It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Count will grab half-nymph and stick to the group while they're making their way out. In the event he'd need to hide his face from guards etc. on the way to the ship, he could feign kissing her.

Unless only satyr left, then he will grab him instead (but won't feign kissing him).

If satyr is too big or heavy to be carried by one person, he will offer/ask for help (this has priority).

In case of emergency he won't hesitate to drop whoever he is carrying and will fight/defend. Though if he happens to carry a satyr, he may be tempted to try sweeping opponents with its hooves first (either by rotating while carrying him over the shoulder, or by grabbing him under the arms and swinging like a hammer thrower).

When outside, if he spots beneficial opportunity, he will use the pipe to help them flee unnoticed.
Post edited October 31, 2024 by ssling
(roll dice*3) Psst. Captain BenKii, you barely hear the sound near the stairs as Bellandra and Durik are dealing with the unconscious guards and Bellandra's kin. You see the cabin boy/Clíodhna beckon to you.

"Captain BenKii," she says quietly, "I be here to warn ye all, the distractions at the port have become much quieter and there are two ships approaching this harbor. Kyp be trying to delay them but we be out of time. Captain Aylar and the Prison team be returning soon. If we are to sail the fluyt out with us, the Harbor Watch will be expecting to see a human captain at the helm of this ship. Have ye sailed the actual sea before, Captain?" she asks him with a mischievous glint in her eye. "If nay, let Bellandra and the fluyt shipkin show ye. I need be returning to the Ship now."

(roll dice*2, Empathy) The cabin boy looks at Captain BenKii and tsks. "Be putting yer hand in the wrong pocket, Captain? Wily merchant sailors sometimes be trapping their pockets in port or while gambling." The boy reaches out to strip your fur-lined glove from your hand. Luckily you were wearing them and the bite barely broke the skin. The cabin boy lightly touches your finger and it heals. He returns your glove with a wink, then the boy climbs back up the stairs on silent bare feet and is gone.

-----
GM Note: To answer a question so you all can see; except for specific loot I have planned, all other loot is rolled up randomly on a set of loot tables. Normal sailors, grunts and low-rank guards don't have much so are rolled on the low tables with often funny results. Before I had been just saying nothing in those cases, but I decided to let everyone see and laugh at just what some of these 'nothing' items are. Beware however, some random loot is cursed and some is trapped ... this time I used the pet mouse it rolled up (as a warning) instead of the diseased needle in one pocket, especially since BenKii was luckily wearing gloves and the mouse teeth would have barely hurt him through them where the needle could have caused more problems. You've been warned, careful just sticking your hands in purses or pockets without maybe some caution ... and most low level grunts aren't going to usually have anything worth it anyway. ;)
As Kyp is guarding the inlet he looks for something to do...

Kyp thinks to himself "While staying out of grave danger is nice and all it really can get boring... then again perhaps it is just best for me to wait here and see if the ships start sinking and when they do to start picking off guys in the water where I have the major advantage."
Captain's Log Mission 5 - Turn 8
Ha ha! It worked! I never doubted myself for a minute. All the guards had been completely knocked out by the Nyquil Rum. I looted the bodies looking for key items but all I got were a few coins, a mucus filled rag (eww), and a carnivorous mouse that bit my finger. Next time I'll have think twice before sticking my hands into other peoples' pockets. Luckily Clíodhna showed up to heal my finger so hopefully I won't be getting rabies from that little critter. She also brought a message with her, "the distractions at the port have become much quieter and there are two ships approaching this harbor." Bad news indeed. She also mentioned that I may need to sail the ship out of this harbor. Looks like I'll be putting my holodeck experience playing "Assassin's Creed IV: Black Blag -- Holodeck Remastered Edition" to good use.

"M'lady, I shall do my best." said Captain BenKii to Admiral Clíodhna. Time to be all Captain-like, "Durik, we need no excess cargo. Toss the guards off the ship then hoist the sails and raise the anchor. We be sailing out o' this port." He turned back to Durik to remind him, "On the dock... Toss the guards on the dock. Not in the water. I not be wanting them to drown now."

BenKii then turned to Bellandra "In case we need to fight our way out, we'll need them guns ready. Load the fore and aft cannons for a quick shot if need be."

Captain BenKii took his position on deck by the helm. One hand on the wheel and the other on his hip asserting a commanding confidence to the crew and any onlookers who may be eyeing in his direction (especially the ladies).

Once the ship was ready to sail out, he'd wait until Admiral Clíodhna's ship departed first before sailing out of the harbor side by side ready to fire the guns if they were attacked. If hostiles try to board the fluyt then BenKii will shoot the nearest enemy with his musket (minus the potato).
Post edited October 31, 2024 by BenKii
Amended actions for turn.
[Per GM, Devin succeeded his Arcana check.]

Nine hells! 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. There be no way Devin be letting this ring anywhere near his lady, especially in her current condition. He has Grog'tial douse the thing with the holy water, carefully uses a drop of lightsheen on the stone, then makes sure the thing is tossed into the fresh disturbed deep earth scorched pure by phoenix fire and blood with a chanted invocation to his goddess. Then he closes and locks the door and dashes downstairs to proceed as before.

Should the holy water and lightsheen not look to work, Devin would have Grog'tial use the bolt to drop the ring into the small concealer pouch and have the cat hide the pouch on the cutter right after scouting when they leave and Devin will take care of it later. [Yes, Fair One, Devin knows it be a risk this close to the dark of the moon, but he will not risk this anywhere near her right now, or any of the ladies aboard.] Devin will consult Aeshma later about the ring's properties, origins and who it came from, making sure there are no aftereffects.

[Based on what he learns (PM) Devin will attempt to nullify the ring and dispose of it. He would not allow it on Ship or anywhere near his lady in her present state.]

-----
OOC: What movie did Count find this thing in?
Bellandra was happy to see her known family of shipkin grow, and was looking forward to learning more of all four of these shipkin. Seeing the three emerging from the crates had been enthralling, and she appreciated how they made use of their unique carved forms. For the moment she did not yet know their names, or whether they would yet choose some for themselves, but she would learn them in time.

She spoke to the others, "Well done all! Our gargoyle friends report to me fighting in the town is winding down, 'tis time for us to depart too. My kin be all awake now, including the Grecian lady, knight and lion ye see with us, and also the swan-lady who is the fluyt's figurehead. Durik, she be in control of the fluyt and be willing to help."

"I doubt Beckett's cronies will let us depart easily though, so be ye ready to fight." She heard BenKii's suggestions, and agreed for making the guns ready. "Aye, let us make ready whatever ship's weapons there be here. As for signaling, I can try to contact the owl gargoyles, mayhap they could signal Cliodhna." She tried to contact the owl gargoyles with the intention of telling them they would sail out the fluyt soon. "If it comes to a sea battle or other fight, I may try to coordinate our actions with the Ship using the gargoyles too."

Regarding the prisoners, she said "while I be no friend of these scoundrels, mayhap they can still tell us what Beckett planned for these. The swan lady noted there is a brig at the stern below, suitable for locking them in - mayhap we could imprison them there instead of dumping them, we may then contend with them later."
Post edited October 31, 2024 by DiffuseReflection
Turns out that that strange feeling he picked up through the Crew Charms was yet more vampiric chickanery. Aylar is already thinking about the way to deal with the golden restraints as he comes up to one level above (with whoever prisoner needs carrying still, if there are any) to reconvene with the Crew by the tunnel door, but as Grog'tial notifies him of the ring (magical assessment of which is by that moment be likely already in Devin's care), he gives the entire Crew in his vicinity a dedicated check through the Charms, in case if any of them also picked up yet something foul and becursed.

Once notified of what the ring does, Aylar will agree that it has no place on the Ship even for temporary containment. Grog'tial will get a stronger charge to his leaf in order to mitigate existing damage, and make it easier for him to surrender the ring.

Once that be done, Aylar will then tell the Crew of the following:

The time on the glamour be running out, and the distractions in the town are growing quieter. The priority is now to be to move out of the tower and make way to the Ship with the prisoners, using whatever concealments and tricks they have handy. That being said, with a crash course in exorcism potentially being necessary, and his assumption that the golden bracelets have some kind of tracking upon them, he will attempt to take steps to make sure Crew would not have to rush to the Ship at the last moment, or contend with harmful magics while doing so.

All ill-fated items, besides that specific ring, are to be placed into a separate bag; one that Aylar will take with his red-runed gloves crafted to handle cursed items. With that in his possession, he plans to rush to the highest floor of the tower and teleport to the Ship with a use of his Locket, peering through an arrow slit, and attempt to smother the magics of the damned gold with assistance from the Ship and the Admiral, and then key himself into the glamour indefinitely in order to give Crew and their wards all the time they would potentially need to get back to the Ship without rush and attracting suspicion. A clean exit is a very important part of the heist, and the Crew be almost done with the task. It's best to not risk discovery at the last moment, especially when others are relying on you.

While he be explaining that to the Crew, Clíodhna would get a warning and likewise short gist of his 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.

That be explained and everyone relieved of any cursed items hopefully, Aylar will dash to the highest level and enact his plan. Once he makes landing in his desired discreet spot of the Ship, he will rally the Wards to smother and weaken the foul binding items that have been taken from the enemy. That being said, he will remind the Ship that the need to hide has not yet passed, but their destruction will be properly grand, he promises, keying back into the Wards and focusing on supporting the ruse. While all that communication is happening, he will disguise himself with anything that be waiting for him at the nest or is given to him once he carefully and discreetly climbs down on deck, and deposit the cursed bag in the chest the Ship keeps for that purpose.

[Aylar assists with cursed items, and reveals his plan on buying the Crew more time as they are so close to both running out of it and completing their task. He gathers whatever ill-magick items are discovered, besides the foul ring, teleports back to the Ship, and does his best to negate the items and support the glamour.]
Post edited October 31, 2024 by LordKaylar
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.

-----
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 ...)
Attachments:
Post edited November 01, 2024 by bjgamer
Mission 5 - Turn 9 continued: (Prison team action above)
*Turn Ends 11:59PM UTC, 4 November 2024.*

Team 1/Carver Team - Bellandra, BenKii, Durik:
In order of initiative: BenKii, Bellandra, Durik

Captain BenKii: "M'lady, I shall do my best," you say to Admiral Clíodhna. It's time to put your holodeck experience to good use, after all you played Assassin's Creed IV: Black Flag -- Holodeck Remastered Edition. How hard can it be?

You find Durik. "Durik, we need no excess cargo. Toss the guards off the ship then hoist the sails and raise the anchor. We be sailing out o' this port." Then you pause and think maybe you should clarify that. "On the dock... Toss the guards on the dock. Not in the water. I not be wanting them to drown now."

Then you turn to Bellandra, "In case we need to fight our way out, we'll need them guns ready. Load the fore and aft cannons for a quick shot if need be." She agrees and the shipkin assist. She also informs you that the Owls will help relay messages and battle plans should it come to that.

(roll dice*3) Just before you ascend to the deck you realize you are still in a Harbor Guard Captain uniform and you are supposed to be the merchant captain of the fluyt. You quickly strip the tabard and leather armor and adjust your replicated clothing. With that taken care of, you nod and proceed to take your position on deck by the helm. You put one hand on the wheel and the other on your hip asserting a commanding confidence to the crew and any onlookers who may be eyeing in your direction (especially the ladies). You stick your musket through your belt, completely ready to set sail side by side with Admiral Clíodhna's ship. Your crew are prepared to fire the guns if attacked, and if hostiles try to board you will shoot the nearest enemy with your musket (minus the potato).

Bellandra: (roll dice*5) "Well done all!" you say to the others. "Our gargoyle friends report to me fighting in the town is winding down, 'tis time for us to depart too. My kin be all awake now, including the Grecian lady, knight and lion ye see with us, and also the swan-lady who is the fluyt's figurehead. Durik, she be in control of the fluyt and be willing to help. I doubt Beckett's cronies will let us depart easily though, so be ye ready to fight."

You hear Captain BenKii's suggestions, and agree with making the guns ready. "Aye, let us make ready whatever ship's weapons there be here." Knight and Lion assist.

Meanwhile you contact the Owl Gargoyles and find out one is now with Zephyr and the carver, another is perched in the Crow's Nest of the Ship and the third is still keeping watch in a tree by the warehouse. It will fly out to also help Zephyr when you leave the dock. The Owls are happy to relay messages for you. You inform Captain BenKii, "If it comes to a sea battle or other fight, I may try to coordinate our actions with the Ship using the gargoyles too."

Regarding the prisoners, you disagree and tell Durik, "While I be no friend of these scoundrels, mayhap they can still tell us what Beckett planned for these. The swan lady noted there is a brig at the stern below, suitable for locking them in - mayhap we could imprison them there instead of dumping them, we may then contend with them later."

Durik: (roll dice*5) After seeing all these wooden figures becoming alive, you wonder if they'll get angry if they see you cutting trees and putting logs on the fire during winter. Trying not to think of that, you speak to Bellandra. "Bel, ye have control the ship now? We shud put sailors in cells, ye say? Sure."

You and the Grecian lady, who is very strong, take the prisoners to the brig while the Knight and Lion help Bel prepare the guns. None of the sleeping sailors wake up and you are able to easily handle them. Once you have all four sailors, two humans and two half-orcs, locked up, you and the Grecian lady systematically check for other enemies aboard the fluyt, but luckily find none.

-----
Aboard Fluyt:
Helm: Captain BenKii
Gun Deck: Bellandra, Knight, Lion
2 decks down: Durik, Grecian Lady
-----

[GM Note: With the cursed item needing to be taken care of, the turn timer (yes turns have a limited amount of actions/time) would technically run out. However as it stands your posts have actions already prepared for the Escape, therefore I will continue this]

Return to the Ship -

Kyp - Inlet: (roll dice*2)Mort reports the frigate is lowering the longboats as the ship itself continues to sink. You don't know where they will row those boats, but hopefully it will be towards the H2 beach and not your inlet. Pearl and Finn swim a bit further out ready to intercept and tip the boats if needed.

Team 2/Prison Team - Argy, Grog'tial, Baldbeard, Karnstein, Devin, Gilius:
In order of initiative: Argy, Devin, Karnstein, Baldbeard, Gilius, Grog'tial

Argy: (roll dice*3) You help Mari up the stairs and through the storage area. Once on the main floor you help Devin quietly take the weapons Grog'tial placed against the door as an alarm system and pile them in the corner. You wait with Mari while Devin sends the cat out to scout first. All seems quiet and the others start filing out. You slip out with Mari, but wait to be able to close the door behind the last mateys who are carrying the unconscious prisoners. You close the door quietly and step out into a misty fog. Taking Mari by the hand, you heft your pan with the other and quickly follow the others, watching for any patrols. You come out of the edge of the fog to where several bushes have grown large, just right to hide halflings. You hurry onto the dock with Mari and see Captain BenKii standing at the helm of the fluyt, hand on his hip and musket stuck through his belt. He gives you a smile as you pass by and hurry Mari up the gangplank of an old smuggler's ship where a tall black haired and bearded sailor in a patched navy blue rumpled coat leans against the main mast with a waifish grinning cabin boy waiting for all of you. The boy tells you the rescued prisoners are being taken down to the infirmary to be healed.

Devin: (roll dice*7) You nod at Argy in thanks and cautiously open the door just enough to let the cat out. The cat silently creeps through the door and pauses, using its senses and now having been instructed to check the skies for bats. It soundlessly slinks its way through the grasses, fully alert, until it is halfway to the dock with the Ship. It tells you there are no people around. All is quiet now at the carver's house, what it can see of C52 and the warehouse. However there is a big owl in the tree by the warehouse and another perched on the Crow's Nest of the Ship. It tells you Captain BenKii is posed at the helm of the fluyt. You relay the information to the others in a whisper and tell them if they hear you begin to play your lute, to pretend to be drunk. Then you make your way out into the darkness. The port has quieted down to a more normal night and you urge the others to make haste while you are still unobserved. You bring your lute forward just in case you need it. A misty fog rolls around you and you turn to see Count Karnstein slipping his pipe back into his pocket. You nod to him as he passes you moving quickly towards the dock. Once you see Argy and Mari exit you proceed with the others, keeping the cat on watch. As you emerge from the fog you notice the bushes are forming a screen and know that Gilius is at work. He pauses by the warehouse and urges you to take the human woman prisoner onto the Ship with you. You nod and whisper to her as you place one arm around her shoulders and assist her down the dock as if the two of you are drunk. You wink at Captain BenKii as you pass the fluyt, following the others. Once aboard an old woman quickly comes forward to take the human prisoner from you and assist her and the others to the infirmary. You look up to see a waif of a cabin boy standing beside a black haired sailor, grinning at you.

Count Karnstein: (roll dice*3) You hear the all clear and follow Devin out the door into the night. You walk only a few meters before you pause. Thinking quickly, you consider that even if you use your pipe now to cover the team's movements from sight, once you are back aboard Ship it will recharge and you can use it again for cover for both ships out of the harbor. Shifting the half-nymph in your arms, you reach into your pocket and bring out your pipe facing towards the dock and concentrate, giving it a puff. *Success* A misty fog envelopes the area gently creeping outwards and blanketing the curve of the beach of Smuggler's Dock and a light breeze shifts it slowly towards the trees. You replace the pipe into your pocket and stride forward confidently with the half-nymph securely in your arms. As you round the bend and come closer towards the edge of your fog, you notice the bushes getting thicker and growing more of a screen and you know Gilius must be covering for the last meters to the dock. As you walk down the dock to the Ship you see Captain BenKii posed at the wheel of the fluyt, looking every inch the captain of the ship. You walk up the gangplank of the Ship to be accosted by an old woman who quickly tells you to get yourself and the unconscious prisoner you carry to the infirmary immediately.

Captain Baldbeard: (roll dice*2) You easily heft the satyr over your shoulder and walk into the fog holding your cudgel ready just in case. You follow Count, ready to play drunk if you hear Devin's lute. As you come out of the fog, bushes seem to move to screen you and a large owl watches from a tree near the warehouse. You follow Count onto the dock, and stagger just a bit to play your part as a drunken sailor helping a buddy back aboard ship. You nod to Captain BenKii as you pass the fluyt and make your way to the gangplank of a scruffy smuggler's ship. There you are greeted by an old woman with Aeshma's scent who tells you to please take the satyr to the infirmary and she will be there shortly.

Gilius: (roll dice*2) You help escort the human woman prisoner up the stairs and through the door of the prison tower. As you emerge into a misty fog you realize Count has used his pipe. That should cover everyone nicely over the grassy beach area until you can get to the vegetation closer to the dock. You gently hurry the woman to follow Count and as you near the edge of the fog you call on the bushes to grow more and form a screen for the team and escaping prisoners. *Success* The bushes and trees nearby respond and help to cover you all. As you near the dock you see one of the Owls still perched in the tree by the warehouse, still watching. Another is on the Crow's Nest of the Ship. You stay by the tree but urge the human woman to go with Devin to the Ship. Once Grog'tial and Argy with the last prisoners have passed you safely onto the dock, you release your magic and hurry after them onto the Ship. The waifish cabin boy you know to be Clíodhna tells you that Aeshma is already heading down to the infirmary and will need your help.

Grog'tial: (roll dice*6) You carry the unconscious Fey lady and follow the others up the stairs and out into a misty fog. Your headache is now gone and you realize you no longer feel a drain on your energy or that strange light-headedness you only barely noticed. In fact, you feel good now. You see Argy standing with Mari, waiting for you to pass. She closes the door and they follow you closely, so to keep track of you in the fog. Once you exit the fog the bushes are there to screen you. You stay vigilant, however, and keep your eyes scanning for any nasty bats also. Instead of a bat, however, there is a large owl which looks like it is made of stone watching you from a tree over Gilius' head. Rather alarmed, you signal Gilius, only to see him smile at you and nod. Okay then, more magic stuff no doubt. You turn to the dock and almost stumble as you see another Owl sitting on the Crow's Nest of the disguised Ship. Great, more magic. You suppose you're going to have to call it the Owl's Nest now. You pass by Captain BenKii posed at the helm of the fluyt and carry the prisoner up the gangplank where an old woman tells you to please follow her down to the infirmary where she'll see to all those needing healing. You remember that Devin said to get yourself checked out also, just to be sure.

Team 1/Carver Team - Bellandra, BenKii, Durik:
In order of initiative: BenKii, Bellandra, Durik

Captain BenKii: (roll dice) You see the Crew escorting and carrying the prisoners as they pass by the fluyt. Several prisoners seem to be unconscious, but the Crew seems to be fine, except you haven't seen Captain Aylar return. As Gilius hurries by you, you see nobody else coming. The port noise has gone down to what you would assume are more normal levels and the crew of the fluyt will probably be returning from the taverns and brothels soon.

Bellandra: (roll dice) All is set on the guns and you are ready. The Owl in the tree by the warehouse informs you that the Crew and the prisoners have all passed by safely and boarded the Ship. You know you should be leaving soon.

Durik: (roll dice) You've gone through the fluyt quickly and found nobody else aboard. You tell Bellandra on the gun deck, and then go to tell Captain BenKii at the helm. Knowing you should be sailing soon, you stand by ready to throw off the docking ropes.

-----
Aboard Ship: Aylar, Argy, Captain Baldbeard, Count Karnstein, Devin, Gilius, Grog'tial
Aboard fluyt: Bellandra, Captain BenKii, Durik
At Inlet: Kyp

-----
Note: Great job to the escaping prison team. There were three points at which you could have been spotted. Count had the idea to use the pipe and that bonus left only a small chance for the dice and you weren't seen. Gilius took over with the bushes and again the bonus gained covered you. I thought going down the docks with the disturbance in the port gone that somebody would be seen. The dice said no. So congratulations!
Attachments:
Post edited November 01, 2024 by bjgamer
The dark-haired captain sighs, rubbing the bridge of his nose slightly as the last of his crew file in below deck to deal with the aftereffects of a long night o'drinking. Luckily, everything would still be within schedule, luck permitting. He leaves his spot by the mast, coughing somewhat loudly to clear his besalted throat, and tells the cabin boy to notify everyone that it be time to depart. He then saunters up to the wheel, patting it lightly, before making a little pause to roll up the sleeves of his bit too large coat so that it wouldn't interfere with his leading the ship out of port, and glances lightly towards the neighboring flyut's captain - what joy could there be in running cargo back and forth? Clearly the humdrum of work hasn't mired him properly yet.

Aye, once everything be ready, the Ship will be starting on its way out of this place, keeping just a tad ahead from the flyut so it would not appear as if both ships are leaving in concert. Here's to hoping the shipwrecked minions will be sufficiently distracted while we be sneaking out and don't recognize their escort-to-be escaping.Aylar would want to prioritize evasion and getting distance over any combat so to not disturb the illusion of the rickety smuggler vessel that has nothin to do with that entire business and/or alarm whatever guards be posted at the chain gates, but if worst comes to worst and the fluyt following after the Ship would be recognized and attempts at stopping it would be taken, he would do his best to maybe ""accidentally"" create some waves to overturn some boats or rock them and disturb the aim of the people in the boats as the Ship would pass by.
Aeshma bustles over to Devin and takes the human woman by the arm to help her below deck to the infirmary where she and the cabin boy have directed all those helping the prisoners. She asks the boy to please send Gilius along as soon as he boards. Aeshma knows with this many to heal she'll need his help, especially since Aylar warned Clíodhna that some may need to be checked against any residual curse exposure from items. She enters the crowded infirmary, hoping her old woman illusion won't frighten anyone, but she agrees with Clíodhna and Captain Aylar that it's best for everyone to either remain out of sight below decks or don a disguise until they are free of the harbor and any Harbor Watch eyes.

There are six beds in the infirmary. The old woman motions for the prisoners to occupy five of them and waves Grog'tial over to the sixth once he has settled the Fey female in one of the other beds. She passes Argy two Heal Potions to give to the Halfling and Human women while mentioning that it looks like they all could use some simple broth and bread after the potions as they don't want to overwhelm their stomachs just yet. Then she hands Captain Baldbeard and Count each a Cure Poison potion to administer to their unconscious prisoners and gives the arriving Gilius the third to tend to the Fey female while she does a curse check on Grog'tial and tells Captain Baldbeard that he also needs to remain and be checked out after.

The cabin boy arrives with the message from the captain that the Ship is departing immediately, and they all feel the Ship move just as the boy says it. Orders are for everyone to stay below main deck unless disguised or called for if fighting breaks out. That said, the boy passes an old faded long coat, sailor's scarf and tattered tricorn hat to Count Karnstein so he can go on deck and be ready to assist with concealing them and especially the fluyt with his pipe from any eyes as they pass out of the Harbor, especially as the fluyt's assigned escort is distracted with their ships taking on water and sinking currently.

(roll dice) Captain BenKii, you see a tall black haired and bearded man in a worn navy blue rumpled coat take the wheel of the disguised Ship after speaking with the cabin boy and figure out that it must be Captain Aylar in disguise. He glances towards you, then assumes a more tired and joyless look as he goes about the humdrum work of getting the scruffy smuggler ship ready to depart as shadowy crew you know now to be associated with Cap'n Rummyfangs untie the mooring lines and the Ship begins to move out.

(roll dice) Bellandra, you hear one of the Owls inform you and the Swan lady fluyt shipkin that the Ship is departing and the fluyt is instructed to keep a tad behind it so it does not appear the ships are truly leaving together. The fluyt is to prioritize evasion and getting distance over any combat, and try to maneuver to stay concealed behind the Ship from the enemy ships which are hopefully too busy being distracted by sinking to notice them leaving. You hear the Swan acknowledge the message.

(roll dice) Durik, you see a tall black-haired man talk to Clíodhna the cabin boy before taking the helm of the Ship. You aren't sure who it is, but the admiral seems to trust him. The patch phantom crew are untying the Ship's lines and you see Clíodhna motion quickly to you to throw off the fluyt ship's lines and be ready to sail.

Clíodhna contacts Kyp mentally. *Kyp, the Crew is aboard and Captain Aylar is sailing the Ship out. The fluyt will be following us. The priority is to remain in disguise and evade detection if possible. Have Mort and Pearl harass the enemy boats if need be while you and Finn watch over Zephyr and be ready to join the Ship. The Owl will tell Zephyr when it is time to fly.*

[Aeshma has Crew help her tend to patients in the infirmary while also checking Grog'tial and Captain Baldbeard for any residual curse effects. Clíodhna tells Crew that Captain Aylar has ordered the ships to depart and Crew is to stay below deck unless disguised. She then hands Count Karnstein some faded clothes for a disguise so he can use his pipe on deck. Clíodhna signals Durik to throw off the fluyt lines, has the owls contact Bellandra and the fluyt shipkin and mentally contacts Kyp herself.]
Post edited November 03, 2024 by bjgamer
Captain's Log Mission 5 - Turn 9:
Everyone looks like they've boarded the Ship so now it is time to sail away. Looks like Captain Aylar made it back safely and is in full disguise mode captaining the Ship. Hopefully we can escape the port safely without being spotted by any hostiles.

Captain BenKii will sail just behind the Ship following it out to sea. The fluyt's cannons are standing ready If either the fluyt or the Ship are detected by hostile forces. If by chance BenKii sees the Saucy Sirens while sailing out, he will be sure to raise his right eyebrow towards them while giving them a 2-finger salute and a wink of his eye. (sorry, couldn't resist). :D
Devin nods as the old woman he suspects is the healer witch, Aeshma, escorts the human woman to the infirmary. He smiles back at the grinning cabin boy, eying the merest hint of dark stain on a few fingertips and quirks a eyebrow before turning to speak with the tall mariner with hair almost as dark as his own. He speaks lowly to the smuggler captain, most likely a conversation about the night's drinking or exchange of news before the bard be off now that he's seen to escorting the drunken woman back. In truth Devin informs Aylar of the ring's ruin and that it is currently hidden by the cat. He further tells him of his intention to take the cutter and finish disposing of the bedamned thing before stashing the cutter and meeting back up with the Ship. They agree upon at least two possible locations and times in case of pursuit or other unforeseen occurrences. There are always the birds should plans need be changed.

Devin then brings forth the condensed bundles from under his waistcoat and tied tightly to his back under his lute and gives them to the cabin boy. He smirks as the boy's eyes widen with delight and nods. With a quick wink and not-so-subtle hint to the boy to kindly remember this humble bard who bears such gifts, Devin performs a bow to the smuggler captain and his cabin boy before departing down the gangplank, gently humming and strumming his lute. Once again he is nothing but a simple minstrel, versed in nothing more than wine, women and song.

[Devin reports to Captain Aylar and his lady about the ring and his intent to take the cutter and properly dispose of it. He arranges to meet up with the Ship later. He gives the spider silk bundles to the cabin boy, then leaves posing as a simple minstrel again.]
avatar
bjgamer: 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.
I guess I wouldn't mind joining you for the trip back to the ship. Tell me a bit about yourself and what you do Mr old guy while we are on the way to the ship
Post edited November 03, 2024 by aCyborg
Count glanced at the old woman somewhat suspiciously, but only nodded silently and went straight to the infirmary. There he put a half-nymph on the bed and left a potion next to her. "What? I ain't no bloody nurse. Somebody qualified surely will be with ye shortly, miss."

Fortunately the cabin boy came to the rescue right in time, bringing more fitting task for the man. Count promptly switched his cape for an old coat, wrapped his neck and lower face with a dirty scarf and put a tattered hat on, then went upstairs. If he can find a spyglass lying around somewhere, he will take it. Once on the deck, he will scan the shoreline and take a good look at the H1 post - the layout of windows and whether the inner harbor is being observed at all - to determine the most effective way to hide fluyt from the guards' eyes. Assuming the watchers don't actively pay attention to what is going on in the inner harbor, it would be probably most beneficial to leave the trail of fog after The Ship in the harbor gate area to obscure the view from H1 and H2 posts until the fluyt will be on the open water [1]. However if there is a reason to believe that dock is under constant observation, it may be better to obscure the view on it from H1, allowing the fluyt to move unnoticed until it's on a straight course to the exit [2].
Attachments:
escape.jpg (146 Kb)