Mission 6 - Turn 7 (... continued from above.)
*Turn Ends
11:59PM UTC, 12 December 2024.*
In order (this post): Count, Gilius, BenKii, Durik, Devin, Aylar
Count Karnstein: (roll dice*8)
"Bad! Bad, stupid squid!" you scold the Cat O' Nine Tails while
shaking it angrily, both embarrassed and dumbfounded by the fact you couldn't control it. This thing had probably one chance to shine during the whole Voyage and just decided to blow it on two flimsy vampirates. "I 'ope ye 'ad yer spot o' fun 'fore goin' back to the broom closet!" you admonish it sternly.
The Cat O' Nine Tails
squirts invisible ink in your face, which luckily is just a bit too oily to instantly freeze. Then it slips from your hand to
wrap itself around your face, using two tentacles to give you a wet willy in the ears before unwrapping itself and
leaping off to Gilius, where it
wraps itself around the druid's forearm like a protective bracer and purrs softly to him.
Once the treasure in the vault is revealed to be an illusion, you agree with
Bellandra that it seems pointless. What would be the reason behind it? "If 'tis not be a trap then perchance they've put a cheap illusion to trick us into hastily thinkin' treasure's not 'ere, yet 'tis exactly where it is. We should examine the vault most thoroughly 'fore discardin' this idea an' movin' on." You thoroughly check the walls and floor, following behind
Grog'tial and in your own way echoing his paranoia. You find nothing.
Devin suggests that it was probably vengefully aimed at
Captain Baldbeard by the vampirate captain obsessed with him, and
tosses Baldbeard the ring he finds that anchored the illusion here.
"If we be sure 'tis not 'ere, I'd opt fer checkin' 'hind the metal door (8) first. Perhaps our intel be slightly off the mark," you say. The condition of the metal door looks sturdy.
Devin checks it and
disarms a trap, then steps aside as
Bellandra takes a look at the puzzle lock. She studies it carefully, then manipulates it to unlock the door.
Devin urges Crew to step away quickly at angles not directly in front of the door, then nods to you to
fling it open and dodge away.
You draw your saber and do so, grabbing your holy water in your off hand. Nothing emerges. You approach cautiously and look inside. A mere step ahead of you is
a hole like an oubliette, only
6.5ft/2m diameter without any bars or grating at the top. Edging closer and looking down you see why. You judge it to be a
~100ft/30.5m drop with no ropes, rungs or ladders to assist. The vampirates must spiderclimb it. At the bottom you can faintly see
a huge grotesque slug oozing a glowing slime with dozens of fat babies feasting on it, slurping with a disgusting manner while giving off a vile scent. You remember smelling it faintly in the ice spider nests near discarded husks. This must be
what they feed the ice spiders to keep them alive. You see at least
two shadows, and maybe another, move towards the wall while looking up at you and swiftly withdraw from the edge and bang the door shut, motioning for
Bellandra to lock it quickly. You'd have to
find a very long rope or trust to the few Crew that have spiderclimb oil to even go down there, while possibly fighting shadows. It isn't worth it.
You describe the incredibly disgusting sight to the others, then pause and think about it. "By the bye, why's no one talkin' 'bout vampirates' remnants peculiar behavior? They didn't use t'do that if memory serves me right. 'Ave ye considered possibility
it ALL may be an illusion? I'm aware of one particular kind o' creature able to conceive a mirage that convincin' that it essentially alters reality. Can ye guess what creature is that?"
Devin grins and points to the feather in his braid. "Aye, but
Captain Aylar and meself wouldst not see such and
Grog'tial's dirk would be glowing like a mage light be it the case," he answers you. "I've seen such before, vampirate captains often keep a creeper as a pet. Happens when the arm or leg comes off before the vampirate be fully beheaded or ashed. Those gold fingernails of
Durik's though,
those be cursed."
Gilius: (roll dice*9) [Fire oil lasts until Turn 9]
You see
Count Karnstein scolding the Cat O' Nine Tails and shaking it angrily, whipping the tentacles back and forth as the Cat tries to pull them in close. Suddenly the Cat O' Nine Tails
squirts invisible ink straight into Count's face, then reaches out and
wraps itself around his head. It brings up
two tentacles and gives him a wet willy in both ears before unwrapping itself and
leaping to you. It gently
wraps itself around your offhand forearm like a protective bracer and softly vibrates with a low rhythm. As you listen you realize
it is purring to you.
Excitement over, for the moment, you follow the party to the plaza and watch while
they search it and the areas off of it. Beyond the crates torn apart with food spilling out and smashed bottles of ale and rum littering the area, Crew finds nothing more than scraps in the tradecraft area and some dirty linens, plain beat up tankards, gaudy disgusting clothing and
a few strange silvery tokens tied together by a string through a center hole in the barracks. (Old Chinese coin style.)
When the Crew finds the 'houses' are actually cells,
you try to focus and communicate with the ice spiders, like you did with the spider in the tower's basement in the harbor.
*Success/Fail* You sense these spiders are nothing like the harbor spider. These spiders are very large with white fur and red eyes and they are used to a very harsh environment. While you can tell they are not evil per se,
they are not interested in communicating with you at all,
only attacking you and the Crew to drag back into their nests to incubate their young.
Their nature is to kill to live. You wisely keep your distance and leave them captive. There are currently no prisoners in the other cell block so you return with the others to
watch Bellandra unlock the vault.
You enter the vault to see the
treasure fade away as Baldbeard approaches it. The treasure was an illusion! Several members of the Crew investigate.
Devin finds a ring that anchored the illusion and after checking and detecting no curses or evil intent, he
tosses it to Captain Baldbeard. You watch as your fellow dwarf stares at the ring in his hand as if it means something to him, some memory seems to cross his face as he lowers his cudgel to stroke his beard. Then he slips the ring into his pocket with a deep breath, becoming once more the wolfish pirate captain you have come to know.
Argy reports that her bat has discovered more
ice elementals near the nexus outside the cave and
Devin and Captain BenKii both think it would be better to leave them alone in their natural environment rather than pick a fight. You agree with most of the Crew that it would be best
to search the ship as the most likely place for the treasure, and maybe the headquarters after.
Count, thinking the intel must have been bad, wants to see behind the metal door (8) first.
Devin disarms a trap and
Bellandra figures out the puzzle lock and unlocks it. You are standing back ready with your cudgel and holy water as
Count flings open the door. Nothing happens.
Count steps up and takes a look, then makes a disgusted face as he looks down into a large hole. Swiftly he steps back and
closes the door again, motioning for
Bellandra to lock it again.
Count looks a bit sick as he describes
a huge grotesque slug below with many babies and some shadows tending it. Then he postulates
it is ALL an illusion. [Wisdom check]
*Success* You use your connection to the natural world, enhancing it through your Druid's Orb.
Outside of the magical nexus, the ship, and evil down in the hole, you detect nothing amiss in natural world for the ice elementals are a part of it. There is nothing else around.
Kyp has returned to the Crew, which is going to search the ship.
Captain Aylar is descending from the Crow's Nest as he sees Crew coming. The beachfront has nothing for you except the frigid tide coming in and night falling.
You realize the Crew needs to leave soon or face the arctic night, hypothermia and frostbite. Captain BenKii: (roll dice*3)
With the action over you finally reach the vault and the treasure, only to find the treasure turned out to be some kind of hologram. Intuitively, you believe the most logical place to search next would be the vampirate captain's ship. Perhaps she stowed the treasure there. You suggest that the crew rendezvous with
Captain Aylar and
search the ship as the most likely place such a large cache of treasure could be concealed.
Devin, Bellandra, Argy and Gilius agree, as does Grog'tial although he wants to go on to search the offices and headquarters.
Devin says he has sent
the cat to scout ahead that way first.
Argy mentions that the bat sees
ice elementals outside near the nexus on the map and that she wouldn't go that way.
Devin agrees, unless the bat scouts closer and sees something of interest. "Or maybe, just maybe, we leave well enough alone and not fight the giant ice monsters. I for one would prefer not to have my arms ripped off by a bunch of big ass abominable snow things. Ya know... just a thought," you say.
Count opts to search behind the metal door to the mines (8) first, believing it to be bad intel. Once
Devin disarms the trap and Bellandra puzzles out the lock, everyone backs away. You aim your musket as
Count flings open the door. It reveals a large hole in the ground. It looks to be about 100 ft/30m straight down with no ladder and no rope in sight. While
Grog'tial might make it with that parachute backpack of his, you have none, and no way back up unless somehow 'magic' can make you fly. You see
Count look over the edge. He swiftly pulls back with a sickly disgusted look and shuts the door, motioning for
Bellandra to lock it, reporting a giant ugly stinky slug and its babies at the bottom. It looks like no leaping into deep dark holes for you today.
Then
Count declares this may all be a hologram and declares he's aware of one particular kind of creature able to conceive a mirage that essentially alters reality. "Can ye guess what creature is that?" he asks. For a moment you
wonder if Count knows Q, or has had previous access to a state of the art holodeck. You have to admit what you've seen so far would make a hell of a holodeck program. You'd hate to think of the ladies as mere holograms though. The Prime Directive forbids you from saying anything as
the Crew finally takes your advice and heads back east to search the ship.
Durik: (roll dice*3) [Fire oil lasts until Turn 9]
You agree with
Bellandra's suspicions. "Also how would illusion remain if mage dead? Maybe real tresure elsewhere"
You watch as several of the Crew search the vault.
Devin suggests the illusion was meant to tempt and torment
Captain Baldbeard. You remember the vampirate captain seemed angry at
Captain Baldbeard and wanted his treasure for herself. Then
Devin finds a small ring and explains that was what the mage attached the illusion to so it would still last even when the mage left to go pirating.
Devin makes sure the ring isn't cursed or evil then picks it up and
tosses it to Captain Baldbeard who looks at it and puts it in his pocket.
"Well mateys, unless some of ye magic ones can find treasure, we have to search big cave, for example east," you say. You have all already searched this area, the only way left is either outside the cave, which
Devin and Captain BenKii agree is probably a bad idea, or east. Many of the Crew agree that the ship probably holds the treasure. but
Count wants to look behind the metal door (8) first.
Devin untraps it and Bellandra manages to unpuzzle the lock. You are ready as
Count flings it open. Nothing is there but a big hole with no way down.
Count looks down the hole and makes a funny disgusted face. He swiftly steps back and closes the door, saying there is only
a huge ugly stinking slug and its babies down there with some shadows. No treasure.
Devin tells the Crew the
cat has found the offices doorway is magically trapped. Searching there will have to
wait until Devin can disarm it, after searching the ship.
You follow
Devin and the Crew back towards the east. He stops where you froze the
creepy golden finger and toenails to the icy ground. As you approach they start to jerk,
trying to break free to get to you. You don't like this. It is very freaky!
Devin: (roll dice*3)
On the way back towards the eastern passage to the ship you stop to regard the
golden fingernails and toenails now frozen in holy ice. As
Durik approaches they begin to vibrate, as if trying to move towards him. [Wisdom/Arcana Check]
*Success* You arrive at the conclusion that
these are more of the cursed gold Beckett seems so fond of. As such it will take
extreme magical fire, dragon's fire breath or phoenix fire to melt and destroy them. You could ask
Captain BenKii to use his fire breath, but that seems a waste. Sighing, you motion to
Durik to lay his sack on the ground and
use your silvered dagger to separate the small ice blocks from the ground, while leaving the cursed golden finger and toenails frozen inside and ease them into the sack. You roll it up and
tell Durik to take it to either the admiral or Sensei as soon as all of you are back aboard Ship. [per PM] The number of cursed items Crew finds seems to be increasing.
The Crew arrive at the ship without incident, navigating around the ash in the eastern tunnel.
Aylar: (roll dice*5) [Fire oil lasts until Turn 9]
As you see the Crew approaching the ship
you descend from the nest. Once they tell you that
the treasure in the vault was an illusion, you notify them of the
beshadowed chests in the hold as well as your intention to hopefully
dispel the shadows guarding them using the captain's medallion without any hostile engagement being necessary.
Bellandra suggests not to open or dispel them alone as they might not be an illusion and it could provoke an attack.
"The captian's medallion should work for you just as it did for Count Karnstein aboard the Denuvo." Clíodhna informs you.
"And your Phoenix charm should repel them regardless. It would be wise to take Crew with you. The more charms in the vicinity the quicker the shadows will want to leave once you tell them to begone back to their own plane." You strengthen your and the Crew's charms as you descend into the hold with Crew following. Once again the shadows rise as you approach, however this time you have the captain's medallion and they stop as if waiting while also being repelled from the light. With the voice of command
you order the shadows to begone from this ship back to whence they came, never to bother you or any of the Crew again. The effect is immediate as
the shadows fade directly away. You can feel it as their presence leaves the ship.
With the shadows gone the atmosphere aboard the ship is lighter and you can sense
the full shields and magic has now passed with the medallion into your keeping. Clíodhna informs you that with the captain's medallion in your possession
it should allow you to take the ship out with the treasure inside to anchor near enough to let
Baldbeard's ghostly crew unload it themselves. As long as you are wearing the captain's medallion it should be safe as
the Nexus is attuned to the ship and the
ice elementals shouldn't interfere with the ship exiting the sea cave. The sun is swiftly going down and
night is coming. Crew will soon need to be somewhere they can get warm, preferably with hot food and drink.
There in the hold of the vampirate ship Crew sees the reality of the illusion they saw in the vault. Before them are
chests of gold, silver, precious gems and glittering jewels, all on display.
Captain Baldbeard smiles as the Crew beholds his treasure. He wasn't called the Wolf of the Sea for nothing.
*Hypothermia rolls: Borderline, in danger of Level 1;
Bellandra, Kyp Loot available: dirty linens/laundry, plain beat up tankards, gaudy disgusting clothing, a few strange silvery tokens
_____
GM Note: Turn 6 ran long. Further investigation of the ship and offices will have to be done this next turn, but Crew will have
very little time before night falls and the cold becomes deadly. Make sure you don't stray too far. Crew has already found the treasure, now you must get it back and face the ghosts. The offices doorway is magically trapped. It will have to be disarmed before the offices and headquarters can be searched.