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Sipping on some spiced rum, if only for the warmth and taste of it, Aylar listens as Crew discusses their further course of action. Through the Wards and charms comes sense of alarmed concern from Cap'n Baldbeard, worried for his mateys, but he is already certain that there is no reason to actively interfere - despite there presented two choices, it be very evident that in reality there be only one. One by one, the members of the Crew pick going after vampirates - the prospect of hurting the ghosts and taking the body by force doesn't cross anyone's mind.

He agrees with the proposition that the Crew ought to stay on land and take the northern passage. Aye, there be likely sentries and traps, but we have ways to scout and disable; aye, the vampirates can climb and would try if nae an ambush, then at least an initial attack once Crew is spotted, but they would have no choice but to come at us in limited numbers and from one side, for the passage is narrow, and we have ranged attackers that would nae let them circle around.

When Gillius pitches his suggestion of going by longboat, Aylar will shake his head, and explain that going by water would be extremely risky, both because of the weather conditions and due to it giving vampirates great advantage over the Crew. Vampirates would be able to detect our approach through the fog, he says, they nae need to breathe and don't fear cold, and their mage might be the one if not commanding, then at least being allied with the Elementals. There would not be much stealth to gain, but a great danger from having the boat damaged, suddenly entrapped by ice, if Elementals or the mage be able to do so at that range, or capsized - ye don't want to take a dip in these temperatures, not even a mer like Kyp would. In water, hypothermia would catch to anyone rather quickly, and getting them out without significant damage would be tricky. Ashore, protected by their ample clothing from ash and with fire and garlic on their weapons, the Crew can battle the vampirates relatively safely, dig each other out or use magick to deal with the snow and ice Elementals could use. He would also caution against letting Rocky anywhere near water as well - if ample water or snow were to get in any cracks in the rock and then frozen, that would surely hurt the golem.

When Aeshma questions whether or not she should stay behind, Aylar will nod to her and say that now that it is soundly decided that the Crew is to battle vampirates, it would indeed be more beneficial for her to stay here. Hold the fort in an unlikely, but still possible case any of the hostile specter patrons would come floating about.

After the alotted time for the decision passes, and sometime before the Crew is to depart for the passage, Aylar will go to the agreed upon discreet spot by the Baldbeard's ship to parlay with the bosun, and tell him that Crew be accepting the terms and will retrieve the treasure. He will request Cap'n Baldbeard to accompany him as his officer in this - while Sensei has been careful in keeping Baldbeard's involvement a secret, the bosun and whoever he chooses as his second would benefit from not misunderstanding the situation upon likely eventually sighting their dead captain "alive".

Baldbeard be free to converse with his mateys as he wishes; for his part, Aylar will support Sensei's initial story, but also explain to the bosun that the Crew are bound ghosts not unlike them, under a great task of their own to fulfill, given flesh and limited ability to leave ashore for a short time by their spiritfarer Ship. He promises that they would do their utmost to retrieve the treasure and eradicate all vampirates they will come across; all they be asking in return is Baldbeard's body: though normally their captain's spirit would surely remain alongside them, he was summoned to join the Crew, and though their task still be not done, having their bodies reclaimed will impart a great sense of relief upon each of them. He would also ask for Baldbeard's crew assistance in distracting their casino patrons from the happenings in the passage - for one, he doesn't expect specters, too swept in their hatred for anything living, even if it be an imitation, ever realize the specifics of Crew's existence, and while the inevitability of such compulsion is understandable, Aylar wishes not for his people to be disturbed while they are doing what has been asked of them.

When it comes to heading out to the passage, he will pick up some garlic to apply to his cutlass at a later point when it's evident that combat be approaching. He finds himself be comfortable in the cold still, especially with the help of light thermals and woolens he already has, so his Cold Resist potion be kept in reserve in case of unforeseen developments. The Crew is reminded that the treasure is not to be their spoils, but is payment for Baldbeard's body. Looting the rest of vampirate belongings is permitted, but only once the fighting is definitively done, and they better remember to properly employ Devin's lessons.

Once in the passage, he will keep attention on his senses and any charms potentially picking up on undead approaching. He will look out for an opportunity to melee strike if any shows itself, but prioritize protecting the Crew through their charms, and tactically foiling any vampirate ambushes or attacks by using charm charging and death repel to drive any vampirate in his range into Crew attacks.

[Aylar contributes to discussion, parlays with the bosun alongside Baldbeard, and prepares to head out for the passage.]
Post edited November 18, 2024 by LordKaylar
Kyp says he doesn't have a preference for either fight, both seem tough.
"I guess since everyone wants to fight the Vamps I be voting for that, besides the ghosts seem happy enough gambling... I would probably like to gamble myself if I didn't think they would just rob and kill me"

Kyp bundles up and tries to get as much warmth as possible, in fact, he doesn't even want to be in this blasted cold... so he just wants to get this mission done as quick as possible so the crew can go back somewhere livable.
Post edited November 18, 2024 by aCyborg
Bellandra made note of the sense of an old familiar memory she had felt to the north. Perhaps one of the shipkin they had met previously with the aboleth's sunken fleet but had failed to turn to their side at the time? Or, perhaps even one of the carver's missing family? There was no immediate way to investigate, but she would keep it in mind for the future.

She absorbed the news that the ghosts, or at least some of them, were Baldbeard's old crew, that the innkeeper was Baldbeard's bosun. On the other hand she was surprised that the other ghosts were gamblers, and that they were not so much imprisoning Baldbeard's body but guarding it as a lucky idol.

She agreed that they could try to help the bosun and the old crew. "If Baldbeard's old crew yearn to rest, we should help them. The vampirates be tough foes, but we have faced their like before."

She suggested also that entering via the tunnel and escould be the better option, but on the other hand it might be they would need to escape via a longboat instead of returning through the same tunnell, if someone could bring the longboat over as a suitable time in the mission to await them.

As for the rest of the ghosts, she suggested to the Crew, "Though Baldbeard has had luck, 'tis him here and his body be but a shell for now. Methinks there be no true luck there. Mayhap we could demonstrate to the ghosts that their idol not be as lucky as they think? One of us could gamble with the ghosts while appealing to Baldbeard's body, and then lose - that could make them more amenable to give the body over to us. Or mayhap we could find something else for them to focus their hopes of luck on."
Kyp agrees with the rest of the Crew. "I guess since everyone wants to fight the Vamps I be voting for that, besides the ghosts seem happy enough gambling... I would probably like to gamble myself if I didn't think they would just rob and kill me"

He bundles up and enjoys the hot cocoa, hot soup and hot grog, trying to get as much warmth as possible. Honestly, he doesn't even want to be in this blasted cold. He just wants to get this mission done as quick as possible so the Crew can go back somewhere livable.

Bellandra is dressed warmly in the silk thermals, with some woolens over her new jacket, layered to be warm but still allowing enough movement for combat. "If Baldbeard's old crew yearn to rest, we should help them. The vampirates be tough foes, but we have faced their like before," she says as she agrees to help Baldbeard's old crew. As for the other ghosts she suggests "Mayhap we could demonstrate to the ghosts that their idol not be as lucky as they think? One of us could gamble with the ghosts while appealing to Baldbeard's body, and then lose - that could make them more amenable to give the body over to us."

She also suggests the tunnel could be the better option, but wonders if someone could bring the longboat over at a suitable time in the mission. To that Clíodhna shakes her head.

"It be as Captain Aylar says, the risk to the Ship and longboat is great. There are far more likely to be Ice Elementals floating among the ice in the water, or along the beach, that could damage and entrap the Ship in ice or crush and capsize the longboat, and anyone falling into the icy waters here will suffer near instant hypothermia with very little time to get ye back out without potentially deadly consequences. Even moving the Ship there through this broken ice will necessitate going slowly and probably take more time than ye returning through the tunnel. I will consent to bring the Ship around only if necessary or Captain Aylar deems it safe enough and orders such."

[Kyp and Bellandra vote and dress warmly. Clíodhna states she will only bring the Ship around to rescue or if Captain Aylar deems it safe and orders such.]
Mission 6 - Turn 2
*Turn Ends 11:59PM UTC, 21 November 2024.*

While the Crew makes their last preparations against the cold and to fight the vampirates, Captain Aylar and Captain Baldbeard make their way to the agreed upon discreet spot for the parlay. There they see Baldbeard's bosun, a hefty dwarf ghost. Beside him hovers another dwarf ghost with triple braids in his incorporeal beard and Captain Baldbeard recognizes his First Mate.

"Cap'n Baldbeard!," the bosun's phantasmal voice exclaims in excited joy. "Ye! But how?"

"How, and what be at play here?" The first mate is looking at them like Grog'tial does when he suspects someone is trying to pull something over on him.

(roll dice) Captain Aylar introduces himself and explains to the bosun and first mate that the Crew are also bound ghosts, under a great task of their own to fulfill, given flesh and limited ability to leave ashore for a short time by their spiritfarer Ship. He promises that they will do their utmost to retrieve the treasure and eradicate all vampirates they will come across. As he says this the bosun nods enthusiastically while the first mate still appears skeptical. Aylar continues, specifying that all they be asking in return is Baldbeard's body, for though normally their captain's spirit would surely remain alongside them, he was summoned to join the Crew, and their task still be not done and explains how their reclaimed bodies greatly eases them.

Again the bosun nods. "O' course they be wantin' Cap'n Baldbeard! No finer Cap'n I done served," he says emphatically. Then the ghost looks at Aylar. "No offense, Cap'n Red Mane. No finer nose fer finding treasure or what ye be seekin' either."

(roll dice) As the parlay continues and things are being agreed upon and settled, Captain Aylar asks for Baldbeard's crew to distract their casino guests from the Crew, for he wishes not for his people to be disturbed while they are doing what has been asked of them. The first mate concedes, finally easing up a little as his continued observation of Captain Baldbeard seems to convince him at last. He finally passes over a key and tells them that they had just enough leash from the ship to telekinesis and spectrally install brig bars and doors to secure the tunnel entrance.

(roll dice) As the first mate leaves back to the iced in ship, the bosun floats alongside them back towards the Ship, then motions them aside. "It be good to see ye, Captain," he says to Baldbeard. "But 'ware, Captains," he nods to Aylar as well, "there may be a conspirator among us." Then he vanishes.
_____

(roll dice*7) The Crew makes it to the tunnel door without incident. Devin checks it for traps and finds none. The cold has frozen the lock shut and it takes a moment, the application of the lit wick from Captain Baldbeard's gnomish lamp, and the application of Durik's strength to finally shake it loose. After Devin checks inside for traps, the Crew makes it in out of the icy wind and Devin sends the cat forward to scout. Captain Aylar keeps his senses attuned to the charms to see if he picks up the approach of any undead. The tunnel is narrow, only 6.5ft/2m wide and 10ft/3m tall.

Devin (roll dice*8) A few meters ahead the cat warns you of the first trap. There are two more in quick succession. You disarm each. The Crew is over halfway through the tunnel when it gets suddenly colder and the cat alerts you again. Looking through your familiar's eyes you see a large chunk of jagged ice and snow seemingly frozen against the side of the passage just around the slight curve ahead. The tunnel walls so far have been frosted with rough edges, but only a few small frosty stone boulders. You inform the Crew you suspect a lesser Ice Elemental approximately 30ft/9m ahead.

[Captain Aylar and Captain Baldbeard meet with Baldbeard's ghostly Bosun and First Mate in parlay. The Crew enter the tunnel. A lesser Ice Elemental disguised as just a large chunk of ice blocks their path.]
Post edited November 19, 2024 by bjgamer
"I think we be having the answer to yer question, Grog'tial," Devin whispers. "I had been hoping not to encounter elementals by coming this way. We came through a locked door and traps. If an ice elemental be here it came through the other end. Unless we be finding another branch, it be likely the mage put it here. Do ye have that dual crossbow of yers ready and fire oil, Grog'tial? Ye'll be wanting at least hardened bolts, regular be likely to shatter. At least it looks to be a small one."

Devin brings the cat back quietly and sends it to do a quick check on their back path, for cautionary purposes. He adjusts his gloves and coverings against what will be a freezing encounter and advises both Grog'tial and Bellandra that ice elementals he's fought usually try to stay camouflaged until approached, so it be best to take the time to aim well, fire quickly and for Grog'tial to then dodge to the back so the fighters can be ready and have room to move. Devin will make room for Grog'tial and Bellandra and will go forward quietly around the curve with them. He readies his rapier to help cover them, and if necessary to dodge past and come up behind it to backstab, distract and not be grappled.

After the fight, Devin will continue as before; send cat forward to scout, disarm traps, be alert to any beginning weakness or life drain that indicates vampirates and keep aware of his moonstone, feather and inner senses. Priorities as before, kill mage quickly if possible, Captain next, defend Crew, and try to stay out of the line of crossbow shots while maintaining room to dodge and move. Moonbow reserved against mage, Captain, major shadow or dire circumstance.

[Devin tells Grog'tial he suspects vampirate mage of placing the ice elemental. He advises Grog'tial on taking the shot and retreating back while Devin prepares to defend and distract as needed. Further priorities and actions outlined.]
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Devsea: He adjusts his gloves and coverings against what will be a freezing encounter and advises both Grog'tial and Bellandra that ice elementals he's fought usually try to stay camouflaged until approached, so it be best to take the time to aim well, fire quickly and for Grog'tial to then dodge to the back so the fighters can be ready and have room to move.
BenKii asks quietly to Devin, "Do ye think one fire bolt shot be enough to take the frozen thing down? If not, those of us with ranged weapons can fire simultaneously to take it down before it has time to camouflage."
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Devsea: He adjusts his gloves and coverings against what will be a freezing encounter and advises both Grog'tial and Bellandra that ice elementals he's fought usually try to stay camouflaged until approached, so it be best to take the time to aim well, fire quickly and for Grog'tial to then dodge to the back so the fighters can be ready and have room to move.
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BenKii: BenKii asks quietly to Devin, "Do ye think one fire bolt shot be enough to take the frozen thing down? If not, those of us with ranged weapons can fire simultaneously to take it down before it has time to camouflage."
"If too strong or noisy, Dakka could eat it like granita, but only one time"

If others agreed, Durik's pet cannon trapped the ice elemental.
Argy agrees with Durik's idea. It seems the quickest, safest and most silent way to get rid of the elemental for the moment. And having an ice elemental stored inside Dakka might prove useful in the future.

She'll stay alert anyway. Everything seems too quiet right now...

When the party reaches a junction, she´ll use the bat ring and send the bat to scout the tunnel the cat isn't exploring, so the crew can be aware of enemies and dangers coming from this direction.
Post edited November 20, 2024 by Lone_Scout
I guess Count will generally pass this turn by making room for those better equipped to deal with the elemental and perhaps avoiding getting hit by it.

After creature is dealt with, he will closely follow the group as a rear guard, provided they are still not detected by main enemy forces. There is a fork next to the tunnel exit, so after passing by it he would keep an eye on that direction.

If they get attacked by vampirates, he will gulp down Potion of Necrotic Resistance (in fact he may do it anyway, I'm not sure how long the effect lasts - if it's for entire mission or say at least 5 turns, he will drink it even without seeing any vampirates).
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ssling: If they get attacked by vampirates, he will gulp down Potion of Necrotic Resistance (in fact he may do it anyway, I'm not sure how long the effect lasts - if it's for entire mission or say at least 5 turns, he will drink it even without seeing any vampirates).
It should last a few hours, so the entire mission. Hopefully it shouldn't take that long. ;)
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BenKii: BenKii asks quietly to Devin, "Do ye think one fire bolt shot be enough to take the frozen thing down? If not, those of us with ranged weapons can fire simultaneously to take it down before it has time to camouflage."
"Grog'tial has a dual crossbow I been seeing him be practicing with for two quick shots," Devin replies. "Yer musket be doing good damage, aye, but the loud noise risks warning the vampirates and bringing other ice elementals upon us."

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phaolo: "If too strong or noisy, Dakka could eat it like granita, but only one time"
Devin agrees with Durik and Argy. "Aye, Durik. That could work well and 'twould make a good cannon ball later."

If Captain Aylar and others agree, he will stand aside and give Durik and Dakka room, while staying alert for other threats.
Gilius also agrees with Durik's idea if it can be done. He will stand aside to let the others handle the ice elemental, standing ready to intervene if something goes wrong.

Meanwhile he will try to pet Devin's cat at the back and make him purr.
Post edited November 20, 2024 by Pouyou-pouyou
Grog'tial suggests that if we're using a Cursed Weapon this early in the mission anyway, an alternative to Dakka would be his ribbon. He could send the Ice Elemental rampaging through the vampirate lair. It would cause chaos, and should take out a sizable number of vampirates (depending on their relative strengths), while not completely removing the element of surprise, since this ability is not something the vampirates know about. While they're focused on a rampaging ice element (maybe leading them off to the houses at 5 on the map?), the team could quietly make for the Vault. If necessary, Dakka could still swallow the elemental after the ribbon's control fades.

(There's a chance of more traps or doors, so the cat and the elemental would have to go ahead slowly at a good distance (10m) from the crew until the actual lair is reached / the first vampirate is spotted, with the cat relaying that to Devin and then to Grog'tial, who can then send it off.)

He's not certain it's a better plan - merely an alternative - so if the consensus is to go with Dakka, he'll stand ready with his crossbow in case anything goes wrong (he well remembers his own shell suddenly failing him, and is paranoid about Dakka having a similar issue). Meanwhile he drinks his Necrotic Resistance Potion, and practices the movement of dipping bolts into fire oil and/or holy water, preferring not to use either until it's necessary (with the mage, and/or this ice elemental).

[Grog'tial suggests an alternate plan: controlling the ice elemental to kill and distract the vampirate forces, and wants opinions on the benefits relative to the Dakka plan]
Post edited November 20, 2024 by gogtrial34987
Captain's Log Mission 6 - Turn 2:
We've arrived at a place that I could only describe as "Hell Frozen Over". We've come to this frozen wasteland to find Captain Baldbeard's body. Why are we looking for his body when he is clearly very much alive? Because magic that's why. His body and all the other crew members for that matter have been separated from themselves and we are all some kind of corporeal spirit version of ourselves walking around. Like I said, magic. Don't think about it too hard. Before we attempt to retrieve Mr. Baldbeard's body we are on a little side quest to recover his treasure from the DRM Vampirates. This treasure will allow the ghosts aboard Baldbeard's ship to let us take his body back with us. Devin has been leading the way disarming traps and giving advice. He knows a great deal of this world and has been most invaluable in our endeavors. An ice elemental has blocked our path but has not engaged us in combat yet. What's an ice elemental you ask? A big ol' walking ice cube that wants to freeze us for dinner. Magic... Just go with it.

Captain BenKii decided to hang back and let the others with quieter long range weaponry handle this encounter. He'd be prepared for a trap and will ready his rapier if the ice elemental or any sneaky vampirates tried to come in close to attack anyone.