Mission 6 - Turn 3 *Turn Ends
11:59PM UTC, 25 November 2024.*
Grog'tial, you name the ice elemental
Icy McIceface in honor of your father's humanish naming conventions and instruct it forward. You tell it to
freeze and break the metal lock and then rush through,
staying along the right side wall. You tell it any vampirate which comes within its reach should have
its head ripped off, or frozen and immobilized, but Icy should initially prioritize speed until it reaches
the large cave labelled "Plaza" (7) on the map. There, it should cause
as much chaos as possible in a short time.
(roll dice - oh so many dice!) :P
Icy McIceface does as he's told, moving down the tunnel. Icy soon
freezes and smashes through the lock of the iron grate door. It charges forward and
a loud shrill screeching alarm sounds. As it comes down into the vampirate hideout, it continues forward into to
the right fork towards the Plaza (7).
The
cat darts into the shadows at the bottom of the entry, careful to avoid the completely wrecked trap there. It watches the ice elemental plow through several vampirates, ripping the head off one and freezing another as a solid block against the wall before continuing out of sight to the right.
The cat waits for further instruction.
The Crew arrive. The screeching
alarm has stopped, but managed to cover the sounds of your quick arrival. Going down the stairs into the entry to the hideout, you can see where Icy must have tripped a last trap as several frozen darts lie broken on the icy ground. Looking ahead into the
right hand fork, you all see
one frozen headless vampirate lying on the frozen ground near the ledge over the beach (red x, upper 10), and
another frozen immobile to the wall (red v).
(roll dice*3) There is plenty of yelling and the sound of smaller crossbows being fired, bolts shattering, wood creaking and breaking, the icy sound of icicles impacting hard surfaces at speed, and more shouts. The happier sounds of carousing have definitely changed. Also from
ahead past the ledge over the beach comes the fainter
sound of several footsteps pounding across wood slats. From somewhere out there
echoes what sounds like an incantation. From the
left hand fork comes the skittering sounds of
something scuttling quickly on stone just around the bend.
Argy, you have your
bat ring ready. It will take a drop of blood shed on it to activate.
(roll dice*2)
Bellandra, you noticed
nothing beyond the traps Devin disarmed in the tunnel. (per PM)
Devin is happy to show you the traps and how he disarms them for the future. You notice the feeling you had felt before has vanished once in the tunnel and you detect nothing within this sea cave that resonates with you. There are
no shipkin here. You recall the Denuvo and how you were
immune to the necrotic effect of the vampirates' ash, and hope this remains true, but you have a
Necrotic Resistance potion ready in any case.
Count, you've been taking rear guard but now you are keeping an eye on that left fork from which the the skittering sounds are closing in. You take your
Necrotic Resistance potion.
*Hypothermia rolls:
Gilius, having no thermals or woolens you have begun to
shiver badly, even as a more cold resistant dwarf. Perhaps your
Cold Resistance potion would help.
[Grog'tial instructs Icy McIceface to create havoc. The Crew arrive just inside the entrance to the vampirate hideout. Argy is ready with her bat ring. Bellandra notices nothing beyond traps in the tunnel and senses no shipkin here. Count takes his Necrotic Resistance potion. Gillius has started to shiver badly.]