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Count Karnstein inspected the finding with interest. "Given the circumstances under which this trinket was acquired, I'd say it's a good probability fer it indeed bein' sort o' protective amulet. Albeit we can't really know fer certain what it's purpose be, shouldn't hurt to try." Next he smoothened up his cloak, finger combed his hair, then stood in the middle and loudly cleared his throat.

"Lads 'n lasses, I 'ave somethin' important to tell ye. And I'd recommend y'all to listen as it directly concerns our imminent adversaries 'n could be crucial to yer survival."

Count paused for a second 'til everyone was quiet.

"Thank ye fer attention. When ye think o' vampire, ye naturally imagine an awe inspiring, mysterious, powerful, intriguing, eerie, fierce, imposing, vicious, menacing, glorious, fascinating and deadly creature fancying in blood of only most exquisite maidens. Devilishly handsome, dashing and bold fiend wit' a face of a nobleman. Crème de la crème among supernatural. Aye, I don't blame ye. We all know and love those thrillin' legends 'n stories. Some fillin' the 'earts o' most fearless men wit' dread. Some causin' young wenchies cheeks to blush 'n knees to weaken. Some..."

Audience didn't look particularly impressed. Some yawning, some exchanging baffled glances. Even Polly looked slightly exasperated, though it could be just coincidence as it always looked like that. Only half-orcs seemed truly get into it, listening with utmost attention.

"Get to the point." - said unidentified voice.

"Aye, aye, the point. Point bein' this ilk we are 'bout to encounter is nothin' like it. Right scum they are, o' the vilest sort. Sadly, fer how obnoxious they could be, these wretches still are quite a fearful foe. Ye see, as a thrill-seekin' member of upper society I had me fair share o' dabblin' into occuIt 'n forbidden. What a jolly coincidence it be that I just once happened to read a very old book from the land o' me ancestors, which among others described fiends very similar to what Polly told us about these so called vampirates."

"If that's right then most important thing ye need to know is that these wretches can suck up yer life force - which is a thing they feed on 'n which gives 'em strength. Aye, sneaky bastards don't even need to bite ye. Blast, ye might not even realize what's happenin' to ye until it's too late."

"Second most important thing is that, similar to the real vampires from legends, they can be messin' wit' yer heads. Now, I wouldn't expect mongrels like that be particularly good at this, but still we need watch out and keep an eye on any suspicious behavior of our comrades. None should ever be left alone."

"Last but not least, fer a vermin they are, they can crawl any surface, be it floor, wall or ceiling. So keep yer eyes open."

"Their Captain and Mage should be a different story. I don't know what could one like 'em be able to do exactly, but should be safe to assume that at the very least they can do what regular vampirate can - only better. Meanin' powerful drainin', regenerative and mind stirrin' abilities. Vampiric magic most likely cold based - that'd be just me guess though."

During the last sentence Count put a hand on his Saber of Frostbite.

"That said, I believe it's obvious that avoidin' detection should be our top priority. But in case it'd come to fight, good thing is all the traditional anti-vampire remedies should work 'ere too. And we 'ave quite a few of those, includin' stakes, water and anti-vamp grenades. Not to mention our regular weaponry - 'cause vampirate or not won't do much when it's head fall down."
Post edited September 29, 2023 by ssling
Durik sat down to rest a bit after the mission.
The comfortable swaying of the ship quickly cured his land-sickness.
And Dakka became much lighter to carry.

He decided to try the new mug to celebrate the first victory, so he asked Argy:
"Culd tiny give Durik a beer for this, pls?"

After listening to the count he said:
"Durik tinks this be a mission for sneakies even more than tower."
"We stronk can't smash bones, too loud. We shud be joinin' from ships if ye discovered."
"Or we use stakes only maybe."

He also inspected a bit the Denuvo's plans and said:
"Weird, de Denuvo has firepit.. on a ship?? And above esplosive barrels?"

In any case, he decided to wear the new orc clothes and armor he found (after asking Polly if she could patch it).
Post edited September 29, 2023 by phaolo
Polly had wondered where Count Karnstein was headed with his oration in the beginning, but then bobbed her head as he continued and explained things about the vampirates' ways. "Crawl any surface ye say," Polly bobbed her head again. "That be accounting fer the rumors they can swarm a ship by suddenly coming over the hull then. Best be keepin' a close eye on any surfaces above ye or around yerselves then."

Turning to Grog'tial she said, "The Ship be having the same number of decks total as the Denuvo. The Denuvo be bigger, heavier, but she also rides lower in the water. The boarding planks will be only slightly lower on our end, Main Deck to Main Deck. Any of the fighting tops, fore, main or mizzen, should suit yer crossbow, but if ye be asking about it for yer shell then nay, blowing it from the fighting top will nay reach the Denuvo nor the main deck. Fer the shell to work on any aboard the Denuvo ye'd pretty much need to be aboard it yerself."

Next she turned to Mighty. "Remember, we be going in sneaky, unseen until we be nigh on the Denuvo. To launch the longboat we would have to become visable to any watch on the Denuvo deck. To not be visable we would have to drop ye outside of the harbor and wait fer ye to row all the way in. We already be short on time before dawn when everyone could see us, and we could lose both the longboat and ye if it go wrong and we be having to run for it."

Polly cocked her head at Durik. "Aye, their galley be having a firepit, right above their powder storage." Next she eyed Argy. "Argy, ye be familiar with galleys and cooking. Leaving a cupcake in the galley should nay be too out of place. Only at the very end though, and only if ye think it safe enough and ye and the Crew aboard can make sure ye all get away in time. Three minutes, remember."

Returning her attention to Durik, Polly told him she could patch the clothing for him after the raid on the Denuvo, but he would have to clean it first. She looked over the other tower team members as well, except for Argy and Grog'tial all had blood on them. "Ye might be wanting to quick like wash and change a bit, unless ye be wanting the vampirates to smell the blood on ye and come looking," she suggested to them.

(Luckily the zombies didn't really bleed, just oozed some undead goo.)
Post edited September 29, 2023 by bjgamer
[Cap'n Barfdeck Rummyfangs - Boarding Crew / Aboard Ship]

"It be sometimes best to let the Patches be pickin' what be harmless and doable. Tis obvious they be enjoyin' the trying it fer ye tho." Polly chuckled in the only manner a parrot could, by bobbing her head and clacking her beak. With those words, she gave Cap'n Rummyfangs some insight as to how his cursed patchwork rugs actually worked. Then, with the wave of her wing, his Assistant Chef Outfit faded away at the Patches returned his clothing to their former glory, along with most of his fallen fur. Most..., and the Felinoid pirate was quite content with this modest most.

"The stench is coming from below decks. We'll find whatever turned them down there." Cap'n Baldbeard gestures to his Felinoid crewmate. Polly also asked if we could track this stench and to avoid consuming any of the Ol' Nick's, unless we too wished to be turned.

Cap'n Rummyfangs accompanies Cap'n Baldbeard by his side, in tracking the stench from the decks below. With one paw on his Rapier and moving ever so cautiously, he kept his Feliniod vision on extra alert for anything that may stir from within the shadows. There was muttering about fungus and possible theories of Pugwash's cow and chickens being contaminated...


*** *** *** *** *** *** *** *** *** ***
Cap'n Barfdeck Rummyfangs: Felinoid pirate / +1 agility, stealth / -1 constitution / permanent +1 hit (unless stunned or incapacitated) / Rapier +1 strike chance / 2 x rum concoctions for adrenaline rush / 2 x wooden stakes / 1 x holy water / 1 x rope / 1 x "harmless" disguise / weakness: loud noises (except roar of the sea & ship's cannons)
Following up on Polly's advice, Aylar cleans up as thoroughly as he's able to, even pulling up an extra bucket of water to pour over his head in case some blood mixed up with his hair unseen. That done, he fills up his empty wineskin with more seawater, and takes a quick trip to his room to fetch a whetstone, which he then dutifully sharpens his axe with.
If there still be stakes left, he'll take a couple more. If not, but there is access to any suitable wood to fashion them out of, he'll do so himself, and make a couple of smaller stakes while he's at it (just the right size and shape to perhaps inconspicuously jam between some steering wheel spokes). To his delight, there be an entire bounty of new things on the deck table: while he is entertained by the fliers, only the grenades truly interest him out of the table offers - he'll snatch one, and take Bhrigu on his offering of a vial of holy water, if he still be offerin' and has any extras left, that is.
If there is still time left after the preparations are done, he'll let Polly know about the tunnel under the tower, hoping to perhaps get her perspective on it - even though he ultimately doesn't consider it important in the upcoming raid, he is still curious. With the captain turning out to be their servant, perhaps vampirates be using it for something more than simple smuggling?

In the upcoming boarding, he'll opt for the agile route.
Kyp noticing that people are prepping to board the other ship thinks and comes up with an idea to have an idea on how to have a good surprise raid.

"We could take heavy objects wrapped in clothes and tied to a rope, we can swing these onto the ships deck and because of the clothes it wouldn't make much noise. Meaning we might be able to climb and board quietly."

"Also, anyone have an extra gear that would be useful for me to have during the invasion? Seems like others have been getting resources and I haven't much more than my trusty sword and some ropes."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kyp Everswim
Inventory
+1 Rapier of Cold
Fishing Net I wear around my waist like a belt - 8 ft, can be used to net fish or entrap enemies.
Repaired net/rope.

Abilities:
Curse Weapon - Fishbowl ability
+1 Trapping skills
influence marine life
Teleport to any water source with people/stuff I carrying (once per mission)
cause tsunami within sight of water (3 uses max)
SPECIAL GEAR AVAILABLE on deck table by Main Mast: 1 Anti-Vamp Garlic Gas grenades, 2 holy water inked fliers

Anti-Vamp Garlic Gas grenades (best used in interior spaces), burns their eyes and drives them crazy and the Holy Water would burn/eat into their skin, so the reaction would definitely be to overwhelm their senses and cause them to blindly flee or be stunned depending on how much of it got on them.

There were 24 stakes originally, 2 were used. There are no more stakes left for Grog'tial to take, he had taken half already. (BTW, if the crossbow bolts are wood shafted, they are already technically 'stakes'.) The remaining holy water was used in making the grenades and fliers.

Special inventory that may apply (not including Cursed Weapon Items):
Pugwash; Crow's Nest = 2 inked fliers he intends to wrap around bolts.
Grog'tial; Fighting Top = 2 stakes, 7 stake-bolts now remaining, twine.
Aylar; Fore Yard = small sharp belt ax, 1 stake, (roll dice) sharpens 3 more stakes (total 4), 2 smaller stakes, 1 Garlic Grenade.
Argy; Main Deck = two knives, a spoon, a pepper grinder, Cure Disease broth.
Bellandra; Main Deck = 4 stakes (used her rope)
Bhrigu; Main Deck = 2 stakes, Saber of Repel Undead.
Captain Baldbeard; Main Deck = 2 stakes, 1 holy water
Cap'n Rummyfangs; still below deck? = 2 stakes, 1 holy water, 1 rope, 2 rum concoctions for adrenaline rush.
Count Karnstein; Main Deck
Durik; Main Deck = lockpicks, matches, knife, stole 5 bandages from infirmary, grapple & rope, 2 large stakes, 1 Garlic Grenade, Harbor Watch leather armor. (clothing to be patched after Mission)
Foggy; Gun Deck = Crow, 2 Bottles of 'Pirate Pete's Pain-Killin' Rum'
Gilius; still below deck?
Larissa = Pouch w/garlic powder, anti-slip boots, 3 Healing Potions, 2 Sleep Potions (from alchemy kit can make more with time).
Mighty; Main Deck = Cracker, Monkey, set of 3 different sized lockpicks, 1 Garlic Grenade, Harbor Watch leather armor.
Kyp; Main Deck
Origi; Main Deck = 2 fliers, 2 Garlic Grenades, VO Amulet
Post edited October 01, 2023 by bjgamer
Distractly hearin' t' some natter about vampires 'n without action in sight, Foggy returns t' the Gun Deck t' check readiness once again. "Grount t' Foggy in case ye needs me t' squash bats, or wants some Pirate Pete's Pain-Killin' Rum" he said.
The amulet currently awaits on the equipment table for anyone willing to take it.
Post edited September 29, 2023 by ssling
Origi gets washed and dressed in her most elegant-but-practical royal fineries. "Yes, you guys should wash immediately. No, I don't care if it helps you avoid vampirates. It's just that you all stink. Actually, you were already stinking before we even started this mission if I recall. .." She grabs two grenades, two flyers, then eyes the amulet. "Would look good around my neck, donchathink?"
Durik sniffed himself
Queen be right, me need wash too

He went to clean himself.. and his items, as Polly instructed.
Unless it was bad for detection, he asked Larissa for some soap, otherwise he just used water.

Afterwards, he handled the items back to Polly.

He also grabbed 1 Anti-Vamp Garlic Gas grenade.
And then went again to search for a rope + grappling hook for the boarding.
Post edited September 29, 2023 by phaolo
Mighty finished browsing the book, he and monkey found interesting that supposedly somewhere is a place called Monkey Island where Three-Headed Monkey can be found. He sighted, and also asked for some soap and took a batch. He also cleaned the orc-sized armor he picked up near tower.

He picked up one of the Garlic Gas grenade.
Mission 1, Denuvo Turn 1 (All Crew)
*CurrentTurn will end for All Parties 7 PM UTC, 1 October*

Pugwash; Crow's Nest = 2 inked fliers he intends to wrap around bolts.
Grog'tial; Fighting Top = 2 stakes, 7 stake-bolts now remaining, twine.
Aylar; Fore Yard = small sharp belt ax, 1 stake, (roll dice) sharpens 3 more stakes (total 4), 2 smaller stakes, 1 Garlic Grenade.
Argy; Main Deck = two knives, a spoon, a pepper grinder, Cure Disease broth.
Bellandra; Main Deck = 4 stakes (used her rope)
Bhrigu; Main Deck = 2 stakes, Saber of Repel Undead.
Captain Baldbeard; Main Deck = 2 stakes, 1 holy water
Cap'n Rummyfangs; below deck? = 2 stakes, 1 holy water, 1 rope, 2 rum concoctions for adrenaline rush.
Count Karnstein; Main Deck
Durik; Main Deck = lockpicks, matches, knife, stole 5 bandages from infirmary, grapple & rope, 2 large stakes, 1 Garlic Grenade, Harbor Watch leather armor. (clothing to be patched after Mission)
Foggy; Gun Deck = Crow, 2 Bottles of 'Pirate Pete's Pain-Killin' Rum'
Gilius; below deck?
Larissa = Pouch w/garlic powder, anti-slip boots, 3 Healing Potions, 2 Sleep Potions (from alchemy kit can make more with time).
Mighty; Main Deck = Cracker, Monkey, set of 3 different sized lockpicks, 1 Garlic Grenade, Harbor Watch leather armor.
Kyp; Main Deck
Origi; Main Deck = 2 fliers, 2 Garlic Grenades, VO Amulet

"Take yer chosen positions," Polly called quietly to the Crew, as the Ship proceeded through the opening in the harbor sea wall. "Ready the grappling lines and the boarding planks. Grab any o'their loose maps or the log book be ye finding it, but the small hidden chest in the captain's quarters be the true prize we seek."

As the Ship rounded the wall into the Naval Harbor, the crew got their first look at the Denuvo. She was made of a dark wood and was about a third again the size of the Ship. Which meant her crew would also easily outnumber theirs. Hovering around the Denuvo was a shadow that seemed to absorb light, and as they got closer its presence became more oppressive. There were only two lanterns they could see, one at the Fore Mast, and one at the Main Mast. The portholes were closed and no light shone through them. Pugwash, using his farsight, could see one watcher walking the main deck, another he could barely make out under the Stern Castle near the wheel, and a dock watcher was stationed where the Denuvo's pier met the shore.

The sounds from the port taverns and establishments of ill repute were loud and boisterous, with the typical boasts and brawls, shouts and laughter. The Ship drew closer silently in thickening mist rolling in off the water, and the slight dimming of the outside world the Crew had begun to get used to when under stealth began to flicker, and then vanished entirely as Polly maneuvered the Ship into position. They could now be seen. Almost immediately the Crew could feel that ominous shadow draining away their energy, sucking at their strength and lapping at their minds, (roll dice) all except for Queen Origi who wore the amulet, and Count Karnstein who's previous mental experience snapped back into place, although he could still feel their presence. (roll dice) While the noise from the port should cover most of their movements, the watcher walking the deck might have heard the slightest sound as he began to turn around towards them. Just then the door to the Fore Castle Officer's Quarters opened and an Officer stood framed in the doorway with another behind him as if sensing their living essenses.

"Take 'em," Polly said.

Denuvo Deck Plans
The Ship, deck plan

-----
Each turn spent near the Denuvo I will roll the dice to see how each of the Crew resists the energy drain as an environmental effect on top of any action results or possible spells. Note that the Ship is not quite even with the Denuvo so as to hide in her shadow from the town. Thus boarding would be from the Ship's forward port side (left side) Main Deck to the Denuvo's starboard side (right side) stern Main Deck between their Stern Stairs and the cannon balls. Good luck!
Attachments:
Post edited October 14, 2023 by bjgamer
"We may need to take these vampirates out quickly 'ere they raise the alarm. I hope Karnstein and Origi can distract them quickly, or else that Pugwash's aim be true", Bellandra thought. She pondered whether to use her sextant to freeze the guards, but decided to conserve its power, as even more crucial moments were likely still ahead.

She intended to use a grappling line to board the Denuvo as quietly as she could. She planned to go along with any subterfuge Karnstein, Origi and others may have planned, but if by the time she was on board the guards remained alert, she would engage with them.

Once the immediate danger of guard alarms was past, Bellandra intended to help quickly disable the main deck cannons and then investigate the quarterdeck which was unlit as there was no lantern in the mizzenmast. She hoped that the skylight there could be lifted open or broken to provide direct access from above to the captain's quarters.
Argy mourns the former cook for a moment. It is no secret that she wanted his post, but not this way...
She brings a snack and a mug of beer to Durik and prepares for the next part. She replaces part of the pepper in the grinder with garlic and gets a grappling hook and a torch.
She approaches the rest of the crew and takes a look at the map:
"Arrr. The quick'r we do this, the bett'r. Our goal is to plunder the booty chest in the stern castle. So, some mateys can stay in the main deck takin' care of filthy foes thar and makin' sure no others get out'o'the lower decks and the rest of mateys go the the stern castle as fast as possible. A pair of us can go to the top an' enter through the skylight while other mateys go through the doors."