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Bhrigu let Count Karnstein, Aylar, and Argy know of what he had just seen.

He also puts emphasis on the fact that new bricks are being made here in the fort, which suggests some sort of repair work is going on here. The fresh dirt in the apple grove hints there is something worth investigating. Is the fort damaged in anyway? If it is it might provide a way to breach those sections or an escape route if needed. Maybe someone can investigate it!

Also, he suggested, the crew should decide how to deal with the human thralls. If we can break the control over those thralls, they might provide us with some important information, or even help us.

And those powder barrels look like something we can use if we again want a fireworks show.
Mission 2, Fortress Turn 3
*CurrentTurn will end 10 PM UTC, 17 October*

Courtyard -
(roll dice) Argy edged closer to one of the half-orc guards: "Damn... Officers and their endless parley... This be takin' soo long. Hey, ye like to share a snack with me?" She showed him a some cakes. "Kipper cakes. A personal recipe. Tasty but a little dry. "Talkin'bout dryness... Me mouth is so dry and salty and my cap'n likes not me boozing." *puppy eyes and lowers her voice* "Can ye fetch me a drink in 'xchange? Just a sip pleaaase. Won't tell a soul..."

Count Karnstein watched the commander walk away. "How 'bout that," he addressed Aylar. "Didn't I tell ye our allies are truly savvy bunch? Look what an order, what a discipline. Still though, keepin' us waitin' at the threshold like some beggars seem a bit overzealous to me. Well, but prolly official audience before we start roisterin' might prove beneficial." (roll dice) Having overhead Argy, he sought a ruse of his own. "So, tell me, master guardian, how's life treatin' ye 'ere lately, everyone in good health? What are ye occupied wit' these days? I believe I noticed some commotion o'er there. Don't tell me, bringin' grog to the banquet hall mayhaps, eh? Harr, harr! Can I at least go fer a piss under that tree o'er there?"

(roll dice) The eyes of the half-orc guard by Argy lit up at the sight of the cakes. "Me hungry, me thirsty. Tiny baker come to Guard Room. Plenty drink Commander not see there."

The other guard nodded, looking at the cakes. "Me hungry too." He turned to Karnstein. "No grog, they be taking boom powder to the diggings," he lowered his voice and looked around before continuing confidentially, "They after the Cursed Gold. Use prisoners to get." Then he continued normally. "We go Guard Room for grog, no in big eating place. Commander no like grog in big eating place." He frowned. "And no pissin' on trees. We supposed use 'closets'," he pointed to the two small 'closets' just in front of the Guard Rooms. "Mostly we go up wall and piss in moat, or try piss on prisoners when they haulin' dirt out or zombies with the gun balls." The guard grinned. "You want try? Me take you up!"

Aylar somewhat lazily scrutinizes the "disciplined" soldiers that have somehow managed to earn such praise, discretely assessing if they really (be much trouble) deserve it as he listens to the guard's answers. "As ye say, Cap'n," he drawls.

Bhrigu tried to let Count Karnstein, Aylar, and Argy know of what he had just seen, (roll dice) but Argy was already talking to one guard while Count Karnstein was involved with the other. (roll dice) He did manage to draw Aylar's attention and back him slightly away from the others, however. Bhrigu emphasized to Aylar the fact that new bricks are being made here in the fort, which suggests some sort of repair work is going on. The fresh dirt in the apple grove hints there is something worth investigating. If the fort is damaged it might provide a way to breach those sections or an escape route if needed. He also suggested the crew should decide how to deal with the human thralls. If they could break the control over those thralls, they might provide them with some important information, or even help the Crew. Bhrigu also suggests the powder barrels which must be stored in the powder magazine the humans and guard came from looked like something to use if they want a fireworks show.

The corner door opened again, but only the half-orc guard came back out, (roll dice) the two humans with the powder keg were nowhere to be seen.

British Room -
Queen Origi stepped inside the British Room and directed the rude goblin to assist Grog'tial while she would inspect upstairs with the help of the gnome. (roll dice) Never relinquishing her queenly bearing, Origi ushered the gnome to lead her upstairs toward the muttering. Leaning close as they started on the way up she quietly asked if he knew Polly. (roll dice)

Immediately the gnome stopped, nodded, then turned and winked at Grog'tial before he started dancing and singing like a nutter on the stairway landing. "Polly's not a parrot. Polly doesn't want crackers. Polly sails with Gilius upon the weirding sea! Hee hee hee. Polly's not a parrot. Polly doesn't want crackers. Polly seeks clues to a mysterious figure and the spirit of Cap'n B! Hee hee hee hee hee."

(roll dice) The muttering upstairs stopped. "WHAT is that racket?" yelled another goblin voice as it's owner headed for the top of the stairs. The gnome jumped off the landing and squirted machine oil straight in the face of the goblin on the ground floor who had been tormenting him.

Durik had decided to follow along behind Queen Origi and Grog'tial as they were alone without any 'guard' to back them up. He had been near enough to Cap'n Rummyfangs to barely hear the warning, so now he stood outside the door to the British Room, covering his Crew mates inside and alert for what creature the Felinoid might have heard. If anyone asked he would say he was following the queen's orders.

Grog'tial had moved several paces into the room, and let his impatience and grumpiness color his voice. "On behalf of her majesty here, I would finally like some semblance of clarity on some rather important financial matters. The figures we've been getting just don't make any sense at all, and I intend to get to the bottom of it all!" He sketched a bow to Queen Origi as she passed him to take the gnome with her up the stairs and then directed Urgho to shut the door and give a hand with the crates. (roll dice) It was Durik who actually shut the door, having nudged Urgho inside.

With the door closed, Grog'tial strode forward to the middle of the room and addressed the goblin, frowning severely. "I wasn't informed about any gnomes working in this office. Is this wretch a prisoner?" He was waiting for his answer when the gnome suddenly nodded to Origi, turned to wink at him and broke into a chant and dance like some crazy mad jester! (roll dice) Grog'tial's mind finally caught up with what his ears were hearing. The muttering voice upstairs stopped, then yelled and footsteps came towards the top of the stairs. The crazy gnome suddenly jumped off the mid-stair landing and squirted the machine oil he had palmed right into the rude goblin's face. (roll dice) Grog'tial brought up his shell and blew, concentrating on his intended targets. (roll dice) The siren song filled the room, echoing in the high arched chamber, mesmerizing both goblins and Urgho.

(roll dice) The gnome looked at Grog'tial and smiled. "Handy that." He nodded to Queen Origi, "What you want is in the first room upstairs, in the safe. Key's in the top desk drawer. (roll dice) The prisoners not in the cells will be in the Dig. Beware the Drow. Nasty creatures. Tell Polly I'll see her soon. Thanks!" The gnome scurried to a small door beside the crates into the storage room beyond. (Opposite from the Chapel side wall) (roll dice) "Oh, and don't touch the gold! It's cursed. I was waiting for those idiots to skim enough to condemn themselves." With that he vanished through the door.

Durik had been outside, but ready to help in case the guard became a problem. (roll dice) He saw the other half orc guard come back out of the corner room and start to walk past the cells toward him. (roll dice) Hearing the siren song, he glanced through the window and saw the mesmerized guard standing there while Grog'tial killed the goblin. (roll dice) Just as Durik entered the British Room to take care of the guard, he saw the door to the Chapel open and the commander come outside to look around with a person who reminded him of Aylar, but with white hair and ash colored skin. (roll dice) Durik quietly closed the door and completely smashed in Urgho's skull, remembering what Aylar had said about beheading to not let the necromancer raise the bodies for an army of undead. "Company coming," he told the others.

Grog'tial informed Origi that they had 10 minutes to take care of them all, and cut the throat of the goblin nearest him, (roll dice) making sure not get any blood on himself. He looked up as Durik quietly entered and took care of Urgho. (roll dice) Hearing Durik's words, Grog'tial cast a look through the window to see a guard heading down the walkway toward the 'prisoner team' and them. (roll dice) Grog'tial swiftly ran up the stairs and dealt with the second goblin, (roll dice) barely managing to avoid the blood, while below him Durik completely crushed the first dead goblin's skull in. (roll dice) Remembering the gnome's words, Grog'tial ran into the first office, grabbing the key (roll dice) and opened the safe to see a rolled map and chest like Polly had specified.

(Continued below ....)
Attachments:
Post edited October 16, 2023 by bjgamer
(... Continued from above)

Cells -
As Bellandra and her 'guards' escorted the 'prisoners' towards the cells, she tried to survey the situation and plan a strategy. Earlier, she had only pretended to lock the gate and drawbridge portcullis behind their party, foreseeing that they might need to make a quick escape.

As Cap'n Rummyfangs was being escorted towards the cells he collapsed to the ground, feigning exhaustion and being careful to maintain his role while searching for the possible source of the many legged creature he'd heard. (roll dice) Bellandra paused to look at him, then reached down and hauled him to his feet, pulling him close as if threatening him. "Foul miscreant! Can't you even put one foot in front of the other properly!" She hissed, "So help me I'll..." ... and in a whisper continued "...listen to what ye would say."

Rummyfangs didn't waste the opportunity, he whispered as quietly as he could. "Blimey... I spied the ugliest Flesh Golem I 'ad e'er laid me eyes in that there room where the others (went) jus' boarded," Cap'n Rummyfangs informed Bellandra, keeping his voice hushed. "But beware me hearties, thar may be a greater danger but a breath away whence we stand. I 'earrr the footsteps o' a many legged creature in our midst..." (roll dice = Bellandra and Mighty hear the warning; Pugwash and Durik barely hear it; Foggy, Grog'tial, Queen Origi and Urgho did not hear him.)

Once the guard had left them at the cells, Bellandra discreetly passed Foggy his cutlass. She saw no gnome among the prisoners as she inspected the cells, trying to gauge if any of the humans were possible thralls. "Hail, wretches! I see you have sampled the keep's lodgings. How do you like the lord commander's hospitality?" (roll dice) No one answered her, or even looked up. She kept Polly's words in mind as she tried to judge the cell occupants, while running different strategies in her mind. She guessed that the other rooms might be converted cell blocks, so her cell block key might work on them too.

Foggy slipped his bonds and took his cutlass that Bellandra discretely passed him. He then tried his own strategy and took some of his personal belongings to exchange with some of the closer prisoners for information. (roll dice) The few prisoners that would even glance at him looked as if he were insane! Foggy asked where the prisoners could get weapons. (roll dice) They cringed back in the cells as far from him and the 'Guards' as possible, refusing to speak and darting glances out the open door as if waiting for a monster to appear at any moment. Foggy heard spaced caws around, as Crow landed in an apple tree where he will stay vigilant and warn Foggy if need be.

Mighty noticed Rummyfangs faint and was going to reach down to pick him up, but Bellandra got there first. He was close enough to hear the message however. He also heard Argy and decided to wait to send Cracker in case one or more of the half-orc guards could be put down without a fight. Reaching the cells, he silently passed Pugwash his crossbow when asked.

Until now, Pugwash had played the meek prisoner, but he had been just close enough to have heard Cap'n Rummyfangs' warning. Now that they had been left alone Pugwash also freed himself from his bonds and got his crossbow from Mighty. Then he took up a position just inside the cell block door, hidden from view of the courtyard. There he monitored for threats to quietly warn the others about. (roll dice) Pugwash used his glass eye to sweep over the battlements he could see. The hellhound and fighter were walking along the seaward side, about mid-way towards the stairs. (roll dice) Pugwash saw the door to the Chapel open and Commander Beckett come out with what must be the necromancer, who was looking around. (roll dice) Pugwash whispers to the others about seeing the Commander and the necromancer looking around, but he does not know about the guard coming. (roll dice = Pugwash cannot see the guard coming down the walkway by the other cell blocks without revealing himself.)

(roll dice) Seeing Pugwash given a weapon by a 'guard' and taking up a position of defense, one of the prisoners towards the back finally spoke in a hushed tone. "They'll be coming for us soon. Shift change, mid-day. He and the Others will come to take us. You don't want to be here."

(roll dice - Felinoid hearing) Cap'n Barfdeck Rummyfangs swiveled his ears as he caught the faint echo of a siren song and realized Grog'tial must have blown his shell. He also heard a door close and heavy footsteps coming towards them down the walkway from the corner where he'd seen the Flesh Golem.

(roll dice) Just then Crow called a warning to Foggy.

Aboard Ship -
After hearing Polly's warning and looking to see how Captain Baldbeard and Gilius were progressing, Kyp noticed that he was in fact in a grave situation ... at the top of the crows nest, which was very high up. (roll dice) He had been fine while concentrating far out to the Fort and the well, but now the fear started and he sat down in the crows nest so he would not have to look at the ground. He wondered what was taking so long as Captain Baldbeard arrived and they waited for the signal and Gilius.

Polly also wondered what was taking so long as she eyed Kyp and hoped he could hold it together in the Crow's Nest. Each 'turn' it took could erode his confidence to where the promised reinforcements might not arrive. (Kyp has finally noticed where he is. GM rolls dice each turn Kyp is in the Crow's Nest for panic, and each turn the resistance roll has to be greater to succeed.) This was not to be a stealth raid. Polly knew the longer the Crew waited to send the signal, the greater the chance of discovery, which would lose them the element of surprise ... and the greater the chance the Ship could be fired upon before it could be first to take out the Fort's guns and shock the Fort into possible panic and disarray, which could leave the Crew facing a more disciplined and rallied enemy. (GM rolls dice with greater chance of suspicion/Fort reaction/reinforcements added each turn.)

Fortress Plans

-----
Your usual weapons and inventory are assumed with you.
Argy = Fortress Courtyard; 'Chef', 1 Sleep Potion (4 small baked goods), 1 Spiderclimb Oil
Aylar = Fortress Courtyard;1'Officer', Gillyweed, 1 Weapon Oil - Acid
Bellandra = Cell Block nearest Storage Rooms; 'Guard Captain', Harbor Watch Leather Armor, Hand Crossbow w/6 bolts, 1 Fire Resistance Potion; keys to cell block, gate and drawbridge
Cap'n Rummyfangs = Cell Block nearest Storage Rooms; 'Prisoner', 1 Fire Resistance, 1 Heal Potion
Bhrigu = Fortress Courtyard; 'Scribe', 1 Spiderclimb Oil, 1 Heal Wounds Bandage
Captain Baldbeard = Ship, Crow's Nest; 1 Sleep Potion, 1 Weapon Oil - Fire
Count Karnstein = Fortress Courtyard; 'Captain', 1 Heal Wounds Bandage, 1 Heal Potion
Durik = British Room ground floor; 'Guard', Harbor Watch Leather armor, 1 Weapon Oil - Acid; *Aylar's Axe
Foggy = Cell Block nearest Storage Rooms; 1 Gillyweed, 1 Potion of Force Resistance
Gilius = Ship, ascending the rigging?; 1 Scroll of Revivify, Wand of Secrets
Grog'tial = British Room upstairs office; 'Courtier', Dirk, Remote Viewing Potion
Kyp = Ship, Crow's Nest waiting for Gilius and the signal to go; pouch of Blinding Powder, Bag of Smoke Marbles
Mighty = Cell Block nearest Storage Rooms, ready to send Cracker; 'Guard', Harbor Watch Leather armor, 1 Heal Potion
Pugwash = Cell Block Door nearest Storage Rooms, on watch; 'Prisoner', Quiver of 3 Stun Bomb bolts, 1 Heal Wounds Bandage
Queen Origi = British Room stairs; 'Herself', 1 Mage Hand Scroll, Scroll of Fire Protection

-----
Attached image: positions inside the Fort. You may have to magnify it. (B & N are on ground in front of Chapel door)
BLACK: a = argy; K = Karnstein; A = Aylar; b = bhrigu
BLUE: X = Kyp's teleport target
YELLOW: B = Beckett; N = Necromancer; FG = Flesh Golem; hh+ = hellhound + fighter (above on battlement)
ORANGE: H = Half Orc Guards
RED: G = Grog'tial; O = Origi; D = Durik; P M = Pugwash, Mighty; R F = Rummyfangs, Foggy; B = Bellandra
GREEN: round = bushes; arrows = apple trees

Edit to add Fort layout and key to positions
Attachments:
hellhound.png (380 Kb)
Post edited October 16, 2023 by bjgamer
Having been taken slightly aside by Bhrigu, Aylar listens to his report attentively, and with a nod takes this opportunity to quietly let him know in return that a large shadow be just behind the doors; while he is not sure, it could be the Golem. While he'd try to reassess the area now armed with fresh insight, perhaps, Bhrigu could pass a message to Count under a pretense of "Captain taking a look at his notes to make sure the depiction of their visit to this place so far is sufficiently to his tastes".

If there is a danger of them being overheard, he'll pretend he's giving the scribe the more overt instructions to check with the Captain in regards to his biography instead of him, and will take a somewhat leisurely survey of the walls and the trees in this area, as if foppishly checking the "quality of the brickwork" or "if the trees be actually healthy", acting like a sea shark bored out of his mind. In reality, he is following up on Bhrigu's intel and checking for any signs of weakness or hints to there be something more going on.

He will do his best to not break character if he hears any noise indicating new arrivals to the area, or warnings of the "carousing" having started. While the realization that their time limit be very strict now will hurry him and make him reconsider his priorities, he will try to investigate as much and as discretely as he's able to.
Post edited October 16, 2023 by LordKaylar
Origi double-checks that all the dead have been decapitated. She grabs the map and assesses the size of the chest. If it's small enough,and there is a window big enough, she calls prince Albatross and loads him up with the chest contents, then sends him back to the ship. Otherwise, she requests Durik to take it. She checks if there is any way to sneak into the chapel from the outside, eg through a window, or via the chapel-side wall. If she can get in unaided or with the prince's assistance, she'll do it. If not, she tries following the gnome.
Post edited October 16, 2023 by servobeupstry
Grog'tial takes the map from the safe, pocketing it for safety. The chest looks a bit too unwieldy for now - he plans to come back to deal with that later. He then takes a moment to carefully look around the office, grabbing / investigating anything which grabs his interest (see below), then makes a swift round upstairs to see what all is there. As his first stop, he searches the Goblin's corpse, and if he sees something heavy with which to cave in its head, he does so - otherwise he calls out to Durik to come assist with that.
While looking around, he's primarily interested in the following things, in order of priority:
- Good ambush locations in case the Necromancer comes into the British Room
- The poisons which Polly mentioned. If he finds them, he applies some to half a dozen of his crossbow's bolts, carefully pocketing the rest of the poison for later use (he'll wait with applying the poison to his dirk until he's seen what it does)
- Any intel Polly might be interested in (he only has a vague idea as to what that might be, though their targets so far are suggestive, as were the gnome's words, so he at least can guess as to the direction)
- Anything particularly useful (like potions or bandages)
- Anything particularly valuable (excluding cursed gold)

In between, he keeps stealing glances out of the window, mindful of Durik's warning. He's not too worried about the single guard, but if he spots the Necromancer and Commander Beckett coming to the British Room, he holes up in the best available ambush location which he's identified up to that point. If he hasn't spotted any good location, he rushes downstairs, flips over the desk, drags it back from the window a ways, and hides behind it, with just his eyes and the crossbow peeking out over it, ready to shoot a (hopefully poisoned) bolt into (preferably) the Necromancer as soon as the door opens.

If Grog'tial sees Beckett and the Necromancer heading somewhere else, and they seem to be talking to each other, he uses the shell to listen in on their conversation.
Post edited October 16, 2023 by gogtrial34987
Argy follows the half-orc to the Guard Room. While doing so, she'll notice how many guards are there in the main entrance and in the guard rooms. If everything goes fine, she'll share a drink with the guards and offer them the sleep cakes. She'll also take one as if she is going to eat it (but she won't) to not arise any suspicions. Once dealt with them, she'll hide and take a peek at the other rooms near the entrance. After that, she'll return with Karnstein, Bhrigu and Aylar.

If the alarm is triggered before she manages to do this, she'll try to knock out by surprise the nearest guard with a pan hit and run back to the courtyard entrance. If enemy reinforcements come from any nearby room, she'll clear that entrance by throwing a cupcake at it.
Pugwash, crossbow prison.

Pugwash is dismayed that none of the crew near him have taken actions this turn.

If Pugwash heard the prisoner AND realises that the element of surprise will soon be lost once the shift change occurs (since it will be obvious that something is up given the cell door is open) AND If the necromancer/commander are still visible

Pugwash will shoot at the necromancer using his glass eye guaranteed shot. Subsequent shots will be directed at the commander. Once both necromancer and commander are down (or no longer in sight), Pugwash will fire at any other target of opportunity. (Ordinary bolts in all cases, the courtyard is too exposed for the stun bomb bolts to have a reasonable chance of working)

If Pugwash is oblivious to the shift change or misses the opportunity to shoot the necromancer or commander.

Pugwash will stay at his post and be surprised by the guard

(Out of character: I can't act otherwise without using inside knowledge or putting words in Rummyfang's mouth. As it is, interest is flagging and the prisoner deception is going to be revealed one way or another, so I don't see a way to avoid a general brawl next turn)
Post edited October 17, 2023 by Mortius1
If the guard was coming towards them, Durik positioned himself behind the door, ready to pull them in and smash heads before they could utter any alarm.

If not, he would have helped Grog and looked for some possible loot for himself (the others informed him about the cursed gold).

About the chest.. Durik could have carried it, but he was worried that he wouldn't have been able to fight with it.
So he asked the allies if the plan was to rush together through the gate during the ruckus causes by the ship attack.
Post edited October 17, 2023 by phaolo
avatar
phaolo: So he asked the allies if the plan was to rush together through the gate during the ruckus causes by the ship attack.
If/when Grog'tial hears this question by Durik, he informs him that the dwarves have a saying which translates roughly as "out together, home together" (he does not add that he himself does not hold to that saying, as he's pretending to participate in some sort of camaraderie), so they'll only leave - with as much crew as possible - once the entire mission is over, and can leave the chest where it is until that point. The ship's attack would simply be a good time to kill anyone in reach who hadn't yet been clued in that there was killing happening at all.

He does add that if the Necromancer turns out to be leaving the chapel unattended and heading to the main entrance, the people here might as well head to the chapel together to locate the goodies there so that they have all objectives secured in one go, and can then go assist the less effective crew members before leaving. However, first they have to observe what the Necromancer will actually do.
Post edited October 17, 2023 by gogtrial34987
Mighty The Mighty Matey

Cracker decides it should take things into his own wings. Cracker gets to nearest window it could get through and flies away to signal ship

Reminded about the plan, Mighty says. "I need to get some fresh air."

Mighty moves outside and positions himself in front of one of the nearest cells occupied with prisoners. He positions himself facing courtyard with hand and claw behind the back. Once the ship fires he will cut the lock of or the bars that surrounds it opening the doors for the captured prisoners. This will add into the chaos caused by the ship barrage.

Once this is done and no one is in his way, he will move into the direction of Chapel.
Post edited October 17, 2023 by Sulibor
"Harr, harr, harr! On prisoners or zombies ye say? How horrendously delightful! Lead on!"

Count will follow the guard up the wall thinking that he could take a better look at enemies there (and he really has to take a piss).

In case assault from the ship will begin while on the way up, Count will try push half-orc over the edge of stairs (seemingly there is no railing), and then position himself in the "bottleneck" in stairs corner, ready to stop whatever comes down.
Post edited October 17, 2023 by ssling
[Cap'n Barfdeck Rummyfangs / Cell Block Door]

The time for keeping heads low was no more! Cap'n Rummyfangs followed the leads of "prisoners" Foggy and Pugwash, who had both freed themselves of their bonds and got into position with weapons ready. Cap'n Rummyfangs slipped his prisoner rope bonds and then willed his cursed patches to rid him of his prisoner disguise and return to his former glory, his Rapier now liberated from its disguise too and ready to be drawn at a moment's notice.

Hearing Pugwash whisper from his hiding place just inside the cell block door, that he spotted the Commander and the necromancer, suddenly created a sense of urgency for Cap'n Rummyfangs. That, and the sound of Grog'tial's shell siren song blowing in the distance.

His felinoid ears picked up heavy footsteps coming towards them down the walkway from the corner where his laid eyes on the Flesh Golem.

Cap'n Rummyfangs decided to dash in that very direction, looking for a discrete hiding place from which he could "greet" the heavy footsteps with his Rapier. Was there something up on the ceiling from which he could hang out of sight? Was there a hole in the nearby wall or shadow or any object at all, from which he could hide and pounce?


*** *** *** *** *** *** *** *** *** ***
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 / 1 x fire resistance potion / 1 x healing potion / weakness: loud noises (except roar of the sea & ship's cannons)
If the alarm sounds Kyp teleports (and takes everyone with him who is ready to go) to the well.

From there he will enter the room that the guards went into to see if there is anything valuable (especially in the barrel).

If he is noticed and the guards draw arms he will try to trick them into thinking he is on their side and that they need to go to the leader of the prison for further orders immediately.

If that doesn't work he will defend against any strikes as he leaves the room.

If no alarm is sounded Kyp will try to remember what his dad always said to comfort himself "Remember son... if birds aren't scared of the freedom of the sky then neither should you." (He never quite understood what his dad meant but it always seemed nice)
Post edited October 17, 2023 by aCyborg
Bellandra realized if 'He and the Others' were coming, whoevere they were, time for subterfuge might be past. She whispers to the prisoners "Well if we don't want to be here, neither do ye." She quickly unlocks the cell doors. "I suggest ye make a break for it, but not yet, do it soon after we leave the cell block. We'll be creating a lot of chaos, ye can add to it or hide as ye please."

She then talks in a low voice to Pugwash, Rummyfangs, Foggy, and Mighty, pitching it low enough not to carry beyond the cell block. "There be a golem, half-orcs and guards in the room near the well. Methings we don't want them. Mighty, could you barricade the door? I will go to the powder magazines to get some explosives, then we can arrange something nice as a surprise for the good necromancer and his golem. But we must be quick - may be time to run for it."

Bellandra planned to exit the cells and go to the magazines to fetch barrels and blow up the british room, chapel, and golem room entirely. Along the way she will open the storage room door and check it briefly for important valuables. She will fight any normal enemies in her way, using primarily her cutlass. If a long-range enemy tries to attack she will fire at it with the hand crossbow.

However, if she meets the commander or the necromancer along the way, she will claim in an urgent voice that the golem has gone wild and is attacking the half-orcs in a room near the well, and they must come quickly to help contain it. She will then try motion to others, as many as possible, to join in an surprise attack on the commander and necromancer. In such a fight, she will use her hand crossbow against the necromancer and finish off with the cutlass, or use it to defend. When any enemies get too close, she will switch to use the cutlass primarily. If the necromancer tries casting a spell, she will use the sextant to freeze the necromancer and commander and will then finish them off.
Post edited October 18, 2023 by DiffuseReflection