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After the morning briefing concluded, Count Karnstein went to his cabin and fell asleep. A nocturnal animal he was, woke up an hour before dusk. Well rested, Count prepared and drank his Mint Tea and, while doing so, studied the illustrations in the book about beholders. Only after that he emerged on the main deck.

"Evenin' folks" - most of the crew was apparently already there, slowly getting ready to depart. Count with curiosity took note of the Grog'tial's parachute. "Goin' campin', mate?"

He didn't have any preference as to which objective follow, so only nodded affirmatively when informed about the group he got assigned to.

( Just a quick note/reminder to GM, since gloves became apparently high demand fashion item currently, Count already got his pair in Part I :))
Post edited October 02, 2024 by ssling
Captain's Log Mission 1:
Admiral Cliodhna have assigned our tasks. Captain Aylar will lead the team going to free the prisoners while I will lead the team to retrieve the carver and figureheads. Hostile activity is expected to be low but there are reports of undead to the East of our landing zone. We would do best not to alert them as I don't wish to be zombie chow. I put on my gloves and make sure my charm is secured nicely to my outfit. I board the griffon Zeffyr with Bellandra, Gilius, and Durik. During the ride I attempt to read my book of Extraplanar Hoaxes but admit the bumpy ride made it hard to concentrate. I did have some nifty illustrations though. When we land we make for the nearest cover of bushes and trees to stay out of sight and stealthy. I survey the carver's house from our hiding location looking for any guards or potential entrances. There are sure to be enemies abound, however, I will try to perform this mission without any unnecessary bloodshed. In the case things turn for the worst, I attach my potato to my musket. Will it be enough to suppress the sound. Who knows? I do have the advantage in this area of not being recognized. Perhaps I could talk my way inside the house.

Questions to my team in a hushed voice:

"Bellandra, do ye sense any of yer kin, inside that house?"

"Gillius, anyway ye can increase our foliage to remain undetected?"

"Durik....." looks at Durik's huge cudgel, "Nice bat."

BenKii makes sure his gloves and Resist Evil charm are equipped before boarding Zeffyr. During the ride he will try to get some reading done with the Extraplanar Hoax Book. Upon landing, BenKii will make for the closest bushes to remain undetected and then survey the carver's house for any potential threats. He will then screw on his potato to the end of his musket.
Post edited October 02, 2024 by BenKii
Having reviewed Devin's report, Aylar thinks back to the harbor map for a moment. While it would not do well for the morale to see this as a definite trap, the enemy has likely prepared for the possibility of their plans being threatened. With this in mind, he will caution the Crew to keep the undead to the northeast in mind as a source of a much more swift enemy backup, should any of the teams be discovered - it would indeed not take long for them to reach the carvers', and he feels rather sure that they might have access to the prison tunnel below from their location as well - it would serve their goals to keep the whole sordid operation secret, after all. For that reason, everyone ought to stay together, keep an eye out for each other, and be ready to alert if anyone's amulet starts glowing. Aye, it will be best to trick them so thoroughly that their defense mechanisms won't even be sprung, and undead be a formidable foe, but we be prepared our defenses accordingly, and any felled are a hit to their ranks. Once stealth becomes impossible through circumstance, give no quarter and have no fear.

A few refresher points of plan for Crew's benefit also:

After taking landfall, we shelter, survey and prepare - once Jac's crew and Devin have well-started their diversions, that be the time to move in, and that be also when Aylar will signal the glamored Ship to move into position at the docks .
After Team 1 done their task, Zephyr will prioritize the ferry of his kin over the wall - luck be fair, Gilius' protection be enough for that, but it be wise to keep an eye out for any enemy coming in until all of them be safely over - especially if they be undead and nae just guards.
For Team 2, if distraction goes well, there hopefully be no need to fight the guard, either at all or at diminished numbers. Still, be prepared to encounter surprise backup, and prioritize getting the prisoners out safely.
If all fares well, both teams will be able to reconvene at the docks where the Ship by then be stationed. That be the point at which Aylar believes Bellandra reaching out to her kin entrapped on the fleyt would be most beneficial, both for the Crew's escape and their own opportunity at gaining freedom and retreat, but he will leave the timing to her judgement.
Even if the enemy gets their act together to raise a full alarm and attempt to close the harbor, Kyp, Pearl and Finn are to set off at the earliest opportunity for a reason - the chains should be well-eaten through by acid at that point.
As Zephyr would be sheltering with his carry at the inlet awaiting Ship's return at that point (so to be away from all the hectic town action), Kyp, Pearl and Finn, upon having done their part with the chains, ought likely return to the inlet and keep guard - and an eye out in case if Man'o'War decides to return. While depending on the timing it might nae enough to run a warning to the rest of us, ye will still likely have some of that paint left over - and that ship always could use a new keel paintjob, if ye catch me drift. We should be going out of the harbor well glamored, and there is nae as much danger dealing with this thing if it be out of port and preoccupied with other matters than a lone innocent ship leaving town.

[Aylar issues an additional warning about the undead and gives a refresher for the overall plan (as well as an addition regarding keeping the inlet well looked after, and anti-Man'oWar measures). Remember your Holy Waters, stakes, anti-necrotic potions and have trust in your feather charms. It will be nae cakewalk, but we'll get through this.]
Post edited October 03, 2024 by LordKaylar
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BenKii: "Bellandra, do ye sense any of yer kin, inside that house?"
Bellandra whispered back, "Nothing at the house, cap'n, nor at the harbor tower either for that matter. The unloaded fluyt cargo ship nearby, that one I sense to be me kin, but 'tis but a flicker I sense there. That one be not yet awake as I or Pearl, Finn and Zeffyr are." She briefly tried to sense again in case there was any change.

She agreed with Aylar that if the fluyt were to remain docked, the time of their escape would be the most opportune to try to awaken her kin bound to it. However, if the fluyt were to depart early, like that man o' war had, she would like to try to awaken it then, as allowing it to leave still bound to slavery would feel wrong. She would consider the crew's safety though before attempting such a thing early.
Post edited October 02, 2024 by DiffuseReflection
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BenKii: "Durik....." looks at Durik's huge cudgel, "Nice bat."
"Tank you Benchi." :)
"Me can go bonk orc guard, but one must deal with human togeter, if we want hush"
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BenKii: "Durik....." looks at Durik's huge cudgel, "Nice bat."
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phaolo: "Tank you Benchi." :)
"Me can go bonk orc guard, but one must deal with human togeter, if we want hush"
"We may have to go bonk bonk on the guards but only as a last resort. Let's look around the building quietly for another entrance. We may even be able to convince them to relieve their posts. There's one human and one half orc guard. I'm a human and your a half orc. They may buy it but let me do the talking. Unless.... I forget who among you has wanted posters in this area? I don't know if they'll recognize you Durik."
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phaolo: "Tank you Benchi." :)
"Me can go bonk orc guard, but one must deal with human togeter, if we want hush"
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BenKii: "We may have to go bonk bonk on the guards but only as a last resort. Let's look around the building quietly for another entrance. We may even be able to convince them to relieve their posts. There's one human and one half orc guard. I'm a human and your a half orc. They may buy it but let me do the talking. Unless.... I forget who among you has wanted posters in this area? I don't know if they'll recognize you Durik."
"Me has, dat's how they captured Durik before" :(
"But guards just have to guard, they no know about wanted? Me think"
Knowing there's not much else he can do at this stage, and trying not to be distracted by all the changes, waiting for things to start, Captain Baldbeard also brews and drinks his tea and reads through the book he borrowed, swishing his cudgel through the air following the instructions.
Grog'tial informs the rest of his team that - once they're actually there - he intends to use his mirror at every opportunity to locate the entrance to the tunnel leading to the tower (assuming it isn't out in the open). That's where reinforcements would be most likely to come through, and from what he saw with his Dwarven knowledge from the other end, it shouldn't take more than a single well-placed cupcake to collapse it. He already fills in Argy on how to recognize the beam supports where the cupcake would be most optimally placed.

Making use of the vantage point during the flight over, Grog'tial will also carefully note the way the land slopes between the tower and the dungeon, in order to help him locate probable exit points for the tunnel.

[Grog'tial informs the Dungeon team that he'll look for the Tower tunnel, and gives Argy knowledge on how to best collapse that tunnel.]
Post edited October 03, 2024 by gogtrial34987
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phaolo: "Me has, dat's how they captured Durik before" :(
"But guards just have to guard, they no know about wanted? Me think"
"Well, just in case we should cover your face up to avoid any possible recognition. Perhaps some face paint, mud, or maybe a bag over your head. Just anything really."
Argy will stay stealthily near the group, checking the surroundings to avoid the party from being surprised by unexpected patrols. She will also take note of Grog'tial's indications and be ready to collapse the tunnel (if the alarm sounds or once the prisoners have been fred) if that can ensure a safe retreat or block the enemies' path.
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phaolo: "Me has, dat's how they captured Durik before" :(
"But guards just have to guard, they no know about wanted? Me think"
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BenKii: "Well, just in case we should cover your face up to avoid any possible recognition. Perhaps some face paint, mud, or maybe a bag over your head. Just anything really."
"Me never seen orc with bag on head. Sus" O_o
"Durik cud put bandages on face like me hurt, instead."

If Benkii agreed, Durik was going to do that.
Post edited October 03, 2024 by phaolo
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BenKii: "Well, just in case we should cover your face up to avoid any possible recognition. Perhaps some face paint, mud, or maybe a bag over your head. Just anything really."
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phaolo: "Me never seen orc with bag on head. Sus" O_o
"Durik cud put bandages on face like me hurt, instead."

If Benkii agreed, Durik was going to do that.
(That mind be a good idea but I'm going to wait for bjgamer to turn over the next turn so we know for sure what is at the landing zone.)
(BenKii/Durik Aye lads. It be good to plan but ye be doing a lot of talking about a situation ye haven't seen there as nobody has left the Ship yet. LOL!)

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Admiral Cliodhna stands by Captain Aylar on the main deck as Cap'n Rummyfangs secures the Ship and Sensei keeps watch in the Crow's Nest. Captain Aylar addresses the Crew before he prepares to glamour a disguise for the Ship attached to his Wards and powered for a time by the Ship's energies boosted by her own. They will need practice, but as their link stabilizes she should be able to slowly unlock the feather and boost Aylar's own inherent magic once more.

Cliodhna backs up Captain Aylar's Mission outline and cautions with a few reminders of her own. "With the exceptions of Kyp, Devin, Grog'tial and Captain BenKii, everyone here will have had their Bounty Posters posted all over this port and every guard will recognize ye and the substantial reward they be receiving fer ye. Do not take unwarranted risks here," she looks over to Aylar. "Especially ye."

The admiral turns back to the Crew. "Because Zephyr will be staying with the Carver team to ferry the carver and figureheads back over the wall to the hidden part of the inlet, the Prisoner team will depart first. Seating order will be Captain Aylar, Argy, Grog'tial, Captain Baldbeard, Count Karnstein. This be giving Zephyr his best balance in the air, Captain Aylar best control of flight and Grog'tial best range of crossbow shots if be needed while in the air. As Captain Aylar said, shelter and prepare until Devin has a chance to open the doors to ye. Once inside, beware any indication of vampirates or someone leaving to summon any reinforcements through any tunnels."

She rests her gaze on the Carver team next. "Carver team will depart last. Seating order be: Bellandra to control the flight and crossbow protection, Captain BenKii, Gilius and Durik. Remember, and this be imperative," she says while looking at both Durik (to caution the half-orc) and BenKii with his musket. "This be a stealth mission. This entire mission hinges on what ye do and ye most of all be on limited time. It be critical ye be quickly and quietly in and in control, fer Zephyr be needing time to ferry the carver and figureheads and Captain Jac's crew and ships can only be keeping the distractions up for a short time before they be risking capture or forced to withdraw. Ye do not want anyone calling out or raising an alarm or the entire mission and both teams be compromised. Beware the recent possible undead presence reported to the east at C52." Cliodhna nods to Gilius. "Gilius, please be keeping an eye open and concealing Zephyr and yer team as ye can." She turns to Bellandra. "Bellandra, ye take lead with the carver and the figureheads. See how he responds to ye and trust yer instincts and inner voice. Get them moved out aboard Zephyr as quickly as ye can then see if ye all can assist the Prisoner team and if ye can contact and free yer fluyt kin."

Lastly the admiral turns to Kyp. "We be depending on ye, Kyp, to ensure our escape safely. After ye take care of the chain, it be up to ye to help guard the carver and figureheads and keep watch for any ships coming in on us, seeking to trap us in the harbor. If that Man O' War ship returns, or any other warship, use the last of the acid as Captain Aylar suggests and swim up underneath to paint the metal fastenings of their keel with it. We'll see how well they chase us with their ship(s) falling apart."

Cliodhna prepares to help boost Aylar's glamour and backs up Captain Aylar's mission outline with reminders of her own. She reminds them that except for Kyp, Devin, Grog'tial and BenKii, they will be recognized for their Bounty Posters have been well distributed in this port. Every guard and many townsfolk will know and be after them. She stresses the need for stealth and the very limited time the carver team has during Captain Jac's distractions to subdue guards and gain control, for Zephyr will need to make several trips ferrying the carver and figureheads back over the wall. She reminds them of the possible recent undead presence at C52, and asks Gilius to watch and cover Zephyr and the teams with the foliage. Bellandra is to take lead with the carver and trust her inner voice. Kyp has the important assignments of covering their escape route by taking care of the chain and watching for any ships seeking to trap them inside the harbor while he helps to guard the carver and figureheads once Zephyr has them over the wall. If Kyp sees the Man O' War or any warships approach it is suggested he use the acid paint to dissolve the keel and hull fasteners from underneath the water.
Attachments:
Post edited October 03, 2024 by bjgamer
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bjgamer: ("With the exceptions of Kyp, Devin, Grog'tial and Captain BenKii, everyone here will have had their Bounty Posters posted all over this port
Man... been apart of the crew for so long and yet I still don't get the recognition I deserve... oh well... I guess it is for the best.

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bjgamer: Lastly the admiral turns to Kyp. "We be depending on ye, Kyp, to ensure our escape safely. After ye take care of the chain, it be up to ye to help guard the carver and figureheads and keep watch for any ships coming in on us, seeking to trap us in the harbor. If that Man O' War ship returns, or any other warship, use the last of the acid as Captain Aylar suggests and swim up underneath to paint the metal fastenings of their keel with it. We'll see how well they chase us with their ship(s) falling apart."

]f Kyp sees the Man O' War or any warships approach it is suggested he use the acid paint to dissolve the keel and hull fasteners from underneath the water.
You can count on me cap'in...

I am supposed to acid both of the chains to both entrances to the port fort right?