the wooden door and the stairs up in case anything sneaks down the stairs behind everyone. Once
Devin unlocks and opens the door, you take a deep whiff.
You scent the rat/vampires from hours ago, but only the faint scent of
human and half-orc from a few days ago and nothing immediate in the area. You nod, satisfied that no enemies are nearby, until the scent of spider assaults your nose right before one runs past you and startles
Grog'tial on it's way into the north tunnel. After
Argy's cupcake goes off beyond the door, you smell a lot of disturbed dirt, but nothing else of note.
Note: Both prisoners in the upper prison still have the gold bracelets on. The three unconscious prisoners will have to be carried back to the ship. They will not wake until the spider venom is out of their systems.
(Loot available: 2 daggers, one long sword, two cudgels, 1 golden rune belt, 3 golden rune bracelet sets [5 once the two prisoners upstairs have them removed], spider silk wraps.)
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Prison, Ground floor: Cat (watcher)
Prison, Storage level below ground:
Prison, 1st Prison level below ground: Argy, Baldbeard, Devin, Grog'tial
Prison, 2st Prison level below ground: Aylar, Gilius, Count Karnstein
(Carver team continued below ...)