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I've asked, and it appears Aylar can attempt casting that spell his now strengthened magic allows him to. With that in mind, he is going to apply the Fire Oil, warn the party that he would be trying to shift planes if for a short time, and see if he can discreetly locate the mage (or, if mage is in a perfect position to be taken out by ranged fire and perishes quickly, then switching to the Captain) and disadvantage them and their escorts as/once the Crew approaches so that they'd be easier pickings.

Stepping into Ethereal Plane allows for movement in all directions and removes being impeded by solid objects, if with some effort, so he would try capitalizing on that and take the balance between the shortest route possible and one that would allow him to take best possible stock of the situation; would be comparable to becoming not unlike an unseen ghost for duration. If no vampirates present have something like truesight, hopefully I should be at least able to sneak up on him and whatever minions are present, bide enough time so to not be alone / at disadvantage, and set up a repel / shine attack that would hopefully debuff them and make it easier for the Crew to assault them. He will speed up his search by using his ability to pass through solid matter unimpeded, as well, passing through the ship if he must.

If the mage isn't on deck, and it's possible to open up with an all-out attack on the mage directly (cutlass through the back to hit the heart, axe to the neck, dodge immediately once any mortal hit connects) and then set up the repel, he would take that chance; if any of his attacks fail, then he would at least attempt to force him into Crew's attacks / approach.

If it turns out that mage is on deck and within line of Devin's fire, Aylar will stay his hand and let him take the shot, hopefully one-hitting the mage, and set out on trying to pull a similar trick on the Captain instead.

If by the end of this turn he is still within the Ethereal Plane:

If it's evident to him that he can hold the spell yet longer, he will continue attempting to locate the Captain, as an alternative "main target" to the mage. If he feels that the control is slipping away, he will make sure to alter his course and search for a good materializing spot - not within solid matter, not over the water, somewhere where he can rejoin the Crew, preferably with enough enemies to perform a debuffing repel and attack volley onto as he is jaunted back into the world of the living.

[Aylar literal-ghosts the Crew to look for a chance to menace the mage, and failing that, Captain; alternatively, at least arrange for a good enough debuffing ambush to up Crew's chances at a quick cleanup]
Post edited November 26, 2024 by LordKaylar
Bellandra agreed with Devin and Grog'tial, "Probably ye be right, unliving flesh work not as living flesh does."

Bellandra agreed that once they cleared whatever was coming down the eastern tunnel, they should seek out and defeat the mage. She would be ready to take part in it.

"We be hearing the mage's chanting, so methinks he be abovedecks somewhere where his voice carries. Deck or crow's nest most like."
Mission 6 - Turn 4
*Turn Ends 7PM UTC, 29 November 2024.*

In order of initiative (this post): Aylar, Devin, Argy, BenKii, Count

Aylar: (roll dice*5) You charge up Crew's charms before anyone splits off. There is already a slight glow to them that is getting brighter as the sound coming from the blackness of the east passage grows closer. According to the map given Crew, if the mage is on the ship then that is the passage to it. Although there might be another way for you to find and reach the mage or the captain, both significant risks to Crew. You think of your mother's lessons of magic and intent and Clíodhna's working with you. You've been told the risks walking the borders of the Ethereal Plane lest ye end up a permanent ghost or rematerialize inside a solid object. You'll have limited time, but judge it to be the fastest way. You apply the Fire Oil to your cutlass and warn Crew you will be trying to shift planes for a short time to try to locate the mage, unless he be in a perfect position for ranged fire, and then the captain. [per PM] Devin looks over and locks eyes with you, raising a brow. Then he smiles and nods, indicating he will be ready should you drive either into his sights.

You focus, then do as instructed. *Success* You enter the border of the Ethereal Plane. You can see and hear the material plane, but everything looks gray and fades out 60ft/18.28m away. Then a familiar warmth touches you, coming through your Phoenix charm. *Aylar* whispers within you. Her voice, but you instinctively know it is the feel of her ethereal phoenix half, still there, somewhere. Slowly colors bleed back into your vision. A brightness flares before you in a rhythmic pulse long short ... long short .... It is the pulse of the Lighthouse not far away, reaching into the Ethereal Plane. After a moment it fades, and you are once again left at the border of the Ethereal, but a portion of the warmth and muted colors remain with you.

You are able to move into and through the rock wall and go slightly down the tunnel, enough to know two vampirates are approaching Crew, but no others currently behind them. You judge Crew should be able to handle those well enough and turn towards where the ship is. As you exit the water side of the rock you move upwards until you can see the deck of the ship. The mage is on the main deck, concentrating in the direction of where Icy went (7). There is another vampirate with him, but it doesn't appear to be the captain. You can see two vampirates crossing the bridge (22) swiftly going NW, and another spiderclimb scrambling across underneath that bridge. As you drift closer you judge the mage is in the open enough for Devin's shot.

With the mage taken care of you look for the captain, but don't see him. Remaining in the Ethereal, you proceed to search through the ship, finally understanding Cap'n Rummyfangs's delight although it be strange this passing through walls and objects. You head for the Captain's Cabin, but find only silks, satins and three chests of treasure. Heading onward you find no other occupants, but instead more chests of gold, silver, precious gems and glittering jewels are displayed in the hold. Suddenly several shadows arise around the chests, seeming to detect your presence. Your Phoenix charm flares, repelling them, and as you drift back they return to the chests as if guarding them.

From outside you hear a series of shrill whistles. You come out onto the main deck in time to finally see what must be the Vampirate Captain spiderclimb out of the waterfall area (15) and up across the ceiling of the cave towards the ship. You watch in intense frustration, realizing you cannot rematerialize to kill the captain while over the water, or you will fall into the very icy waters you warned the Crew of.

Devin: (roll dice*7) You bring the cat back to the tunnel to wait until the battle of the east passage is clear, while advising Crew in a whisper of your doubts that any spiders other than ice spiders could survive here so it is likely vampirates spiderclimbing they hear. Your moonstone in your rapier is subtly glowing. Undead are approaching.

You cock your head to listen and seeing Grog'tial and Captain Baldbeard starting to turn southward you caution them quietly. "Take care, Grog'tial and Captain Baldbeard that the mage not see ye for it be sounding like he be out there. Vampirate mages usually stay close to their ship," you inform Captain Aylar, gesturing to the eastern passage.

You are answering Bellandra about any ash affecting the vampirates when Captain Aylar warns Crew he will be trying to shift planes for a short time to locate the mage, unless the mage be in a perfect position for ranged fire, then the captain and disadvantage them so that they be easier pickings. You turn and lock eyes with Aylar, raising a brow, then smile and nod. Message received. You prepare to summon your Moonbow, then remove your sash and wrap it about your head and face against possible exploding ash. Not wanting Grog'tial, Captain Baldbeard and Kyp to possibly face the mage alone or be overwhelmed from the beach or west turning tunnel, you blend yourself into the shadows along the eastern rock wall as you guide them towards the opening at the ledge over the beach (upper 10) [per PM], ready to pull them back into the passage if needed. Your moonstone and senses warn you of the attempted drain from the immobilized vampirate near (red v) but your feather wards it off. You see two vampirates have crossed the bridge (22) and have reached the steps down to the beach, coming fast with a third behind them just now climbing from underneath the bridge, but your priority is the mage.

The intonation of the mage is clearer here. To your experienced bard's ears he is definitely across the water and probably in the open. You summon the Moonbow. *Success* 3 turns. You see Grog'tial speculatively eying your Moonbow, probably remembering the last time he saw you wield it. "I've seen ye practicing with yer crossbow. Ye concentrate on keeping those that be coming off us, Grog'tial. Leave the mage to meself or Captain Aylar," you whisper to him confidently.

As Grog'tial positions himself to fire at the oncoming vampirates, you step around and set your sights on the still incanting mage. You draw the Moonbow and a glowing silver arrow radiating motes of purest moonlight appears, blessed by your goddess. Between one breath and the next you release it. *Success* The silver shaft strikes true, impaling the mage through the heart. He flares briefly with bright light and explodes, but the ash is consumed and turned to moon dust by the moonlight, before it too is simply gone. Mage down. You hope Captain Aylar can find the captain. You position for your second shot, but the vampirate still on deck yells out and raises a crossbow to shoot. You dodge back, pulling Grog'tial out of the way of the oncoming bolt.

Crew's charms flare as those further to the east begin to feel a slight weakening steal over them. As the skittering sound grows nearer, more feel it, but the charms are working to repel some of it.

Argy: (roll dice*2) You pull up one arm of your Chef's Jacket and give yourself a tiny nick with your kitchen knife to smear a drop of blood on your bat ring. Immediately one ruby eye darkens and a bat appears in front of you, waiting for instructions. You tell it to scout the beach ahead to the south. The bat does so and relays a sonar picture back to your mind. It is strange, but you can make out two figures moving fast across the bridge (22) and one crawling under it towards Crew's direction. There are two figures on the deck of the ship (12) moored southeast.

You ready a cupcake in one hand in case whatever is coming is big, but hold it. You think about using the cold light of the lantern if there are spiders coming, but Gilius is shivering and extra cold around doesn't seem like a very good idea right now. Hearing Captain BenKii's comment as he, Count and Gilius move east to meet whatever is coming, you stash the cupcake and ready your pan in case an enemy reaches you from there. Suddenly two vampirates appear from around the passage corner. You quickly grab your Fire Oil and apply it to your pan, really to sizzle pan-fried vampirate for the evening menu.

Captain BenKii: (roll dice*3) Seeing Argy grab a cupcake in one hand you remember what some Crew have told you about them. Durik especially warned you not to eat Argy's cakes. "Careful with those," you say. "Your explosive cupcakes may or may not cause a cave in. Best ask our Dwarf friend Grog'tial if using those explosives be safe to use in this ice cavern. If I recall, he has mining experience and would know a thing or two about these sorts of things." Then you turn to Durik. "Perhaps, Durik, that cannon of yours might be a good thing to use if it is just one giant creature coming from the east. Then we can use it like a bowling ball towards the vampirates coming from the beach south of us. I'd hate to be fighting on two fronts so hopefully this will even the odds in our favor by just focusing on the southern fighters."

You head with Count and Gilius toward the eastern passage, ready to engage in combat if the approaching beings are hostile. The two spiderclimbing vampirates appear so quickly out of the deep blackness you almost don't have time to raise your musket and shoot, but Starfleet drilled reflexes take over. The musket goes off with a loud reverberating noise. *Success* The shot blows away an entire chunk of upper arm of one vampirate, who yells but to your consternation just moves up to the ceiling, grinning at you as he backs away into the dark where you can't see. Right, they're undead, kind of like very fast zombies. You remember those old campy movies they converted to holofilm for your crew's Friday Fright fest. They beheaded zombies, didn't they?

Count Karnstein: (roll dice) "Something's comin' fast, folks!" you announce while unsheathing your saber, facing the passage to the east. That doesn't sound like vampirates to you, unless they got wooden legs. You just hope it's not another centipede. Nope, not a centipede nor a spider. Two vampirates round the U-bend corner of the eastern passage, one spiderclimbing each wall. As Captain BenKii shoots at the one on the left, you notice the one on the right has golden blurring flashes as he moves. Then he also moves to the ceiling near his comrade and stops. You realize the skittering sound you've been hearing is his gold fingernails and toenails against the icy rock. He's barefoot. Then he puts a whistle to his mouth and blows a piercing series of shrill tweets, calling others. Putting the whistle away, he raises a hand crossbow and fires.

The vampirates on the bridge are across and descending the steps when the mage dies with a flare and the other vampirate calls out. They stop and look to the ship, but see nothing. Resuming their decent, two have reached the beach and the third is descending the steps when the whistle stops them again and they turn their attention to the north.

(continued below ...)
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Post edited November 28, 2024 by bjgamer
Mission 6 - Turn 4 (... Continued from above.)
*Turn Ends 7PM UTC, 29 November 2024.*

In order of initiative (this post): Grog'tial, Kyp, Bellandra, Baldbeard, Gilius, Durik

Grog'tial: (roll dice*10) You cheer Icy on, reloading your crossbow with another regular blessed bolt. Listening to the skittering sounds your paranoia begins to run rampant, more and more convinced it's a spider coming for you, probably another big one. (Dice roll; paranoia/fear, pass.) You shiver as your overactive imagination conjures dozens of scenarios, including thoughts of vampirates using spiders as mounts. Gulp. On second thought, you see several other crew members acting to fight whatever it is, so you swiftly head toward the ledge overlooking the beach (upper10), intending to take care of the vampirates you are sure you hear coming over the bridge (22) you remember from the map.

Devin sees you and Captain Baldbeard starting toward the south. "Take care, Grog'tial and Captain Baldbeard that the mage not see ye for it be sounding like he be out there. Vampirate mages usually stay close to their ship," he warns you. You almost pause. The mage on the ship complicates things, particularly if you or Baldbeard are spotted. You suspect the mage won't be interrupting that incantation to attack immediately, and hope it'll take a bit still to complete. You are wondering if you're a good enough shot to take out vampirates on the ship from the ledge when Devin nods to Captain Aylar and wrapping his sash around his head and face turns to blend into the shadows and accompany you. You've seen Devin in action and can't help but feel a bit relieved, especially if you might have to follow to support Baldbeard, who seems to be headed straight for his treasure.

You wince as Kyp's loud voice echoes through the cave, and hope the echoes will be distorted enough to just sound like part of Icy's chaos. You grumble and pointedly stage whisper back an answer. If you follow Baldbeard to Icy, then some healing for Icy via Kyp's cold rapier might be welcome depending on the tactical situation. For right now you're still hoping you won't need to head all the way to the plaza quite yet. You eye the immobilized vampirate. There is a slight drain, but your charm is glowing and seems to repel some of it.

Devin murmurs and summons his Moonbow. You eye it speculatively, remembering the last time you saw it and the results. "I've seen ye practicing with yer crossbow. Ye concentrate on keeping those that be coming off us, Grog'tial. Leave the mage to meself or Captain Aylar," he whispers to you confidently.

You position yourself, seeing two vampirates have reached the steps down to the beach, coming fast with a third behind them just now climbing from underneath the bridge. You register a brief flare of light across the water as the incantation suddenly stops. A vampirate yells from the ship and those coming from the bridge (22) stop to look. [Luck!] You raise your crossbow only to have Devin suddenly pull you back with a firm grip on your clothing. You are about to tell him off for spoiling your shot when a crossbow bolt flies past, missing you by a mere finger's length as it shatters on the rock across from you, startling Kyp and Captain Baldbeard.

You quickly get into position again before the vampirate on the ship can reload. Two vampirates are now on the beach and coming fast, with the third on the steps. [Luck!] As you raise your crossbow a shrill series of whistles sound and they stop again, looking your direction. You quickly take the shots, just as you've practiced. *Success* You miss the head but nail the heart and one vampirate explodes into ash. *Success* The second shot does hit the head of the second vampirate and he also explodes into ash as the blessed bolt does its work. The third vampirate raises a light crossbow and points it at you, but Devin pulls you back into the shadows of the passage behind him, safe for the moment after your last close call.

Kyp: (roll dice*3) As you see Grog'tial start towards the south you follow him, pulling out the Trident as you see the havoc caused by Icy. You shout to Grog'tial. "How long will IcyFace follow your commands? And is it worth it for me to try to use my ice rapier to attack the elemental with the hopes of making it stronger?"

Grog'tial grumbles and pointedly stage whispers back 5 turns, but Icy itself probably won't last that long. If you follow him, then some healing might be welcome depending on the tactical situation, he says.

You follow along, so intent on the vampirates coming from the bridge (22) that you startle as a crossbow bolt shatters against the rock 5ft/1.5m in front of you, near the vampirate frozen to the wall. You look up to see Grog'tial is okay. A series of shrill whistles sounds from behind you back where the Crew is and the vampirates on the beach stop to look up at you. Grog'tial's bolts turn both to ash, leaving one on the steps down, who raises a light crossbow. Unfortunately he's still too far for you to hit with the Trident, even as a half-Mer. You swiftly dodge back out of the way.

Bellandra: (roll dice*4) You marvel at the elemental's success. "Good work Icy", you whisper, nodding at Grog'tial approvingly. "Be ye wary of those frozen two vampirates, they be frozen now but they may yet turn to necrotic ash. Are vampirates vulnerable to the ash of their kin?" you ponder. "Mayhap we could use these two ourselves as a necrotic trap against them, set off by a flame arrow or suchlike. Or if not against the vampirates, then against any non-vampirate creature."

"The ash affects living flesh. As they already be undead I not be thinking the ash affects vampirates," Devin says quietly as Grog'tial tells you only one is immobilized, the other is beheaded and dead. Recalling the Denuvo, you remember that some vampirates there, the lesser ones, did not turn to ash so maybe not all of these will either.

"Probably ye be right, unliving flesh work not as living flesh does," you say. "Neither fork be safe now. Easiest might be to hide at the tunnel entrance a moment longer, until the skittering thing and vampirates both pass by. But the danger be, if their forces defeat Icy then we face them all combined. If we go to the left fork, we be in for a fight, and may draw the beach vampirates to us from thee sound. But I be ready if need be. But if it be too much for us, let us retreat to the right fork, or to the tunnel. We could try to set off a frozen vampirate's ash along the way, if it be likely to work against whatever foe we face."

Seeing Count, Captain BenKii, Gilius and Argy preparing to fight whatever is coming from the east passage, you join them, ready to fight whatever emerges. Two vampirates spiderclimbing along the walls round the U-band turn. Captain BenKii shoots his musket, setting off a ringing in your ears. He hits and takes out a large chunk of one vampirate's arm, but it just skitters onto the ceiling and stops, grinning at him. Count is prepared with his saber, but the other vampirate also stops and joins the first on the ceiling of the dark passage where you can barely see them. They aren't coming forward, but staying there in the inky blackness while you and the others can notice a slight weakening drain. Suddenly a series of high pitched whistles sound and afterwards you can hear that some of yelling from where Icy is has stopped. These vampirates are calling their kin! You raise your hand crossbow with a blessed bolt, but before you can shoot a bolt comes out of the darkness at you! *Fail* In the darkness you couldn't see the crossbow being raised and fail to see the bolt in time to fully dodge. The bolt hits your left thigh. You are wounded for 9 hp and bleeding. You will need to remove the bolt and use a bandage, You will have a penalty to movement and a slight limp until healed.

Captain Baldbeard: (roll dice *5) You head towards the immobilized vampirate against the wall and gesture towards Grog'tial to crossbow bolt it or something to permanently get rid of it. You don't want to deal with any potential ash issues, even with all your clothing. You notice a slight weakening, but so far there are still yells and noises coming from Icy's direction so you wait on your bell. Instead you continue to follow the trail of wreckage left by Icy, wary of any traps, heading for the vault and your treasure. You are so concentrated on possible traps that you startle when a crossbow bolt misses you by only a meter, shattering near the frozen vampirate. You turn to give Grog'tial a dirty look for missing the immobile vampirate AND coming so close to you, thinking it to be another insane-seeming attack your own team seem so good at around you. Instead you see him in Devin's grip. Then you look past and realize that a vampirate on the main deck of the ship is reloading a crossbow. The attack didn't come from your team ... this time. A series of shrill whistles sound and some of the sounds of yelling in up ahead go quieter. You see Grog'tial manage to take out two vampirates on the beach below while Kyp hefts the Trident with his eyes on the one still coming down the steps from the bridge (22).

Not seeing anything you can take out easily with your cudgel or holy water, you continue towards Icy and the vault (7 & 9), quickly ducking into the passage west just as another crossbow bolt hits you in the back right shoulder, propelling you into the wall. [Luck!] Luckily your thick clothing and your new armor blunted the attack and you are only badly bruised.

"Hold!," you hear a voice from your past, one you never thought you'd hear again. "Baldbeard is MINE!"

Gilius: (roll dice*3) Upon hearing the running sounds coming from the east, you shiver a bit. "Spiders comin'! Get ready!" you say quietly, your off-hand grasping hold of your feather charm for protection. You feel it's subtle warmth as it glows, even as the first draining weakness starts. Vampirates! You swiftly swallow your Cold Resistance potion and apply the Fire Oil to your staff and using it to warm yourself up some.

When the creatures round the U-bend, your dwarven eyes delve into the passage's darkness to see not spiders, but confirm they are vampirates, one of which appears to have gold on its finger and toe nails, making that skittering sound against the icy rock walls as it moves fast. Captain BenKii shoots and manages a hit, but the vampirate merely runs up the ceiling and backs further into the dark passage. Count prepares his saber, but the gold nailed vampirate also stops and draws back. Then a series of shrill whistles sounds and you know they are calling for others to come join them while they stay back to drain the Crew. A crossbow bolt comes out of the dark and imbeds in Bellandra's left thigh before she could fully dodge. She doesn't have dwarven eyes, she must not see as well into the underground dark you realize.

You want to run and fight with your fiery staff, taking advantage of your readings of The Mighty Monkeys Cricket Manual ™ to inspire you and try to strike a powerful hit that good ol' Mighty would be proud of. Unfortunately the vampirates are both on the ceiling of a 10ft/3m high passage, which would involve a lot of running and jumping for you to even try to hit them, while at least one of them has a crossbow. [Wisdom roll = Success] You wisely decide that going in alone when your dwarf height means you probably can't reach to hit them even with your fire oiled staff, isn't wise. Crew needs something to bring them down to you, or get you up to them.

Durik: (roll dice*6) "Wat be that sound? Me hope not spidies again pls. We can't stay in open, where we position? Maybe stay near cave entrance so we protec 2 sides and can fall back if trouble? Or ye prefer to rush in? (to 7) Me think more dangerous tho," you say.

You put the Fire Oil on your cudgel and prepare for battle, happy it doesn't have to be lit to work. Since any other vampirates to the south seem much further away, you head to the east behind Captain BenKii, Count and Gilius, along with tiny Argy and Bellandra. You are ready to eventually use Dakka on whatever biggest enemy comes. When the enemy appears from the bend in the east passage, you see two vampirates spiderclimbing, one on each wall. Captain BenKii shoots his musket, causing a loud noise. He hits one, but it only makes it climb up to the ceiling and back away, where the other joins it. You hear one of them blow a whistle in a series of sharp shrill tones, like an alarm. This not be good. Then a crossbow bolt is shot by one of them and Bellandra is hurt.

You look again and see the two vampirates are close together on the ceiling so you throw your garlic grenade at them. *Success* The garlic grenade hits and the vampirates scream as the garlic oil burns their skin, eyes and senses. The wounded one falls to the floor, writhing. The other one charges forward very fast, but with a running leap your fire cudgel ignites the garlic oil on the vampirate and knocks it back into the oily garlic grenade gas, which also ignites, turning the back u-bend of the east passage into a flash fire of garlicky burning vampirate cinders and ash ... with ten golden finger and toenails left lying amongst it. [Wow, well done Durik! - GM]

-----
*Bellandra is wounded/bleeded and will need healing = slow loss of hp/turn, penalty to movement and a slight limp until healed.

(Story and some action continued below ...)
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Post edited November 28, 2024 by bjgamer
Mission 6 - Turn 4 (... Continued from above.)
*Turn Ends 7PM UTC, 29 November 2024.*

"Hold!," the feminine voice of command echoes in the sea cave. "Baldbeard is MINE!"

Captain Baldbeard: It is a voice you had never thought to hear again. Although it is not as sweet as you remembered. Those dulcet tones that memory says once stirred your heart are harsher now, those soft wheedling words once used to coax your indulgence now turned to commands.

You push off the wall you were driven into by the crossbow bolt and spin, eyes searching the dimness of the sea cave. There! Above in the almost dark you catch the movement as she spiderclimbs the ceiling of the cave, darting around the stalactites on her way towards the ship moored there. She continues, moving at an incredible speed until she is right above the main mast, then drops into the Crow's Nest, still as supple and yet buxom as she was two decades ago when you were younger, and more audacious. She is raffishly garbed, her black hair still flowing in long waves over her shoulders, and you remember long nights of sea breeze caresses and rum soaked promises. Nerissa.

Once upon a time in your youth the human beauty that was Nerissa had enticed and entranced you. She was intrigued by your unusual skill in sniffing out items and enemies. Through several intoxicating months Nerissa had stayed by your side, playing hide and seek with your abilities, praising and rewarding you for success. The more you were around her, the more addictive she became. Her fetching smiles and sultry ways had encouraged you, while she began to demand more and more promises.

One of those was the promise of treasure. She had told you stories of a great treasure, assured you that you were the one who would track it down and win it for her. You remember the feeling that you should wish to do this for her, that she would be your reward. At one time you had believed it, but the call of the open sea and the long search for the treasure had made you into your own dwarf, a notorious wolf of the sea known for your own honor and fiercely loyal crew. Now you remember your bosun had never trusted her. That he said she went out of her way to try to have an unnatural influence on a few of your crew.

You wonder now how she knew so much about the puzzle of the great treasure, and what must have happened to her. For while there still is beauty, there is an obvious lust and greed also, and she is no longer human, but vampirate.

As the Vampirate Captain Nerissa drops into the Crow's Nest there is a flare of magical energy and a light shielding surrounds the ship, invisible except for a slight shimmer. Her dark eyes smoulder as she regards you. "Baldbeard," she says. "How are you here? You're dead. I hold your body, your ship and your crew frozen in the ice. Your luxurious beard now icicles, as frozen as you left my heart."

She gestures to the ship she stands on. "As you see, I found a way to get my own ship and searched for you. I heard the tales. Did you ever once think that you became what you are because of me? All those nights? All those plans?" She smirks. "The former captain of this ship was easy after you. It didn't take much until I had his ship from him. After that it took some time but I traced you down. It was so easy once I figured out what would tempt you to draw you to this ice field and trap your ship.

"That treasure was supposed to be mine! You were supposed to be mine! You scabrous seadog! You left me at that port and went after the treasure on your own. After all I thought we meant to each other. You were supposed to be my ticket off that island. We could have been gloriously rich you and I. You could have ruled the sea with me as your queen. But you went after the treasure on your own and never came back." She leans back against the mast and smiles, but not pleasantly or saucily as you recall of those long ago days. This smile is arrogant and cruel. "Now I have you, your ship, your crew, and the treasure. Mine! A favor done for him and Beckett promised me I could keep the treasure and your body, your ship and your crew. All of it. All mine! So what can you offer me now?"

Aylar: You watch carefully from the Ethereal border as the female vampirate captain scuttles over the ceiling heading for the ship. As she drops into the Crow's Nest from the ceiling, you feel the magic of a shield ward come alive. This ship, much as the Ship, has wards activated by the presence of its captain. However her wards are not as thorough as yours, for they do not seem to detect the ethereal ... and while nothing short of cannon fire should be able to get in, you are already inside them.

Hypothermia rolls: All Crew are currently safe.

[Captain Baldbeard finds out the Vampirate Captain is an old flame of his, and what may have led him to his unfated death.]
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Post edited November 28, 2024 by bjgamer
Initial musings:
Wish I could order Icy to stop vampirates from pouring out of 7, but I can't (must see the ribbon to change orders), so we're going to need reinforcements here soon. Also, does anyone have a bladed weapon with fire oil applied to cut off the frozen vampirate's head? (I think I'll be too busy shooting at mobile enemies to take care of it myself.) ...bother, looks like not. Maybe BenKii's rapier with fire oil might be able to reach its heart, which could then be staked? Or we just wait for it to thaw, I guess... :)

If the captain remains on the ceiling (watch me be overtaken by the GM's final update), I could attempt to drop her with an explosive bolt - and then while falling, she can't dodge, so a moonbow shot could take her out? The vampirate on the ship is an annoyingly good shot, though - need to take care of that one first, probably. Plus there's the last one on the beach still rapidly approaching, too.
Post edited November 26, 2024 by gogtrial34987
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gogtrial34987: Maybe BenKii's rapier with fire oil might be able to reach its heart, which could then be staked? Or we just wait for it to thaw, I guess... :)
(I was just going to blow its frozen head off with my musket. Think it should be powerful enough. I sorta imagine the power of my gun is like a shotgun blast. I'll ask our GM to be sure though.)
Bellandra winced at the bolt in her thigh. "Ah, me lucky rabbit's foot, did ye leave yer luck at the casino? That will need a bandage, and here be I without one." At least by the light of the flash fire, there had seemed to be no more vampirates close by in the darkness.
With his back against a wall, and thus less fearful of foul things creeping up on him, Captain Baldbeard calls out "Nice ta see ye, Nerissa. As ye ken, these here luscious locks are icicle free" (he brushes off some of the icicles that are forming in the cold). "If I be yers, why not come here and take me, 'stead of preening about cave walls like a Daddy-long-legs?"
"Meantime, I dinna quite recall if ye ever had time to meet my pets. Let me introduce them ta ye and yer new mates"
- He summons his spectral sharks
- Despite Nerissa's shout, he keeps an eye out for the crossbow bolter, and any other attacks that may come his way
- If his bruising is going to affect his combat skills in any significant way, even though it might not be totally necessary, he will take a drink of his health potion before it becomes imminent.
- If Nerissa dares get near him, or sends her goons near him, he will let out his howl, and start pummelling with stake, holy water and cudgel.
Captain's Log Mission 6 - Turn 4:
Ha ha! I finally get to use my gun! Two vampirates appear out of the darkness and I shoot one, blowing off a piece of its arm, but that won't be enough to kill it. It just shrieks and returns to the darkness. Luckily Durik arrived with his garlic grenades ready to burn them suckers back down to the ground followed up with a swing from his fire cudgel igniting the vamp and throwing him back down the hall. Now the entire hall is on fire and those vampirates are now crispy critters. During all the excitement, I didn't even notice Bellandra got struck with a bolt to the knee. Guess she won't be adventuring for awhile.

"Nice swing, Durik", said BenKii, "That's what I call a home run." With the vampirates dealt with he turned his attention to Bellandra. "Your hurt!" BenKii moves to put pressure on the wound and looks in his inventory but realizes that he was no bandages, "Damn! Anyone have any heal wounds bandage? Bellandra is in need of medical attention!" Seeing as he can't do anything for her injury he leaves for the beach to see if he can help the crew there, but makes a request to Bellandra before going, "Bellandra, I've got to help our team on the beach but I don't have any defense against this necrotic ash. I don't suppose I could use your necrotic resistance potion? I can trade you my heal potion. That should get you back your health a bit but you'll still need bandages." Regardless of Bellandra's decision on the trade, BenKii moves to the beach and will drink the necrotic resistance potion if he has it. While passing the frozen vampirate on the wall he will say, "How's it hanging bud?" before blowing its head off with his musket. Upon arriving on the beach, BenKii sees the Vampirate Captain... a Female Vampirate Captain... a Hot Female Vampirate Captain.....oh crap. He can see that Baldbeard and the vamp cap have some history from their verbal exchange. BenKii would try to take this opportunity to line up a shot but holds off as he can see a shimmer emanating from the ship, perhaps some kind of shield technology. 'So, if we can't get to her', thought BenKii, 'we'll just have to bring her here.'

BenKii walks past Devin and whispers, "I have a plan just go with it." He then makes a loud whistle towards the Vampirate Captain, "Yo! Creepo lady! You say you have everything but you don't! You only have what's available on this Earthly plane of existence. What I offer you is to go beyond that. My ship can travel the stars and obtain treasures that you could only dream of. Leave Baldbeard alone. Leave this crew alone. And take me. I will offer you my ship and my services. But only if you order your creeps to stop attacking and let me aboard your ship. Or you can come down here and secure our deal. Makes no difference to me." BenKii also gives the Vampirate Captain "The Look" for good measure. :D

BenKii will hold his fire potion and holy water in reserve and down them both if he gets close to the vamp captain. He will attempt to use his Captain's charm to seduce her for a kiss. If she notices the potion drinking, BenKii will say, "Gotta have some minty fresh breath, baby." before going in to burn her to a crisp. (taking a page out of Karnstein's book. Aeshma's gonna be pissed.)

If the plan fails, then he will headshot the nearest vampirate while using his rapier to parry and keep them at a distance.

[BenKii offers to trade Bellandra a health potion for a Necrotic Resistance Potion and drinks said potion. Shoots the frozen vampirate on the wall. And makes an offer that the female vamp captain can't refuse. He will get close for a kiss and burn and flame her with his holy water and flame potion.
Post edited November 27, 2024 by BenKii
"No spideys? Durik kills wannabe-spidey too!"

He took a mental note of the golden appendages dropped by the vampirate, to remember to collect them after the battle, once checked\blessed of course.

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DiffuseReflection: Bellandra winced at the bolt in her thigh. "Ah, me lucky rabbit's foot, did ye leave yer luck at the casino? That will need a bandage, and here be I without one."
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BenKii: BenKii moves to put pressure on the wound and looks in his inventory but realizes that he was no bandages, "Damn! Anyone have any heal wounds bandage?
"Durik has lot of healings, me feels like doctor" XD
"Me can give you 2 bandages (1 normal), but better if ye apply them yerself, so me stay ready to fight"

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BenKii: He will attempt to use his Captain's charm to seduce her for a kiss.
After hearing BenKii's plan, Durik thought:
Ono he's trying again tricks. But seducing vamp?
He shook his head
Post edited November 27, 2024 by phaolo
Argy looks with disgust at the heap of finger and toe nails, then suddenly scratches her head. "Wasn't we mateys goin' to fetch the treasure? that be the other way!"

She will send the bat to fly higher and over the water, so that it can have a better image of the whole harbor area, and be less likely to be noticed in an open space. If she notices something unusual, she'll warn her mateys.
Meanwhile, if there are no further menaces coming from the east corridor (else she'll help fighting them), she'll cautiously head to the corridor leading to Plaza (7), following the trail of chilly destruction of Icy McIceface with the flaming pan ready in her hands, joining any brawl she bumps into. She can't help hearing Cap'n BenKii on her way, making her smile and shake her head, mumbling to herself: "A ship that there sails the stars. Blimey, a jolly bluff!"
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BenKii: BenKii walks past Devin and whispers, "I have a plan just go with it." ...

BenKii will hold his fire potion and holy water in reserve and down them both if he gets close to the vamp captain. He will attempt to use his Captain's charm to seduce her for a kiss. ... (taking a page out of Karnstein's book. Aeshma's gonna be pissed.) ...
ROFL!! Oh my. Now I understand the horrified fascination and popcorn reference PMs. Luckily, Captain BenKii took the Chessboard for some tactical facts. I've PM'd you, but I'm posting here so others may also understand the effects of these potions.

Resistance potions are just that, they add to your resist rolls, but they don't guarantee you won't succumb. Think of these like a vaccine, if you do resist it, great, if you don't you will still get the thing, but lighter.

Breath potions are like a dragon's breath downsized. Think circus performer, it let's you spit-breath in a cone in front of you for 6+1d4 or about 6-10ft/1.8-3m. It's not meant for in-your-face kissing (unless you want to both go out in a bold grand move), the backlash is likely to encompass you as well. These act almost instantaneously, but you can hold them like holding your breath for up to five minutes.

Admiral Clíodhna: "I be not sure that's a book ye be wanting to take a page from, Captain BenKii."

As far as Aeshma's likely response to 'Captain Charming' ... *Ribbet* (Frog croaking sound)
"Argy, do you have a recipe for frog legs?" :P

[Tactical explanation of some potions and a 'ribbeting' ribbing of Captain BenKii meant in fun.]
Post edited November 27, 2024 by bjgamer
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bjgamer: As far as Aeshma's likely response to 'Captain Charming' ... *Ribbet* (Frog croaking sound)
"Argy, do you have a recipe for frog legs?" :P

[Tactical explanation of some potions and a 'ribbeting' ribbing of Captain BenKii meant in fun.]
(I'll have to smooth things over with her later. For now, the task at hand is to eliminate the boss vamp. Perhaps others can back up BenKii if things go awry. Devin with his Moonbow or even Captain Aylar who is spirit walking on board the ship could do a sneak attack. But I plan to combine the holy water and fire potion for a Holy Fire Breath and do it at around 5ft so that I don't turn to a crispy critter too. Then possibly follow up with a musket shot if she ain't already burnt toast. According to the map there's also a few vampirates still around that may cause issue that our crew should be able to handle.)
Post edited November 28, 2024 by BenKii
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aCyborg:
(BTW, Kyp, I think you may be standing too close to that frozen vampirate according to the updated map. May want to move out of the way before BenKii blows its head off.)