Mission 5 - Turn 9 *Turn Ends
11:59PM UTC, 4 November 2024.*
[
GM NOTE: A lot of this turn post regards the cursed item detection and disposal. There were both suggestions and request that Devin basically conduct a crash course on cursed items and tricks for safer looting. For those not in attendance, Devin can be persuaded to do another, perhaps more thorough, class aboard Ship later.]
(roll dice*4) The port is quieting down now. The Saucy Sirens go back inside to count the evening's adventures and discuss and compare opinions on the Crew they met. Captain Jac's crew are back aboard their ship and hers and the other ship are quietly sneaking their way around the outside of the harbor to provide some distraction support if needed.
(roll dice) Clíodhna informs
Aylar that so far things at the Ship are fine, but
the disturbances in the port have also gone much more quiet. Time is running out if they are to get back to the Ship unseen. The glamour remains intact, but weakening.
Captain Aylar's swift return will hopefully recharge the glamour. Kyp - Inlet: (roll dice*3) At the inlet you find Zephyr, the wooden griffon, ready to fly the carver and figureheads to the Ship. From a nearby position on the cliff hiding them from the H1 Harbor Tower
sits a strange large Owl. You think it is a statue until the Owl Gargoyle turns its head and blinks amber eyes at you. Then it goes back to watching the wall and the tower.
The carver greets you and tells you the Owl is a friend who is currently watching your backs. He says he was told by Zephyr that you and Pearl and Finn were coming and are part of the Crew. The carver
asks if you will be flying back to the Ship with them when the time comes. The frail old man looks happy to be able to fly on one of his creations and would be happy to share the ride. So far
nobody from the H1 Harbor Tower has seemed to notice them, but with the ships approaching the Naval Harbor entrance, you are alert and ready. Mort decided to stay by the ships and patrol. He reports to you that
the frigate is much lower in the water (sinking) now and there is much yelling and running about by the men aboard it.
The other ship is also sinking, but slower. He is having fun circling the ships and seeing the ruckus and concern as his fin has been spotted. The men are poor shots with their muskets, he tells you.
_____
Team 2/Prison Team - Aylar, Argy, Grog'tial, Baldbeard, Karnstein, Devin, Gilius:
In order of initiative: Devin, Argy, Aylar, Grog'tial, Karnstein, Gilius, Baldbeard
Devin: (roll dice*10) [Combination posts and PM consultation.]
"Time to go," you tell
Argy, Captain Baldbeard, Grog'tial and the prisoners.
You hum a Calming Charm for them, including Grog'tial.
*Success* Your Charm helps to relieve and calm them. You check with the cat, it gives the all clear.
You are about to go downstairs and report when
you see Grog'tial frowning at his glowing dirk. "Someone be playing tricks with me mind!" he says, and
shows you a shadowy ring. Aylar enters and immediately sees the problem. You see Grog'tial's charm increase in glow and sense Aylar is doing it to help defend Grog'tial against whatever the ring may be doing..
You look at it but do not touch it. "Grog'tial, why would ye pick up a beshadowed item when we both know how we met? Where did ye get it from?" Upon hearing about the powerful vampiress dropping it, you shake your head. "Anything from vampires usually not be worth the risk, especially powerful ones. See if ye can put that ring on the table and let's be seeing how much mischief we be in."
You don't like how your moonstone and feather are reacting to it and your inner beast is tense and unruly. (Arcana check:
*Success*)
Nine hells! "It's a Bride's Ring of the Drakul, meant to draw in and steal the life force from living females, most especially for the blood of maidens, and convert them to brides of the Drakul," you tell them. There be no way you'll be letting this ring on the Ship or anywhere near your lady, or any of the ladies.
Hearing this,
Aylar quickly confiscates two other items and suggests you show Crew a quick crash course in exorcism. He'll take the other items to the Ship and lock them up safely while securing more time for the Crew to make it back.
Nodding, you once again tell the Crew present
not to just trust things vampires or powerful enemies drop, for many may be cursed or attach themselves to them.
Never pick up something shadowed or shadowy like the ring,
and never with bare hands as it could immediately attach itself to them with unpleasant to even deadly results. You explain that
their Resist Evil charms the admiral, Aylar and Aeshma have done for each of them is a defense and
can be checked as an early warning. If the charms glow near the object or Crew sense resistance in their charm, don't touch the item.
Get himself, Aeshma, Gilius, Aylar or the admiral who better understands magic. They be not infallible, except perhaps the admiral in her phoenix form, but it be better to be wary than cursed or dead. With that
you show Grog'tial how to use his dirk to do a preliminary check. "From now on, check yer dirk before picking something up. It nay detect everything, but even in the sheath it seems to warn ye a fair bit and be a good first check," you tell him.
Then you instruct Crew in a secondary check.
You have Grog'tial flick a drop of holy water onto the ring while standing back and let them all witness the somewhat violent sizzling reaction as another proof of the evil contained within. You caution everyone to stand back while you have
Grog'tial douse the ring with his holy water, then you carefully
pour a drop of lightsheen on the stone. *Success* The water hisses and steams, and the lightsheen flares brightly. Between the two
the stone cracks and fizzles. Satisfied, you have
Grog'tial check with his dirk again as you also check with the moonstone at the hilt of your rapier. Both fail to react.
With that you are tempted to ask
Grog'tial for his dwarven expertise on whether it be safe to open the wooden door again without it causing collapse or structural damage to this room or tower foundation. However,
like Captain Aylar, you dislike leaving things for others to possibly find or reclaim. Now that the ring is nulled, you no longer have quite such a danger being around it. You still refuse to have it anywhere near your lady or the others, especially with the weakened prisoner ladies coming aboard. Instead you instruct the others that
burying it in sanctified non-evil hallowed ground, melted by phoenix fire, or tossing into a convenient volcano, be best. You have
Grog'tial use a regular bolt to pick it up and drop it into your small concealer pouch, then
summon the cat and have it take the pouch, instructing it mentally to take and
hide the pouch on the magical cutter ship once its scouting duties are over. You tell the Crew you will deal with it after everyone is back aboard Ship.
That done, you return downstairs. Knowing the properties of spider silk and judging this one to be useful to your lady, you
fold up the spider silk wraps into several condensed bundles wrapped under under your waistcoat and sash and tied tightly on your back under your lute.
You pick up the Fey lady then look at Grog'tial and hand her to him instead. With no burden you know you'll be able to fight faster and also able to play the part of the Bard again. You give him a nod and return upstairs to see the others ready.
Argy: (roll dice*2) "Time to go" Devin's words seem to awake you. You shake your head and smile at the halfling prisoner, who introduces herself as "Mari, short for Marigold." You notice she is weak, far too thin and can barely stand.
Gilius takes off the bracelets and uses his magic to help heal her. The rest will have to be done by Aeshma once you are all back aboard Ship.
Captain Aylar takes the bracelets and explains that the vampiric items are likely be cursed so he'll be taking them and the bracelets in a sack you happen to have on you from when you looted the storage area for useful items. Luckily you didn't pick up any vampiric things, but it seems
Grog'tial did. Devin helps Grog'tial and gives the Crew a bit of a crash course of being careful in looting and what can happen. Afterwards
you help escort Mari, and she smiles at you, feeling less scared while you are with her. You carefully and quietly open and shut doors and watch for ambushes and traps, ready to warn the others and hide or knock out any enemies if the party can't talk or sneak their way past them.
Aylar: (roll dice*9) The strange feeling you picked up through the Crew Charms is yet more vampiric chickanery. You have already been thinking about ways to deal with the cursed golden restraints when you ascend to the prison floor above and
hear Grog'tial notifying Devin of a shadowy ring he picked up which was dropped by the powerful vampiress Contessa. You note
Devin refuses to touch the ring. As
Devin instructs Grog'tial to try to place it on the table you push a stronger charge to his charm in order to mitigate any existing damage, and make it easier for him to surrender the ring.
*Success* Grog'tial places the ring on the table. As
Devin is inspecting the ring, you give the entire Crew in your vicinity a dedicated
check through the Charms and discover that
Grog'tial has a SECOND cursed item in his possession. Meanwhile
Devin informs you and the Crew that the ring is a Drakul Bride ring, a leech of the life force of females, particularly maidens, which it seeks to turn into vampire brides. You can tell from
Devin's attitude that he fully intends to destroy it if possible and you agree that it has no place on the Ship even for temporary containment.
You inform the Prison Team that the time on the glamour be running out and the distraction in town be quieting.
Their priority now be to make way to the Ship with the prisoners, using whatever concealments and tricks they have handy. That being said,
you suggest a crash course in exorcism may be necessary.
Assuming that the golden bracelets have some kind of tracking upon them, you decide to take steps to make sure Crew do not have to rush to the Ship or contend with harmful magics while doing so. You quickly contact Clíodhna with an update and short gist of your plan.
*Be needing a disguise, will be arriving to the crow's nest very soon via teleport, cursed items incoming so disposal chest needs be on standby.* She responds that
she is on her way back to the Ship now and will have things ready for you.
You have
Argy hand you a sack and using your red runed gloves crafted to handle cursed items,
you gather the bracelets, the cursed runed dagger from Grog'tial, and a ring from Captain Baldbeard dropped by a vampire just in case. With these in your possession, you dash up the stairs to the tower and peering through an arrow slit,
use your locket to teleport to the Ship. As the Crow's Nest is occupied by a rather large looking owl (sorry dice said he refused to give up his desired post on Halloween), you target right in front of Aeshma's warded shop door.
*Success* "Captain." You barely have time to
rally the Wards to smother and weaken the foul binding items that have been taken from the enemy when
your cabin boy hustles you down the stairs to the gun deck, stripping you with surprising efficiency from your jacket on the way and shoving
an old navy blue patched one two sizes too big into your hands. He relieves you of the sack and
dumps it into a chest Sensei holds ready, slamming the lid. Sensei quickly descends below with the chest.
*Success* You key back into the Wards, reinforcing the glamour while reminding the still disgruntled Ship that the need to hide has not yet passed. The cabin boy smiles at you, then lightly pushes you to sit on a barrel and proceeds to
rub a blueberry and black currant paste into your hair and beard, then comb it through followed by a light pleasant oil. While you promise the Ship the destruction of the items will be properly grand,
the cabin boy braids your hair back, wraps it in what might be a halfling's old leather bracer and ties a faded sailor's scarf over your head, making sure to tuck the white lock completely underneath. He then passes you another old sailor's scarf in case you want to use it as a mask as well. When done, the cabin boy stands back with blue-black stained hands and a gleeful mischievous glint in his eyes. "Welcome aboard, Captain," the boy says dutifully, completely unable to restrain an amused grin.
Grog'tial: (roll dice*6) You frown at your humming dirk and inform
Devin, "Someone be playing tricks with me mind!" You remember the swirling shadows on that ring and with all the connotations that has for you, you bring it out to show him as
Aylar arrives. You hope one of these magic-understanding people knows a way to make it stop, even if just temporarily.
Devin takes one look and refuses to touch it, asking you instead where you got it and why you would even pick it up, then directs you to see if you can put it on the table.
*Success* Luckily the ring has not attached itself to you (yet) and you put it on the table. Devin informs you and Aylar that the ring leeches the lifeforce of living females and
you can't help but glance at Argy and the other sickly halfling now with her. When
Aylar checks the Crew to your horror you discover
you have been carrying not one, but TWO cursed items on you! You quickly divest yourself of the runed dagger as well.
*Success* Your dirk starts to dim and your headache and nervousness begin to lower.
Aylar collects the bracelets and other vampiric items and leaves to secure the Ship and give the Crew more time to make it back carefully.
Devin carefully instructs you and Crew in some tricks for safer looting.
Don't automatically trust items dropped by powerful enemies. Don't pick up shadowed items (you notice him give you a particular look at that one), and
don't pick up items bare handed if you don't know what it is or if it's safe. You make a mental note to ask Clíodhna about getting some gloves.
Devin then instructs you to
pass your arm with the sheathed dirk high above the ring on the table.
*Success* You see the dirk glow while over the ring.
Devin tells you from now on that
this would be a good first step to warn you if something could be harmful
before you pick it up. Once that is done he has everyone stand back and tells you to
flick a drop of holy water onto the ring. It immediately sizzles violently. You quickly understand
this is another way to check.
Devin then has you douse the ring in holy water and he carefully
pours a drop of liquid light onto the stone.
*Success* The water hisses and steams, the light flares and the stone cracks and fizzles. He instructs you to
pick up the now no longer shadowy ring with the end of a regular bolt and drop it into a small pouch
Devin holds. You watch him give the pouch to the black cat, who runs upstairs again. After that he has
you check with your dirk and to your great relief it stops glowing and there is no vibration.
You volunteer to help carry prisoners and
follow Devin downstairs, where he swiftly
packs up the spider silk wrappings into small condensed packs he stuffs around his body. Then he
picks up the female Fey prisoner. Pausing a moment,
he hands her to you. He explains he'll be able to fight better and play the bard again if unencumbered, so he'll entrust her to you.
Count Karnstein: (roll dice)
You grab half-nymph and carry her in your arms, ready to make your way out, but
Captain Aylar stops one floor above and
you see the Contessa's ring in Grog'tial's possession.
Aylar gathers up the golden bracelets and two items dropped by vampires, then leaves to renew the Ship's disguise, thus giving Crew a little more time to escape with the prisoners.
Devin gives a fast instruction on tricks to avoid looting cursed items, and then proceeds to
break and destroy the Contessa's ring with Grog'tial's assistance. Afterwards
Devin, Grog'tial and Captain Baldbeard go to retrieve the other prisoners.
Gilius: (roll dice*2) You try to feel if there is still anything unnatural in the vicinity and are drawn upstairs where the
two prisoners are still wearing golden bracelets. You remove them and judging the halfling female to be the more in need,
you use the last of your pendant's energy to purify and heal her.
*Success* You are able to
heal her for 54%. When you are done her color looks much better and she is able to stand with only a little bit of
Argy's help. Once
Captain Aylar leaves with the bracelets and other vampire loot,
you feel the ring that Devin and Grog'tial are attempting to nullify. You can sense the leeching of life in it, but the holy water and whatever
Devin uses seems to destroy it as afterwards you cannot feel the uneasiness from it anymore. As the team prepares to leave you figure you and Aeshma are going to be busy with healing, purifying and making more holy water once everyone is back aboard.
Captain Baldbeard: (roll dice *2) Seeing the ring
Grog'tial picked up, as well as another cursed item dropped by vampires, you worry about the ring you picked up as well. Hearing what the first ring does,
you swiftly pull the wolf's head ring from your pocket and put it into Captain Aylar's sack. After watching
Devin and Grog'tial destroy the cursed magic of the bloodstone ring, you breathe a sigh of relief and go downstairs with them, offering to carry one of the unconscious prisoners. With your increased strength,
you are easily able to carry the satyr, with the intention of acting like he is a drunk friend if you are stopped for anything.
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Aboard Ship: Aylar
Still in Prison Tower, ready to depart: Argy, Captain Baldbeard, Count Karnstein, Devin, Gilius, Grog'tial, 5 prisoners.
(Carver team continued below ...)