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Argy recalls the info about the bat's discoverings.
"Thar be ice 'lementals near the nexus. I'd bet they be guarding a magical portal or stuff like that. Arr, I wouldn't go that way..." "And I noticed three vampirates crossing the bridge towards the beach before... They be all dead now, true??"

Unless crewmates able to do so find Baldbard's treasure hidden under an illusion nearby, she thinks the best course of action is moving again to the eastern corridor to search the ship, or head to the offices and headquarters area, as they seem likely locations for the treasure cache.
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gogtrial34987: but if those are ice elementals, then they must be guarding something important...
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bjgamer: Like maybe set as sentinels to guard against any other ships or longboats getting into the cave without being trapped ... kind of like Icy was ....
So this is the part where the GM says "Are you really sure you want to go picking that fight?"
But, but... we were under strict orders to kill 'em all!

*sighs* okay then, I guess after Icy I have developed a soft spot for Ice Elementals. A̶r̶g̶y̶ ̶m̶a̶y̶ ̶r̶e̶m̶a̶i̶n̶ ̶q̶u̶i̶e̶t̶ (Grog'tial will just happen to have been out of earshot when Argy spoke up), so that they (and we) may live. :P

@Argy: yeah, I killed all three vampirates which came over the bridge. (Still riding the high from that!)

Anyway, enough thinking and talking. Time for taking actual actions, before the GM has us standing around for an entire turn, developing hypothermia.

If there are no further discoveries at the vault, Grog'tial will head to the headquarters, lifting his legs high and swinging his arms every so often to keep the blood circulation up, giving rooms passed through on the way a methodical but swift once-over, staying within earshot of at least one other crew member (assuming any others move in the same direction), and stopping at the first interesting / worthwhile discovery, which will be checked out with his dirk. Any enemies encountered on the way get a crossbow bolt to the heart or a dousing with holy water, as appropriate, and he'll call out for assistance if needed.
Post edited December 04, 2024 by gogtrial34987
"Bad! Bad, stupid squid!" - Count scolds cat o' nine tails while shaking it angrily, both embarrassed and dumbfounded by the fact he 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!"

Count concurs with Bellandra's notion of apparent pointlessness of the illusion in the vault. 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. If we be sure 'tis not 'ere, I'd opt fer checkin' 'hind the metal door first. Perhaps our intel be slightly off the mark."

"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?"

(I assume the vault is considered to be safe as according to the map we're all inside already).
Count will thoroughly check the vault's walls and floor, trying to find out whether is there still more than meets the eye (loose stones, levers, buttons, illusionary walls, drafts etc.).

If the above proves fruitless, Count will check the locked metal door(8). He will determine whether it may be worth opening them judging by its condition. If the door looks like could have been used recently and the lock is operational, he will try a "? key" on it. Otherwise he will discard the idea.

In case of opening the door(8), Count will look inside. If the lead looks promising, i.e. it seems like inside could be used for storage by vampirates, Count will first summon the spider and command it to go few meters ahead in case of traps, then will follow carefully. If going inside looks like a bad idea through and through, he will stop there and close the door.

Unless somebody else made some discovery in the area, for lack of a better idea, Count will stick to the nearest companion going to the other parts of the cave.
Post edited December 04, 2024 by ssling
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gogtrial34987: But, but... we were under strict orders to kill 'em all!
You're right, I told you that first in PM. I meant all inside the sea cave, as the vampirates and/or their servants they released would have just kept following you to pick you off one by one all the way back. Icy did a freezing good job of distraction and the vampirates' rolled that they were so taken up with that fight that they didn't release the ice spiders. Now if you want to release the ice spiders, invoke some shadows and disturb the ice elemental sentinels outside on the principle of the thing ... be my guest. I just thought you might like to live to get away with the treasure. :P *evil GM grin*

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gogtrial34987: ... Time for taking actual actions, before the GM has us standing around for an entire turn, developing hypothermia.
Right again, I would. As he hovers on the cusp of shivering, and a cold sensation starts creeping beneath his thermals and into his bones, Grog'tial decides maybe it is time to move around a little. (As this is just teasing a few jumping jacks or jogging in place a moment will alleviate it.)

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ssling: "Bad! Bad, stupid squid!" - Count scolds cat o' nine tails while shaking it angrily, both embarrassed and dumbfounded by the fact he 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!"
LOL. Did you miss the part where the Cat O' Nine Tails is sentient? It loaned itself, you are not it's person and you were about to douse it's fleshy tentacles with holy water in an arctic frigid environment. It reacted as any cat-squid would while also taking care of the incoming enemies. :P
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DiffuseReflection: "Why make an illusion inside a locked vault? And one that dissipates so easily? Be on yer guard, this may be meant to distract us." She looks around trying to spot a trap. "Be sure to keep the door open, so we be not locked inside this vault ourselves."
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phaolo: "Me agree with dis, suspicious"
"Also how would illusion remain if mage dead?"
"Maybe real tresure elsewhere"
"The door won't shut completely," Devin says, nodding to where he's slipped a small piece of metal into the jam. He scans for traps before he begins to look for a small item in the area where the treasure illusion was. "If the vault be unlocked 'twould have been a clue. No self respecting thief would have trusted it," he tells them. "Be it the real treasure I be expecting shadows left to guard it. The illusion didn't dissipate until Captain Baldbeard got close to it. Be my guess 'twas meant to tempt and torment him by disappearing should his ghost ever return. I agree with Captain BenKii. The ship was shielded against spectral energies like Baldbeard's phantom sharks. That makes it the most likely place she would hold his treasure. As for how the illusion remained," Devin nods to a small ring left close to the rock wall in the ice. [GM confirmed per PM] "There. It be as the admiral said. Magic in the Weirding Sea be often attached to an item. They would want the illusion to remain the times they be out plundering, so the mage attached it to a small piece of the treasure. It be easier to use something from what the illusion be meant to look like." He will scan and test the ring, and if he deems it safe will pick it up and toss it to Captain Baldbeard.

Devin nods approvingly as he sees Grog'tial checking around with his dirk before the half-dwarf studies the map and says, "No use in all of us standing around in the same spot. Some of us should check out the Headquarters and Offices. The captain came from that direction, so even if we don't find the treasure there, chances are that there'll still be some good loot. We can check in with Aylar on the way."

"The cat be already back that way. I be sending it ahead to scout those passages and areas first while we report to Captain Aylar and check the ship," Devin tells Grog'tial as he agrees on checking in with Aylar and the ship first. "No need to be running into more enemies, illusions or traps before it be scouted." Devin sends the cat ahead to scout the eastern passages, areas, offices and headquarters (11, 13, 14, 16, 17), for enemies, traps or possible hidden passages, magical and non, and to report what it sees or finds.

Hearing Argy's information, should Grog'tial suggest any of them going out to check out the area of the Nexus, Devin will agree with Captain BenKii. "Best left alone. They be likely set to guard the portal and prevent entry or tampering with the Nexus, but perhaps not exit should we be aboard the ship. My guess would be it powers another illusion and shield to hide this place from the outside and be attuned to their ship. That be what they do in the Weirding Sea. Without Grog'tial's ribbon to control them, that be a fight I prefer to avoid if possible." He pauses then looks to Argy. "Perhaps Argy could send her bat out to scout closer first and see what we might face and if there be anything that deserves our attention before we get ourselves into a fight we may not be ready for where it be yet colder and more exposed?"

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ssling: "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. 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."

If be determined to attempt the metal door at 8 and it looks like it can be lockpicked or opened by Count's key or Bellandra's puzzle knowledge, then Devin will first check it and disarm any traps. Once unlocked he will back away several steps on an angle to it and draw the Moonbow, urging the others to also back away quickly, staying away from a line directly to the front, and be ready while nodding to Count to fling open the door and dodge away, anticipating possible shadows.

Devin will agree with Captain BenKii and Grog'tial and votes for the Crew to go first to rendezvous with Captain Aylar and check the ship while he sends the cat to scout the other areas east for enemies and traps ahead of any Crew. On the way he will stay alert for enemies and traps, especially around the ship itself. Are the cursed gold fingernails and toenails dealt with? If not, does he judge a drop of lightsheen will do it, or will they need phoenix or dragon fire? Priorities: One turn left on Moonbow, priority would be to use it for any shadows encountered. Defend Crew as he can, prioritizing those in most need or danger. Assess and deal with any other possible cursed items once the fighting be over and Crew seems safe enough.

[Devin comments on questions, reveals the illusion source and sends the cat to scout east while agreeing with Captain BenKii that the ship be the best place to search next. He disagrees with disturbing the ice elementals outside unless Argy's bat scouts and reveals something that deserves attention. He will detect traps and assist with the metal door at 8 and be prepared for possible shadows. Otherwise he urges to rendezvous with Captain Aylar and check the ship before going further east and deals with cursed items if possible. Priorities listed.]
Post edited December 04, 2024 by Devsea
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Devsea:
Sheesh, Mr. MVP. Ye don't need to be showing and telling them all the tricks, just because Devin's been there before. Ye might leave yer GM a few trick surprises. :P

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ssling: "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?"
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Devsea: ... and Grog'tial's dirk would be glowing like a mage light be it the case."
Hm. I may have to side with Count on this one. Grog'tial's dirk could be glowing, but the illusion could be that it isn't glowing. Something for me to keep in mind for future. ;)

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ssling: "... '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?"
Good thought about that possibility Count! Not meaning to make you paranoid like Grog'tial, but it's good to be careful and suspicious of alternate possibilities where Crew be headed. :D
Post edited December 04, 2024 by bjgamer
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bjgamer: Kyp has telepathy with marine creatures, and with Clíodhna because phoenix can use it with all. Bellandra is not a marine creature and so cannot hear you.
Bellandra can heart speak her ship kin and Clíodhna, but not Kyp or other Crew.
Kyps Cliodhna then, and if Cliodhna is close to Bellandra Kyp uses Cliodhna was a middle man of sorts.
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bjgamer: Sheesh, Mr. MVP. Ye don't need to be showing and telling them all the tricks, just because Devin's been there before. Ye might leave yer GM a few trick surprises. :P
Ye have only yerself to blame, Fair One. M'Lady requested Devin look after her Crew. This Devin will do until that request be no more. (Mayhaps one trick.) :P
Aylar will survey Crew's actions and charms state until he determines that enough are approaching the ship to rendezvous and that the rest of the Crew can handle themselves well enough with no vampirates or other hostiles about. If that doesn't happen this turn, he'll patiently stay posted (with some warmups if he feels the need), but otherwise he'll get down from the nest and exchange information with Crew, notifying them of the beshadowed chests in the hold, as well as his intention to hopefully dispel the protection using the captain's medallion without any hostile engagement being necessary.
[My post disappeared somehow... :( Rewriting it.]

If Kyp succeeded in contacting her with the help of Cliodhna, Bellandra would help Kyp with the Puzzle as best she could. She would also inform the other crew of Kyp's finding. She would suggest that the location of the slider, on the other side of the wall from the vault where they now were, could indicate it would be related to the vault.

She heard Devin's explanation of the illusion. She suggested to take the ring, if if did not seem cursed. "Mayhap even if it has no other power, we can project its illusion elsewhere to lure and confuse our foes."

She would briefly check the vault with her knowledge of puzzles and treasures to see if anything still seemed hidden. Then she would explore the surrounding area, but if nothing else was happening, she would suggest to go to the ship where Aylar was and explore it and the areas nearby. If she heard Aylar's information about the beshadowed chests she would suggest not to open or dispel them alone, as it might not be only an illusion here, and the attempt might provoke an attack.
After the combat's end, Gilius follows the party to the plaza and then, the vault. Once the illusion dissipates, he listens to the crew and agrees upon searching the ship and maybe the headquarters after.

Normally, he would rather have everyone stick together, but since there might be lots of places to search and since the crew doesn't have much time because of the frost, maybe it could be wise to divide the crew to search faster ?

While they are discussing and investigating the vault and the secret passage, Gilius goes to the prison (5) to looks for possible prisonners and evaluate the spiders. (spiders first)

Once he has a visual on the spiders, he tries to focus and communicate like he did with the spider in the tower's basement in the harbor. He tries to feel if it is unnatural and evil, and if it's a threat to the crew. If it's not, he'll try to negociate a possible release, but in the more likely case that they are dangerous and not to be trusted, he will keep his distance and let them captive.

He will visit the other cell block for possible prisonners. In case there are some, he will talk to them to assess what to do with them. Are they to be trusted ? Anyway, he will report to the crew and Clìodhna before any decision to be made.

He will also keep an eye opened for possible loot near the cells or at the plaza.
Then, Gilius will focus and try to feel for any sign of life in the vicinity, and try to locate it if there is some.

After that, he will go back to the beachfront and check visually for Aylar before checking on Kyp and his findings.
Mission 6 - Turn 7
*Turn Ends 11:59PM UTC, 12 December 2024.*

GM NOTE: Due to my own and several Crew RL schedules for early next week, this turn will be extended to next Thursday. Good luck on finals Kyp!

In order (this post): Aylar, Kyp, Devin, Bellandra, Grog'tial, Baldbeard, Argy

Aylar: On ship. [Fire oil lasts until Turn 9]
You survey what you can of Crew's actions by monitoring their charms from your watchful position in the Crow's Nest, patiently staying posted with occasional warmups when you feel the need. So far everything seems steady. While the rest of the Crew has disappeared into the passage leading to the vault, you see Kyp in an alcove down on the beach, studying the rock wall there.

Kyp: On beach. (roll dice*5)
You examine the door, which faces southwest at the narrow part of the rock. You figure it is probably a pass thru to the other beach (south 10), unrelated to the vault to the west which is 30ft/9m higher. You try to reach Clíodhna to use her as a middle-man to ask Bellandra about the puzzle, but she seems too far away for you to reach her telepathically. It takes you several tries of sliding the puzzle around, but you finally manage to work it out for yourself. It reveals a central panel with a place to fit a medallion, which you don't have. Without it the rock door remains sealed shut. To go around will require swimming. The icy water does not look inviting and would probably give even a full Mer hypothermia. You shiver just thinking about it and wonder if your dragon turtle friend is enjoying the warm sun much further south. Everything seems quiet now, except for the lapping of the tide. Perhaps it is time to check on the rest of the Crew.

Devin: (roll dice*9)
You enter the vault cautiously, on alert for shadows as you slip the small magic-nulling wedge you carry into the jam, preventing the door from fully closing and locking Crew in. As Captain Baldbeard approaches the treasure you see it vanish. An illusion.

"Why make an illusion inside a locked vault? And one that dissipates so easily?" Bellandra asks. "Be on yer guard, this may be meant to distract us." She looks around trying to spot a trap. "Be sure to keep the door open, so we be not locked inside this vault ourselves."

"Me agree with dis, suspicious," Durik says. "Also how would illusion remain if mage dead? Maybe real tresure elsewhere."

"The door won't shut completely," you assure them as you scan for traps and look for a small item in the area where the treasure illusion was. "If the vault be unlocked 'twould have been a clue. No self respecting thief would have trusted it," you say. "Be it the real treasure I be expecting shadows left to guard it. The illusion didn't dissipate until Captain Baldbeard got close to it. Be my guess 'twas meant to tempt and torment him by disappearing should his ghost ever return."

When Captain BenKii suggests the crew rendezvous with Captain Aylar and search the vampirate ship as that would be the most likely place to conceal such a large cache of treasure, you agree. "The ship was shielded against spectral energies like Baldbeard's phantom sharks. That makes it the most likely place she would hold his treasure. As for how the illusion remained," you nod to a small ring left close to the rock wall in the ice. "There. It be as the admiral said. Magic in the Weirding Sea be often attached to an item. They would want the illusion to remain the times they be out plundering, so the mage attached it to a small piece of the treasure. It be easier to use something from what the illusion be meant to look like." You test the ring. *Success* Detecting nothing more than the residual of illusion magic, you deem it safe enough and toss it to Captain Baldbeard.

You nod approvingly as you see Grog'tial checking around with his dirk. He be learning. When he studies the map and proposes going back and checking in with Aylar on the way to checking and looting the offices and headquarters, you tell him you're sending the cat ahead to scout first. You send the cat to scout the eastern passages, areas, offices and headquarters (11, 13, 14, 16, 17), for enemies, traps or possible hidden passages, magical and non, and tell it to report what it sees or finds. The cat skirts past the rapidly cooling ashes in the eastward passage and moves stealthily eastward.

Once everyone has satisfied themselves that the vault was simply bait and no treasure is to be found there, you retrieve your small wedge from the door jam and let it close. Count Karnstein opts for checking the metal door nearby marked 'mines' on the map (8). You check the door for traps and disarm one then seeing another puzzle lock, you step aside to let Bellandra at it, backing away several steps at an angle readying your Moonbow in case shadows be behind that door.

The cat reports no enemies found on the path to the offices, but the doorway into the offices is magically trapped and will need to be disarmed. You inform Grog'tial and the others of this. Those areas will have to wait until you can disarm the trap after searching the ship. For now your concentration is on what may be coming from behind that metal door.

Bellandra (roll dice*3)
You gaze at the crawling disconnected vampirate arms and are very glad once Captain Baldbeard and Argy's flaming pan reduce them to ash.

As you enter the vault, you wonder about your recent performance. First you failed to dodge the bolt, it had come at you so fast out of the dark where you couldn't see. Then you had hit but not finished off the vampirate on the beach and missed the one in the passage. Now it's taken you two tries to solve the puzzle and unlock the vault door. Mayhap it be just bad luck, but you resolve to check your gear in case anything seems cursed or otherwise off.

Once the illusion is revealed, you look around, trying to spot any trap but see none. "Why make an illusion inside a locked vault? And one that dissipates so easily? Be on yer guard, this may be meant to distract us. Be sure to keep the door open, so we be not locked inside this vault ourselves."

Durik agrees with you. Devin answers you both, nodding to where he has jammed the door while he checks the vault for traps. He studies the area intently and then points out what was used to anchor the illusion, which he theorizes was aimed at tormenting Captain Baldbeard should his 'ghost' show up. Devin checks the ring and finding no curse or evil to it, tosses it to Captain Baldbeard as it had once been part of his treasure. You notice a pensive look on Captain Baldbeard's face as he stares at it as if it means something to him. Then he takes a deep breath and pockets it.

You briefly check the vault with your knowledge of puzzles and treasures to see if anything still seems hidden after Devin has gone over it. You note that Grog'tial is doing the same with his dirk and Count is also thoroughly investigating it, convinced that something must be hidden here and you all are being made fools of. Even exploring the surrounding area you find nothing. It seems it was a ruse geared to torment Captain Baldbeard and fool his ghostly crew by a very bitter ex-girlfriend goaded on by Beckett.

Finding nothing, you agree with Captain BenKii, Argy, Grog'tial, Gilius and Devin to go to the ship and report to Captain Aylar before exploring it and the surrounding area. Count opts to first search behind the metal door (8) to the mines. Once Devin disarms the trap it reveals another puzzle lock. You study it carefully. *Success* This one is easier for you to crack and you soon have the door unlocked. Devin backs away several steps at an angle to the door and draws the Moonbow. He urges you all to back away quickly and to stay away from a direct line to the front of the door. Then he nods to Count to open it and dodge back away.

Grog'tial: (roll dice*2)
You notice Devin nod at you approvingly as you use your dirk to check that the illusion is really just an illusion because you know that the best way to hide something is right where it is, but then disguised as not being there. It makes perfect sense and is something you would do, but it seems these vampirates were not as smart as you after all.

You study the map. "No use in all of us standing around in the same spot." you tell the others. "Some of us should check out the Headquarters and Offices. The captain came from that direction, so even if we don't find the treasure there, chances are that there'll still be some good loot. We can check in with Aylar on the way."

"The cat be already back that way. I be sending it ahead to scout those passages and areas first while we report to Captain Aylar and check the ship," Devin says as he agrees with you about checking in with Aylar and the ship first. "No need to be running into more enemies, illusions or traps before it be scouted."

You hear Argy inquiring about the three vampirates her bat showed her crossing the bridge and proudly tell her you killed all three of them as you are still riding the high from that feat.

Once it is determined the treasure isn't in the vault and there are no further discoveries to be made there, you are ready to head to the headquarters, but Count wants to check behind the metal door to the mines (8) first. Devin disarms a trap on the door, then stands back with his Moonbow ready as Bellandra works with the puzzle lock. You ready your crossbow as well, standing off to the side.

Devin informs you the cat has found the doorway to the offices is magically trapped. Searching them will have to wait until he can disarm it, after first reporting to Aylar and searching the ship. Bellandra solves the puzzle and unlocks the door. Devin urges Crew to back away and prepare themselves, and to not stand in a line directly in front of the door as Count reaches to open it.

Captain Baldbeard: (roll dice*3)
You stare at the place your treasure was supposed to be. For a moment you saw it all, then it was gone. Vanished. Nerissa! Dead and now finally gone, and still she tempts and torments you with her favorite game ... to dangle the prize in front of you and jerk it away.

Bellandra cautions to make sure the door doesn't close and lock you all in as she looks around, suspecting a trap. Devin assures her that won't happen, indicating he's rigged the jam somehow as he also scans the area for traps before carefully studying the ground where your treasure had seemed to gleam. Grog'tial pokes about the area with his dirk, a suspicious look in his eye while Count follows, examining the walls and floor. Then Devin points to something on the floor, explaining that the mage attached the illusion to a single small piece of the treasure. He carefully tests it for curses, then once satisfied he picks it up and tosses you the small golden ring with an emerald as deep green as Nerissa's eyes. It is the ring you gave her right before sailing off to track down the treasure, back when you were still under her spell. Then it had been a promise, but that was before you had heard the stories of her perfidy and become known as the Wolf of the Sea.

Captain BenKii suggests you all return to rendezvous with Captain Aylar, surmising the vampirate ship as the most likely place for Nerissa to secure your treasure. Argy and Devin agree while Grog'tial wants to search and loot the offices and headquarters. Count first wants to check behind the metal door (8) marked 'mines' on the map, thinking the intel your ghostly crew supplied may have been bad. You look at the ring in your hand and shake your head slightly then slip it into your pocket.

Devin checks the metal door and disarms a trap, then backs away and lets Bellandra study the puzzle lock. Once she solves it, you grip your holy water and raise your cudgel, ready to battle as Devin urges you all to stay away from in front of the door and Count reaches to open it. Afterwards, Count suggests it might ALL be an illusion. You finger the ring in your pocket and disagree. To you this seems all too real.

Argy: (roll dice*2) [Fire oil lasts until Turn 9]
You recall the information your bat has discovered and inform the Crew. "Thar be ice 'lementals near the nexus. I'd bet they be guarding a magical portal or stuff like that. Arr, I wouldn't go that way..." you say. "And I noticed three vampirates crossing the bridge towards the beach before... They be all dead now, true??"

Devin agrees with you. "Aye. Best left alone. They be likely set to guard the portal and prevent entry or tampering with the Nexus, but perhaps not exit should we be aboard the ship. My guess would be it powers another illusion and shield to hide this place from the outside and be attuned to their ship. That be what they do in the Weirding Sea. Without Grog'tial's ribbon to control them, that be a fight I prefer to avoid if possible." He pauses then looks you. "Perhaps ye can send yer bat out to scout closer and see what we might face and if there be anything that deserves our attention?"

Captain BenKii says "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."

As nothing but the illusion is found in the vault you think the best course of action is moving again to the eastern corridor to search the ship, or head to the offices and headquarters area, as they seem likely locations for the treasure cache. Count proposes to check the metal door (8) nearby. Devin disarms a trap and backs away, drawing his Moonbow as Bellandra works on the puzzle lock. You also back away, lifting your flaming pan, prepared to flambe whatever comes out of that door.

(To be continued below ...)
Attachments:
Post edited December 06, 2024 by bjgamer
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
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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.
Attachments:
Post edited December 06, 2024 by bjgamer
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Devsea:
Grog'tial eyes Devin. "Do we make a quick dash for the offices? In, grab, and out? I'm no good with magic traps, so up to you. Could be a waste or time, but might be worth it?"

While waiting for an answer, Grog'tial checks out the silvery tokens with his dirk.
Post edited December 06, 2024 by gogtrial34987
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gogtrial34987: Grog'tial eyes Devin. "Do we make a quick dash for the offices? In, grab, and out? I'm no good with magic traps, so up to you. Could be a waste or time, but might be worth it?"

While waiting for an answer, Grog'tial checks out the silvery tokens with his dirk.
Devin nods to Grog'tial. "Aye, I be willing if I not be needed here to check the mage's and captain's cabins first. The captain's medallion should be allowing Captain Aylar into the captain's cabin, but the mage's cabin should not be touched by the unwary. Truth be it be best for Aeshma or M'Lady to deal with the mage's cabin. Let's just be saying I have dealt with one before and do not relish the thought of doing so again," he says ruefully.

"Let us be going quickly then, though I doubt we be finding much off ship. Most vampirate crews be keeping anything valuable on their shielded ships or sky island fortresses in the Weirding," he informs any Crew near enough to hear as he watches Grog'tial using his dirk to check the silvery tokens. He motions to the tokens and tells Grog'tial, "Take them. They be trade tokens made of an alloy that be unable to be cursed or magicked and they be more valuable than gold where we be headed. It be good ye be cautious though."

"Durik, don't be putting anything else in that sack of yers with those cursed gold fingernails. I have not seen such things before and not be knowing what effect they might be having with other loot ye put in with them. Ye not be wanting to return with an entire sack full of curses, do ye?" Devin cautions Durik.

Devin would check with Captain Aylar and do a quick check for traps in the captain's cabin first. If possible he would prefer to leave the mage's cabin to Aeshma or his Lady of Stars and warns the Crew not to go there. Then if there be time he will dash with Grog'tial and anyone who wishes to come to the offices and headquarters. The condition be that Crew wait for him and the cat to check for traps first, stay wary, check any suspicious items and leave quickly by a certain time [to be GM determined based on GM's warning].

Devin will disarm the magical trap in the doorway of the offices, then send the cat to scout ahead swiftly and stealthily. He will check the areas for traps as quickly and thoroughly as he can given the limited time and disarm any he finds, prioritizing safety over looting. He will tell Grog'tial to bring any important looking documents he finds and Devin will as well while he scouts for hidden safes or caches. He warns Crew to pay attention to their charms and be especially wary for shadows as they have not the captain's medallion with them. [I be assuming that should stay on the ship with Captain Aylar to shield and control it.] Argy's lantern, their charms Aylar be strengthening and fire weapons be their best defense with those.

Priorities: Defend Crew as he can keeping mind to keep clear line of fire for shooters and room to dodge. Lightsheen on rapier and silvered dagger for any shadows, shadow step reserved for necessity or dire circumstance as it be a moondark night. Scout, detect and disarm traps and retrieve any important documents, information or checked magical items. Check any suspicious items Crew finds, deal with them if he can and tell them which to leave alone as they may not have time nor resources to deal with them all.

[Devin agrees to go to the offices/headquarters with Grog'tial and disarm traps for Crew with certain conditions, after he checks with Captain Aylar and checks/disarms any traps in the captain's cabin. He warns the Crew away from the mage's cabin and hopes not to have to deal with it himself. (memories) He tells Grog'tial about the silvery trade tokens and Durik not to put any loot in the sack with the cursed fingernails. List of actions and priorities.]

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[OOC: Mage cabin refers to a previous experience Devin prefers not to repeat, Fair One. :P Confirmed with GM that the tokens be what Devin thought they be. I am one of the players that will be unable to post for a few days coming up so Devin's responses may be delayed.]
Post edited December 06, 2024 by Devsea