Mission 5 - END *Mission 6 Briefing begins:
11:59PM UTC, 11 November 2024.*
"Cap'n Potatogun... Nice to see ye again!"
Argy greets Captain BenKii as she passes the fluyt. Mari glances at
Argy with a puzzled look, then at
Captain BenKii, but she looks quickly away when
she notices a half-orc on the fluyt watching them. Instead the halfling ex-prisoner concentrates on keeping her feet moving towards what she hopes is safety.
Devin smiles at the cabin boy before turning to talk with the dark-haired smuggler captain in the patched coat. He speaks lowly and
informs Captain Aylar of the ring's status and that he intends to take the cutter and
finish disposing of the bedamned thing before secreting the cutter away in a safe location and rejoining the Ship. To that end
they agree on two meet locations and times in case of the need to foil pursuit or something unforeseen happens.
Schedules and course of action decided upon,
Devin removes the bundles of spider silk and gives them to the cabin boy.
Aylar sees his cabin boy's eyes widen with delight as the waif eagerly takes the bundles and clutches them tightly. There comes the feeling of intense satisfaction, hope and eagerness in the bond, as well as figuring and plotting and a slight surge of magic, quickly contained.
Devin winks as he hints to the cabin boy not to forget the humble bard who bears such gifts in the lad's enthusiasm. Then he bows to
Aylar and the boy and departs, once more a mere minstrel humming and strumming his lute.
Captain Aylar coughs somewhat loudly (most likely trying
to draw Captain BenKii's attention) and tells his cabin boy to to notify everyone that it be time to depart.
He saunters up to the wheel, patting it lightly to reassure the Ship to maintain the disguise, then rolls up the sleeves of his bit too large coat so that it doesn't interfere with his leading the ship out of port.
Aylar glances towards Captain BenKii poised at the helm of the neighboring fluyt, then calls for the docking lines to be cast off and
slowly nudges the Ship from the dock and comes about for the harbor exit.
In her guise as cabin boy, Clíodhna has the Owl contact
Bellandra and the other Owls and informs
Kyp while she runs to
stash the spider silk in her cabin and
grabs another disguise from a chest for Count. She runs down to the infirmary to deliver the disguise and the captain's orders.
Captain Baldbeard places the satyr on a bed and carefully
administers the Cure Poison potion. He fidgets and plings his bell while he waits to be checked, and the old woman who he scents is
Aeshma looks up to smile and nod at him before she goes to check on
Grog'tial.
Argy takes the Heal potions and helps Mari and the human woman take them. She stays long enough to see they are working, then
goes to the galley to make some broth and bread for the prisoners. Argy sighs. Since none of them are Mer, she probably shouldn't do fish head broth. Ah well, there are still plenty of cabbages and tomatoes. She hefts her pan and looks it over on the way to the galley. She may have to bang a few dents back out of it after hitting that vampire so hard, she muses.
(roll dice*3)
Grog'tial's paranoia has flared up and he
uses the mirror to look at the prisoners. However he soon discovers that the
mirror almost blinds him with all the magic currently in the infirmary. It is a cacophony of colors! They are all under the effects of it, The whole Ship is encompassed by a glamour, there's the old woman's illusion, the potions, and all the prisoners, especially the Fey ones who have natural magic within them, glow with it. It's overwhelming, and the
mirror goes dark as the Ship prioritizes it's energies for the glamour and to recharge Count's pipe.
(roll dice*5) The old woman
takes the mirror from Grog'tial and hands it off to the cabin boy as he enters, then turns back to
Grog'tial. She murmurs under her breath in a language
Grog'tial cannot understand and draws a symbol in front of his face. The symbol glows and
Grog'tial cannot look away from it. Then the old woman pulls a stick from somewhere in her raggedy clothing and
waves it around Grog'tial while whispering to the air in that incomprehensible language. From one of the other beds, the satyr, who is now awake, says something back to her. The old woman pauses, nods and then draws a different symbol over the first. She nods again, says a word and
both symbols fade and Grog'tial can look away again. "You will be all right. No residual effects," she tells
Grog'tial. Then she shakes her old granny finger at him. "Be more careful next time. Better yet, don't let there be a next time." She waves him off the bed and
beckons to Captain Baldbeard.
(roll dice*5)
Count Karnstein glances at the old woman somewhat suspiciously, but
takes the half-nymph to the infirmary and places her on a bed. He takes the potion from the old woman and sets it next to the unconscious half-nymph. "What? I ain't no bloody nurse."
Surely someone qualified will see to it, he thinks. Fortunately the cabin boy comes to the rescue bringing a disguise and a more fitting task for him.
Count swiftly switches his cape for the old coat, wraps the dirty scarf about his face and dons the tattered hat, then
makes haste up on deck. He grabs a spyglass and takes his stance as an officer, doing a quick
scan of the shoreline. There are no lights in the windows of the towers facing the interior harbor. As the Ship nears the Harbor opening,
Count takes the pipe from his pocket and begins to give it a good few puffs.
*Success* A fog spreads out from the Ship to hang about
just prior to the west Naval Harbor entrance and through the opening to just after.
(roll dice*3)
Captain Baldbeard sits on the bed and looks up to see the old woman he knows to be Aeshma standing with her hands on her hips looking at him. "And what did
you pick up?" she asks. "Did you use this first?" She reaches out and tinkles the bell. "Let's see then." Once again she draws a symbol in the air in front of his face.
Captain Baldbeard finds he cannot look away. Again the old woman murmurs, checks with the stick, and then nods. Before he is released, however, the granny leans forward and plants a peck on his cheek, then lets the symbol fade and indicates
he is fine and free to go. The satyr in the other bed grins as the old woman turns from
Captain Baldbeard to him and puckers his lips. Aeshma just laughs and shakes her head,
waving Gilius over to him while she goes to heal the wakening half-nymph.
(roll dice*9) As soon as he has walked up the gangplank,
Gilius heads to the infirmary to help. He gives the
Cure Poison potions to the Fey and half-nymph females then quickly checks on the halfling and human women and sees that
Argy has already given them both Heal potions which are currently at work.
Returning to the Fey female, Gilius uses his crystal to purify and heal her from the unnaturalness the bracelets have caused.
*Success* The first round of purifying helps by 53%. It will take a couple times each for all the prisoners to be completely well again after those horrible unnatural bracelets. Next
Gilius goes to heal and purify the grinning satyr while Aeshma works on the half-nymph. The satyr gives him a respectful nod. While the Fey and half-nymph didn't have any, the satyr does have tattoos and piercings, but he says they are all his own. None of them seem to have unusual or curse markings.
*Success* Using his magic and his crystal again, the satyr is purified and healed to 98% and will be fine.
Gilius checks again on the halfling and the human while Aeshma does the first round of purifications on the Fey and half-nymph, but
saves his crystal's last bit of purifying energy for the carver who should be coming aboard shortly and will need it more.
(roll dice*3) Aboard the fluyt,
Bellandra hears the Owl's message and
signals to Captain BenKii and Durik. She contacts the Swan Lady that they are soon to depart and the
Swan Lady agrees to follow the Ship and stay hidden behind it.
Bellandra keeps in contact with the Owls to help align the fluyt and keep as hidden as possible. She contacts the Lion and he agrees to prowl outside the brig and keep a fearsome eye on the prisoners within, discouraging any trickery. The Knight and Grecian Lady stay hidden ready to man the guns in case of need. Meanwhile
Bellandra lays low near the stairs to the main deck, ready to sprint to the deck if need be to man guns or repel boarders.
(roll dice*2)
Durik throws off the lines and stands by in case he is needed for the guns or fighting. Luckily the fluyt had a half-orc crew member and in the fog as they approach the Harbor Watch towers,
he goes unnoticed.
(roll dice*2)
Captain Benkii sails the fluyt behind the Ship, following it out of the harbor. As they near the exit, a fog slips around the fluyt, hiding them. It is difficult to see far, but he manages well. He knew that
Assassin's Creed IV: Black Flag - Holodeck Remastered Edition would come in handy. It's almost like the fluyt is sailing itself. Unfortunately the Saucy Sirens were all back inside their house of saucy repute, to the east over the Naval Harbor wall and couldn't see him.
(roll dice*4) The Ship makes its way out of the Naval Harbor exit and
Captain Aylar turns northward, away from the yells from the sinking ships and the bobbing lanterns of the longboats. Between the fog and the darkness,
the H1 Tower doesn't see them and the H2 Harbor Guard is too busy trying to get down to the beach in an attempt to help any sailors swimming for safety. There are shouts of "Shark!" and something has evidently run into two of the longboats, causing one to capsize and another to take on water. For now the scruffy smuggler ship's captain seems to think it best to avoid the whole scene.
The fluyt slips quietly away as well, stealthed in the fog behind the Ship. It carefully stays behind, then slips to one side where
it is hidden from the H1 tower as both ships sail north where they will pass by the inlet.
(roll dice*3)
Kyp hears cries of "Shark!" and Mort tells him he is keeping the sailors busy. Meanwhile Pearl has gone out to use her wooden tail to cause some waves and slap a couple long boats. The old man is frail, and coughs a lot, but
manages to tell Kyp he carves figures like Zephyr. It turns out
Kyp's friends Pearl and Finn were also carved by this old man. In his desire to be kind to the old man and to do his best to guard the carver,
Kyp seems to forget he has a fear of heights and joins the carver for the trip back to the ship, climbing up behind the old man. Luckily the griffon flies closer to the water in the dark to avoid being seen as easily.
Kyp closes his eyes and hangs on for dear life. He arrives at the Ship just a bit trembly and pale, but thankfully with no other side effects. However
Kyp reminds himself not to just take offers like that again without thinking of the possible consequences. :P
Argy brings the broth and bread into the infirmary. After the other patients have taken theirs, the satyr puts his aside, grins at her and asks for wine instead,
volunteering to waltz Argy down to the ship's wine storage and make it a night she'll never forget.
With Aeshma having things in the infirmary now in hand,
Gilius comes up on deck. Once Zephyr lands, he uses the last of his crystal pendant's current energy to once again heal and purify the carver.
*Success* 100%! The carver is healed, but
Gilius still has Kyp take him to the infirmary for Aeshma to check him over for any curses and to get some food from
Argy. With that taken care of and Zephyr back aboard safely,
Gilius focuses his spirit and calls upon the wind to fill the sails of the Ship and nearby fluyt.
*Success* A south wind answers, increasing the speed of both ships and leaving the Port behind before the dawn is even a glimmer on the horizon.
Later the admiral had
Durik tell Dakka to
fire the crossbowman into the sea, Pearl retrieved him to be put in the fluyt brig with the others. Knight and Lion took turns guarding them.
The Crew, carver, prisoners, shipkin and fluyt have left the harbor and are free.
-----
Very nicely done! Kudos to the Crew for pulling together on your teams on this one! :)
Captain BenKii, your Luck card was the Knave of Hearts ... which doesn't mean Luck in Charming, (or with the ladies, unfortunately), but rather means luck in health. Diamonds are for opportunity. Better 'luck' next time!
Next will come reveals: of the Carver's Story; the cursed loot; new armor possibilities(!); and where the Crew be headed next. (
Captain Baldbeard, ye may want to pay close attention to this next Mission!) ;)