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Captain Baldbeard helps up Kyp and stabilises him if need be, helping if necessary on the return to the ship.
Otherwise, since he noticed that most of the rooms had already been explored, he sniffs the air for something unique, to see if it leads him to something worth pocketing from this adventure beyond the stench of the mundane weapons strewn everywhere, the blood and undeath and spider innards. If it does, he goes for it.
Pugwash returns to the ship, disheartened by the loss of his crew mate and his poor performance during the mission.

He will try to do better next time.
After the battle, Gilius hurries to the British Room, the Chapel and the laboratory in quick succession. In each of these rooms, he goes in the center and uses his Wand of Secrets to make sure that no interesting thing is left. If anything is found, he will investigate cautiously and take whatever useful he may find. If it's too heavy, he'll call for help any crewamate. Then, when it's done, he will hurry back to the ship.
In case Bellandra came across Grog'Tial and heard his tale of the big spider in the room adjacent to the chapel, before departing the fortress, she would ask others interested (perhaps Pugwash if he feels his bolts would be of use) to dispatch this last remaining spider. She would try to find at least one other party member. Togerher, they would attack the spider - she would shoot the spider with her hand crossbow and finish it with her cutlass. She would suspect the chest to be a trap, though, perhaps and would open it from a distance only. However, Bellandra would only do this if there seemed to be enough time - she would not plan this if time was of the essence and the party needed to depart soon.
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DiffuseReflection: Bellandra would only do this if there seemed to be enough time -
There would not be time to do her other actions and fight. (roll dice) She was already in the other rooms so I will stick with her looting the crossbow bolts (more useful anyway.)

I will post the ending now so I can concentrate on the loot and briefing.
-----

(Continued from ... Post 530 )

Gilius hurries to the British Room intending to use his Wand of Secrets, (roll dice) but finds Captain Baldbeard has already investigated the trap door, having followed his nose. Gilius uses the Wand in the Chapel. (roll dice) It leads him to a small trapped door at the side base of the statue. (roll dice) He notices the statue's eyes seem to follow him. (Wisdom roll) Gilius has sailed with Polly on the Weirding Sea and dealt with stranger things than this statue. (roll dice) Raising his Staff, Gilius calls on the vines outside. The vines swiftly grow to entangle the statue, lifting it and slamming it to the floor. The vines then infiltrate every nook and cranny they can find, cracking them open, including the trapped secret compartment. Inside Gilius finds the necromancer's spellbook, ritual notes written in unknown runes, a small spider figurine and a deck of cards. Not wanting to touch any of it, Gilius wraps it all in a tablecloth to take to Polly. Finding nothing in the lab, he hurries to join the others going back to the Ship. [Wand of Secrets = 2 charges left]

The Crew waited as long as they could, but Foggy did not return. The curse of the gold had infected his lack of judgement and easily manipulated mind [Foggy's weakness] and now the only thing in Foggy's mind was the thirst t' loot his treasure.

They gathered their things and what loot they wanted and began to quickly make their way to the longboat. (roll dice) Bellandra had made sure to lock the portcullis and Argy used her last cupcake to blow up the drawbridge behind them. The guard that had been at the entry must have run for it once the Ship started firing, as the Crew saw no sign of him.

Loading the boat and getting in, they pushed off. As they reached a safe distance, the Ship's Fiendfyre guns resumed firing, bathing the Fortress in its inferno. On the way to the Ship, over a cenote, Aylar threw the head of the dead Necrodrider. It sank out of sight into the depths of the sinkhole where only the scavengers of the deep should find it.
-----

Mission 2 Ending: Hoist the Colours ... Until We Meet Again
For Cap'n Rummyfangs: Hoist the Colours

As the longboat neared the Ship, the Crew could see Polly at the bow with five phantom pirates, one of which looked distinctly Felinoid. The body of Cap'n Barfdeck Rummyfangs shone in iridescent glory as it was cradled gently by the Ship's spectral energies, just below the undead penguin figurehead's heart. The colors were hoisted high and the energies of the Ship changed ever so slightly to a deep blue as Cap'n Rummyfangs was lowered slowly to the water just off the Starboard bow in a manner similar to how Larissa had been. There it flared in a brief display of light just below of water before disappearing. The female pirate the Crew had last seen when they had first boarded the Ship gave a jaunty salute and faded away again. The three Patch Brethren bowed, then went about various duties on the Ship. The Felinoid remained by Polly, waiting.

The boarding nets were lowered and the Crew came aboard as the longboat was lifted into place on the Main Deck, ready to be unloaded. Polly flew over from where she had overseen the lowering of Cap'n Rummyfangs at the bow and landed on the Forecastle rail. Polly nodded to the Crew. "Thank ye," she said looking at each of them. Her eyes lingered a bit on Bellandra, Count Karnstein, Durik, Pugwash and Grog'tial, then looked deep into Aylar's own eyes. "He thanks ye as well."

Polly then turned to Gilius with sadness. "I know, Gilius. I had them take his body, bring it back before ye could try ... but I also know what it would have cost ye to try and fail, and it be what he wanted. Ye could not have saved him from the necrotic poison, but the Ship could save his spirit from being enslaved, and no feline would ever wish to be enslaved."

As she spoke the Felinoid phantom approached from where he had been listening and nodded, then winked at Argy. With a smile the ghost of the Ship's Cook blew the Halfling a flirtatious kiss and then took one of the crates of food and went belowdecks.

Polly clacked her beak and bobbed her head in amusement. "Oh, don't worry," she said to Argy. "It be your galley now, but don't be too surprised if ye be geting some help every now and again." To the others she nodded once again, "Ye did well, especially considering what ye found there. The DRM fleet is reported to be arriving before nightfall. I be intendin' to leave nothing for them to find, we be leveling this place and taking our leave well before then."

She was interrupted by the Trident materializing by the Foremast briefly before the Ship's energies surrounded it and swept it forward, beneath one wing of the penguin figurehead. Polly gazed at it a moment then turned back. "Well, that be it then. All remaining Crew be aboard. Bhrigu, please meet me in Navagation. For the rest of ye, rest up, eat, recoup. The next Mission Briefing will come after I be lookin' over what ye found."

-----
Thus ends Mission 2. Once again, my congratulations to the Crew. The Necrodrider was supposed to be quite the challenge, especially with the drider and spiders coming from the diggings ... but the Crew pulled together, using their strengths and their weapons with strategy, and a bit of luck. I had some pretty fearsome necromancy spells researched and the Necrodrider didn't even get off one. Your weapons, especially when combined together, are more powerful than most treasures ye may find.

Our salute to Cap'n Barfdeck Rummyfangs - and if ye have not figured it out by now - yes, it was at his request. However, as Polly told all of ye at the beginning, the Ship guards yer Spirit ... and death be not necessarily the end.

Did you spot the Luck cards this time?

Aylar the Red Mane - Joker + Ace of Spades = Extraordinary Ace of Offense. On top of rolling a perfect 100 initiative and 2 critical hits ... as I said NOTHING was going to stand in his way. When this combination of cards was drawn for him I had no idea of what would happen, nor than Rummyfangs would fall at that time. However it seems fate had its own ideas.

Captain Baldbeard - Jack of Spades = Jack of Offense Whether taking out the spider sneaking up on Kyp or mashing in the Golem's face, he was taking no prisoners this Mission.

Foggy - Ten of Spades = Ten of Offense Coming in right behind Captain Baldbeard in sheer offensive potential.

Bellandra - Ace of Diamonds = Ace of Opportunity. Ever notice how easily she got those keys, or the opportunity to use her Sextant at just the right moment?

Queen Origi - Queen of Diamonds = Queen of Opportunity. The royal queen of opportunity backed Queen Origi in most of her endeavors, giving her the royal touch to reach her goals.

Gilius - Jack of Diamonds = Jack of Opportunity. His vines and tree roots were there when he and the Crew needed them to be.

Argy - 10 Diamonds = 10 Opportunity (Miss Chievouss) As I said, my cards come with subtitles and this time this one seemed appropriate. Mischievous Argy got the opportunity to single handedly take out the guardhouse right before shift change. Never underestimate the Halflings.

Count Karnstein - Jack of Clubs = Jack of Defense. The Count put up quite a good defense keeping those spiders away and technically he should have been much more burned by the Hellhound's hide, but the dice and this card was on his side and his saber Frostbite was already working when he touched it.

Durik - Jack of Hearts = Jack of Health. It didn't prevent him from getting poisoned, but it did resist most of the poison to slow down the actual effects.

For the record, nobody had any low luck cards, except Monkey, who luckily didn't fight.

(Briefing yet to come)
Post edited October 25, 2023 by bjgamer
Interim

Midnight found the Ship far away from the fortress, which had been left a still burning slagged ruin. If anything at all survived in that place it would only be the embers that would continue to burn for a very long time. Aylar, it seemed, was not the only one who knew vengeance.

There had been rum and grog, and Argy's fine meal. Polly and Bhrigu had been holed up in Navigation for hours, and when he came out Bhrigu did not talk about it. Midnight found Polly back at the bow, under the stars. Only the ghost of the Ship's Cook approached. Together they held vigil until dawn, then both departed ... the Ship's Cook for his cabin, and Polly for hers. If the Crew had expected another dawn farewell, it didn't happen.

That first day after they left the fortress behind was quiet. The Crew did as they pleased. Polly came out only once, to request if Kyp could catch some fresh fish for them, then retreated into her cabin again until midnight came once more. Again she flew to the bow, but this time the Ship's Cook only stayed a short while, as if listening, then smiled, bowed and left. The next morning Argy found fresh herbs waiting for her in the galley. She had been finding little things the previous day ... anything that needed a fine hand chopping, a particular spice or ingredient she hadn't quite located yet ... just like a cat brings little gifts to drop at yer door the thought occurred to her.

Shortly after dawn on the second day, Pugwash was in the Crow's Nest when he spotted something large in the air coming towards them. His farsight made out a small flying contraption made from a balloon, propellers and wings. As he called out the alarm, Polly flew up beside him to look.

"Ah, it appears our guest has arrived," she told Pugwash. "I'll inform Bhrigu."

Soon the flying machine hovered above the Ship and a ladder was lowered and secured. Lowered from the machine on ropes came multiple bags, followed by the same gnome they had rescued from the fortress. A moment later, Bhrigu appeared with a backpack and his satchel. He took his leave of Polly, waved to his crewmates and climbed the ladder to the flying machine. The ladder was released from the Ship by one of the phantom patch pirates and pulled up again, then the flying machine turned and flew off. Another patch pirate joined the first to take the bags toward the Warrant Cabins while Polly and the gnome retired to her cabin for a short time and when the gnome came out again he went to his new cabin to settle in.

A short while later the gnome came out and tacked up a sign by his door. It read:

Refyx Fiddlemix: Alchemical Scientist & Tinkerer at your service - can make:
Limit - 1 item per order, 1 order per customer per Mission, 2 orders per day.

1 silver = Poison (single use 4 turns on blade or cudgel, or 4 bolts, lasts 1d6 turns vs Resist)
4 pieces of 8 = Weapon Oils (Fire, Acid, Frost - single use 4 turns on weapon, or 4 bolts) *do NOT work on elemental weapons.
4 pieces of 8 = 2 Smoke Marbles (creates distraction/smoke cover in a 13' or 4m area, 1d4 turns)
4 pieces of 8 = 1 Flash Powder (shock and awe/blind and stun - 10' or 3m area for 1d4 turns vs resist)
4 pieces of 8 = 1 Oil of Spiderclimb (single use, climb any wall or ceiling for 1d4 turns, use glove/cloth wrapped hands)
2 pieces of 8ea = Seeker bolts (50% greater chance to hit) - limit 3 per order
2 pieces of 8ea = Stun bolts (stuns creatures in a 10' or 3m area 1d4 turns vs Resist) - limit 3 per order

The third midnight found Polly again at the bow, but when dawn came Polly looked different. All of the green spectral feathers had now filled out and a deep indigo had started showing at their base. The Ship's energies were also different somehow, stronger, but in a good way it seemed. Was it strange to think that the penguin figurehead also looked less undead?
Post edited October 27, 2023 by bjgamer
Mission 3, Briefing
*Briefing ends and Mission 3 Start 3AM UTC, 26 October You may role play, plan together and ask questions until that time, then Mission 3 will start.*

MISSION 3 - BRIEFING: Monkeyshines

That afternoon Polly called them all into the Great Cabin again for their next Briefing. Polly looked over the gathered Crew. "Arr, this Mission should be simple, if there can be such a thing," Polly told them. Then she looked at Mighty. "Mighty, ye be spending some time reading a book. May we see it?" Polly showed Mighty where to open the book to a map inside. "We finally be havin' the coordinates to this Monkey Island," she said. "This here be a map of the island, but it nay show the part we be after. That be through an underground passage. Yes, I be knowing that many tell tales of the Pirate LeChuck and his undead crew. Ye not be worryin' about them. Ye be facing live foes this time. To get there ye first be going to the Shrine of the Monkey Head here," Polly pointed it out on the right side of the map. "To reach the place we need ye must take the smallest, plainest of the monkey idols and place it in the Monkey Head's mouth, then enter the Head through it's left ear. From there ye will find carts to take ye below. There be no lava where ye be going, but underground rivers, aye."

She looked around at the Crew. "Down there in a grotto be Grung. They be a frog people, about the size of halfings, but they be completely aggressive and fearsome fighters. Nay try to parley, they won't. Nay try too much subterfuge, for ye will have limited turns. The fungus that infected the Cook and the Doctor grows there. The area be full of its spores and it be affecting the mind like a hallucinogen, make you see more things then ye would on a bad drunk. Each turn it could affect ye more (GM will roll resistance) and if it take ye then it make ye turn on yer own Crew and slowly zombify ye to serve the Grung. They have a Voodoo Sorceress - yes, Gilius, I know you not be liking to hear that - and she be needing 3 turns to be casting her spell to fill the entire grotto with her powers and take over several of ye. There be many bushes and vines for Gilius to be using, and water sources be plenty as they use it to be keeping their skins moistened. I be seeing if I can get some sort of idea of the layout for ye. Don't dally. This be get in and kill."

"The reason for the mission is the Grung are territorial and are poisoning the water on the island. Kyp, ye need to be careful with that. Ye can teleport, but don't stay in the water there and definitely do not breathe it! The Grung secrete a poison on their skin which gets into the water. They also rub it on their weapons, they mostly use machetes and spears, with a rare pipe darter. Their poison is lethal within 6 turns, but they must get it into yer blood through a cut, dart or bite." Polly turned and looked directly at Grog'tial, "Nay get the bright idea ye can use their poison either. They secrete it from their body and it goes dormant after 10 turns, so it be no good to try to harvest it. They also be immune to poisons, but susceptible to Fire, Acid and definitely Frost, which slows them." Polly then turned to Pugwash. "My suggestion be to get in and Stun as many as ye can straight away, then most of ye kill all the fighters quick while someone goes after the Sorceress. Once she and the others be dead, the water will slowly purify. Grab the 3-headed-monkey idol they stole from the Cannibals for proof, it should be on the Sorceress' altar, and we be giving it back to the Cannibal village in exchange for rewards and something we be needing to continue. Keep in mind, 4 turns maximum, then ye likely be lost to the fungus. Get in, kill them and grab the idol, and get out. They keep no treasure, the glory of fighting and enslaving be their goals, nay riches."

Polly then raised a wing and opened the chest on the side table. "Ye see that we've gotten ourselves an Alchemist. Don't be spending it all at once. He can only take so many orders a day and fill them by the next. Besides what he can be making for ye, ye may select from these" -

Each Crew member gets 2 silver and 3 pieces of 8 = a total for each Crew member of 3 silver and 7 pieces of 8.
Except for certain small things listed below for each player, the loot was all put together to be divided equally.

Item Loot: each Crew member may choose 3 items (choosing a loaner item = 1 choice).
1 regular bandages (single use, stops bleed) *each = 1 choice
1 Heal Wounds bandages (single use, heals wounds only, some HP + stops bleed, burns) *each = 1 choice
2 Heal Potions (single use) *each = 1 choice
[taken] Cure Poison Potions (single use) *each = 1 choice
[taken] Potions of Poison Resistance (single use, +50% to resist poison dmg for 1d4 turns) *only 1 per player
[Mighty] Potion of Resurrection (single use, anybody can use this)
3 tiny vials (poison?) = single use 2 turns on weapon , or 2 bolts (1d4 turns vs Constitution resist roll) *only 1 per player
[Argy] Thief's Glove = 2 uses guaranteed pickpocket or guaranteed lockpick
A poisoned dagger = 2 uses poison (1d4 turns vs Constitution resist roll), then a normal nasty barbed dagger
[Grog'tial] A small flute = % chance to Calm animal or beastial based enemy (1d4 turns vs Intelligence resist roll)
[Pugwash] Long rapier = +1 quality
Bastard Sword = normal, 1 handed for half-orc, two handed for others, not for halflings.

[Origi] - Scroll of Force Missiles = (single use, req. Mage) range 100', target up to 3 creatures within 30' radius,
powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creatures adjacent to the primary target.

----- Items on loan - single Mission only then back into the Great Cabin for someone else to use ----
[Bellandra + Pugwash] A Chessboard = gives 2 players +1 strategy Intelligence for next Mission (play chess game together)
[Baldbeard] A heart-shaped music box = (+1d12 to resist mental attacks/influence - like the hallucinogen)
[Grog'tial] A magical Handmirror = sees hidden, but mirrored "What ye seek but can not find, Use me instead, I not be blind." *not for Origi who has her eyepatch
[Gilius] A magical Lantern = cuts through *any* darkness, adjustable cold blue light surrounds user with a cold fire up to a 5' radius.
[Karnstein] Book on Dancing = +1 to Dodge for one Mission
[Mighty] Book of Plots, Intrigue, and Politics = +1 Influence/Intelligence for one Mission (this includes any Intelligence Resist roll)
[Kyp] Book of Puzzles and Treasures = +1 to figuring Puzzles/disarming Traps/finding Treasure for one Mission
[Aylar] Book on Sword-fighting technique = +1 to Cutlass/Rapier/Saber for one Mission

-----
Argy = 3 silver, 7 pieces of 8 / 9 cupcakes left (only 2 per Mission) / +1 Pan of Stunning / 2 knives / spoon / garlic pepper grinder / 1 broth of Cure Disease / 1 Spiderclimb Oil / Book of fairy tales / Chef Jacket easy movement + hidden pockets
Aylar = 3 silver, 7 pieces of 8 / Silver Mirror Locket / +1 Cutlass of Cutting / Sharp belt axe / 3 stakes / 1 Garlic Grenade / 1 Gillyweed / Necrodrider's cursed longsword / lock of Necrodrider's hair / a broken compass that forever points out to sea
Bellandra = 3 silver, 7 pieces of 8 / Clockwork Sextant / Cutlass of Double Strike / Hand Crossbow w/3 bolts & 5 hardened bolts / 4 stakes/ 1 Fire Resistance Potion, 1 rabbit's foot
** Bhrigu = 3 silver, 7 pieces of 8 / Cat o'9 Tails / Saber of Repel Undead / Magnifying Glass of Deciphering / 2 stakes / 1 Spiderclimb Oil / 1 Heal Wounds Bandage / Sachel of books, parchment, inks / Journal / How to Speak like a Pirate by Cap'n B / a nice pen / small pouch of silver ** currently traveling on assignment
Captain Baldbeard = 3 silver, 7 pieces of 8 / Harmonica / +1 dmg Cudgel / 2 stakes / 1 holy water / 1 Sleep Potion
Count Karnstein = 3 silver, 7 pieces of 8 / Fog Pipe / +1 Saber of Frostbite / 1 Heal Potion / pouch of tobacco
Durik = 3 silver, 7 pieces of 8 / Cannon "Dakka" / +1 Cudgel of Knock-back / Harbor Watch Leather armor / Half-Orc clothing (patched by Polly) / Knife / 2 stakes / 1 Garlic Grenade / 2 lockpicks / 3 matches / 3 bandages / Happy Mug / 2 bone dice / pouch of tobacco
Gilius = 3 silver, 7 pieces of 8 / Ship's Mast Staff / Eagle Feather charm / 1 stake / 1 holy water / 1 Scroll of Revivify / Wand of Secrets (2 charges left)
Grog'tial = 3 silver, 7 pieces of 8 / Conch Shell / +1 dmg Crossbow, 5 hardened bolts, 3 stake-bolts / +1 Quality (Sharp) Dirk w/Black Pearl pommel / 2 stakes / twine / short dwarf hair rope / a bone ring & earring with tiny bird skull / necklace of various teeth / 1 Remote Viewing Potion
Kyp = 3 silver, 7 pieces of 8 / Fishbowl Ability / +1 Rapier of Cold / Fishing Net belt, 8' / pouch of Blinding Powder / Bag of 2 Smoke Marbles
Mighty = 3 silver, 7 pieces of 8 / Crab Claw / +2 Mighty Cudgel of Crushing / a parrot (Cracker), a 3-headed monkey / Half-Orc Harbor Watch Leather Armor / Half-Orc sturdy clothing / Set of 3 different sized lockpicks / Book, History of Monkey Island / 1 pig tusk earring / 1 Heal Potion
Pugwash = 3 silver, 7 pieces of 8 / Glass Eye / +1 Crossbow of Piercing w/5 hardened bolts / Quiver of 3 Stun Bomb bolts / Crystal Flask / 1 holy water flyer /1 Heal Wounds Bandage
Queen Origi = 3 silver, 7 pieces of 8 / All-Seeing Eyepatch / Rapier of +1 Parry / Albatross / Scroll of Fire Protection / VO amulet (worked aboard Denuvo only - can be tracked)
Attachments:
Post edited October 27, 2023 by bjgamer
Captain Baldbeard selects the Magic lantern for himself, as well as a Heal Potion and a Cure Poison. If possible, he also purchases a fire oil for his cudgel. If limited to only 3, then he drops the heal potion and gets the fire oil instead.
CURRENT ORDERS:

Refyx Fiddlemix: Alchemical Scientist & Tinkerer at your service - can make:
Limit - 1 item per order, 1 order per customer per Mission, 2 orders per day.

*Orders Full for this Mission; Baldbeard-Fire; Origi-Smoke Marbles; Grog'tial-Stun Bolts 3R; Bellandra-Stun Bolts 3H
- Orders Full for day of Mission to be delivered after: Karnstein-Flash Powder; Mighty-Fire

1 silver = Poison (single use 4 turns on blade or cudgel, or 4 bolts, lasts 1d6 turns vs Resist)
4 pieces of 8 = Weapon Oils (Fire, Acid, Frost - single use 4 turns on weapon, or 4 bolts) *do NOT work on elemental weapons.
4 pieces of 8 = 2 Smoke Marbles (creates distraction/smoke cover in a 13' or 4m area, 1d4 turns)
4 pieces of 8 = 1 Flash Powder (shock and awe/blind and stun - 10' or 3m area for 1d4 turns vs resist)
4 pieces of 8 = 1 Oil of Spiderclimb (single use, climb any wall or ceiling for 1d4 turns, use glove/cloth wrapped hands)
2 pieces of 8ea = Seeker bolts (50% greater chance to hit) - limit 3 per order
2 pieces of 8ea = Stun bolts (stuns creatures in a 10' or 3m area 1d4 turns vs Resist) - limit 3 per order

-----
CURRENT INVENTORY:

Argy = 3 silver, 7 pieces of 8 / 9 cupcakes left (only 2 per Mission) / +1 Pan of Stunning / 2 knives / spoon / garlic pepper grinder / Book of fairy tales / Chef Jacket easy movement + hidden pockets / Thief's Glove / 1 Spiderclimb Oil / 1 broth of Cure Disease / 1 Cure Poison Potion / 1 Heal Wounds Bandage

Aylar = 3 silver, 7 pieces of 8 / Silver Mirror Locket / +1 Cutlass of Cutting / Sharp belt axe / 3 stakes / 1 Garlic Grenade / Necrodrider's cursed longsword / lock of Necrodrider's hair / a broken compass that forever points out to sea / a fine whittling knife / 1 Gillyweed / 1 Heal Potion / 1 Cure Poison Potion / Book (+1) Sword-fighting technique (loan) / a flask of fresh water

Bellandra = 3 silver, 1 pieces of 8 / Clockwork Sextant / Cutlass of Double Strike / Hand Crossbow w/3 bolts, 5 hardened bolts, 3 Stun Bolts / 4 stakes/ 1 Fire Resistance Potion / 1 Poison Resistance Potion / 1 Heal Potion / 1 rabbit's foot / Chessboard +1 strat Intel (loan)

** Bhrigu = 3 silver, 7 pieces of 8 / Cat o'9 Tails / Saber of Repel Undead / Magnifying Glass of Deciphering / 2 stakes / 1 Spiderclimb Oil / 1 Heal Wounds Bandage / Sachel of books, parchment, inks / Journal / How to Speak like a Pirate by Cap'n B / a nice pen / small pouch of silver ** currently traveling on assignment

Captain Baldbeard = 3 silver, 3 pieces of 8 / Harmonica / +1 dmg Cudgel / 2 stakes / 1 holy water / 1 Sleep Potion / 1 Heal Potion / 1 Cure Poison Potion / 1 Weapon Oil - Fire / Music Box +1d12 resist (loan)

Count Karnstein = 3 silver, 3 pieces of 8 / Fog Pipe / +1 Saber of Frostbite / pouch of tobacco / 1 Heal Potion / 1 Heal Wounds Bandage / 1 Cure Poison Potion / Book on Dancing +1 Dodge (loan)

Durik = 3 silver, 7 pieces of 8 / Cannon "Dakka" / +1 Cudgel of Knock-back / Harbor Watch Leather armor / Half-Orc clothing (patched by Polly) / Knife / 2 stakes / 1 Garlic Grenade / 2 lockpicks / 3 matches / 3 bandages / Happy Mug / 2 bone dice / pouch of tobacco / 1 Heal Potion / 1 Heal Wounds bandage

Gilius = 3 silver, 7 pieces of 8 / Ship's Mast Staff / Eagle Feather charm / 1 stake / 1 holy water / 1 Scroll of Revivify / Wand of Secrets (2 charges left) / 1 Heal Wounds bandage / 1 Poison Resistance Potion / Magical Lantern (loan)

Grog'tial = 3 silver, 1 pieces of 8 / Conch Shell / +1 dmg Crossbow, 5 hardened bolts, 3 stake-bolts, 3 Stun Bolts / +1 Quality (Sharp) Dirk w/Black Pearl pommel / 2 stakes / twine / short dwarf hair rope / a bone ring & earring with tiny bird skull / necklace of various teeth / 1 Remote Viewing Potion / 1 tiny vial (purple black poison?) / small flute / Magical Handmirror (loan)

Kyp = 3 silver, 7 pieces of 8 / Fishbowl Ability / +1 Rapier of Cold / Fishing Net belt, 8' / pouch of Blinding Powder / Bag of 2 Smoke Marbles / 1 Heal Wounds Bandage / 1 Poison Resistance Potion / Book of Puzzles and Treasures +1 Traps/Treasure (loan)

Mighty = 3 silver, 3 pieces of 8 / Crab Claw / +2 Mighty Cudgel of Crushing / a parrot (Cracker), a 3-headed monkey / Half-Orc Harbor Watch Leather Armor / Half-Orc sturdy clothing / Set of 3 different sized lockpicks / Book, History of Monkey Island / 1 pig tusk earring / 1 Potion of Resurrection / 1 Heal Potion / 1 bandage / Book of Plots, Intrigue, and Politics +1 Influence/Intelligence (loan)

Pugwash = 3 silver, 7 pieces of 8 / Glass Eye / +1 Crossbow of Piercing w/5 hardened bolts / Quiver of 3 Stun Bomb bolts / +1 Quality (Durable) Long Rapier / Crystal Flask / 1 holy water flyer /1 Heal Wounds Bandage / 1 Bandage / Chessboard +1 strat Intel (loan)

Queen Origi = 3 silver, 3 pieces of 8 / All-Seeing Eyepatch / Rapier of +1 Parry / Albatross / VO amulet (worked aboard Denuvo only - can be tracked) / 2 Smoke Marbles / Scroll of Fire Protection / Scroll of Force Missiles / 1 Heal Potion / 1 Cure Poison Potion
Post edited October 27, 2023 by bjgamer
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bjgamer: What you buy does not count as an item choice. :)
However, the Magic Lantern is cold to the touch, it burns with a cold firelight, radiates *Cold* and surrounds the holder with a cold fire for a distance of up to 5' radius around the person. Since Baldbeard's weakness is cold, it means he will weaken and then lose HP every turn he carries it or comes within up to 5' of it's holder.
Thank you for informing me. In that case,

Captain Baldbeard takes a heal potion and a cure poison potion and the Music box (could I get an explanation of how +1d12 works? Is it per turn, does it only work once when activated?), and purchases a fire oil for his cudgel, having heard of what happens when you boil frogs.
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babark: Captain Baldbeard selects the Magic lantern for himself, as well as a Heal Potion and a Cure Poison. If possible, he also purchases a fire oil for his cudgel. If limited to only 3, then he drops the heal potion and gets the fire oil instead.
What you buy does not count as an item choice. :)
However, the Magic Lantern is cold to the touch, it burns with a cold firelight, radiates *Cold* and surrounds the holder with a cold fire for a distance of up to 5' radius around the person. Since Baldbeard's weakness is cold, it means he will weaken and then lose HP every turn he carries it or comes within up to 5' of it's holder.

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babark: (could I get an explanation of how +1d12 works? Is it per turn, does it only work once when activated?
Yes it is +1d12 added to your resistance roll per turn once activated (listened to).
Post edited October 25, 2023 by bjgamer
Initial thoughts on planning, contingent on the expected layout: I'm thinking that Grog'tial will order stun bolts, and suggest that Bellandra does the same, if a hand-crossbow is compatible with them. Once in the grotto, we draw attention, then once everyone is coming at us, I teleport in with Kyp and one more to wherever the sorceress is (if this is unknown, I might use my remote viewing potion to help find her? Or maybe Origi's eyepatch, or the handmirror can help?), while Aylar also teleports toward us (@Aylar: does your locket also allow you to take anyone with?) - so we'll have four people on the far side, while everyone else (ten people) comes from the front. Pugwash, Bellandra and Grog'tial all fire our stun bolts, and Argy throws a cupcake, each at different agreed upon area for maximum coverage from both directions. Gilius can entangle anyone who resisted or was outside the range of the stun bolts. Then the forward team takes out the Sorceress (I'll try mesmerizing her and anyone near her, but wouldn't be surprised if the length of time that she stays mesmerized is limited), while the main team clears a path to us so we can be out as swiftly as possible. Let's aim for two turns in and out, three max, so we have time left over for nasty surprises. (I'm hoping that if we all agree to first fire the stun bolts / throw the cupcake, and only then engage, that'll work despite initiative rolls, same as with the attack on the drider.)

We'll try to do right by the cannibals, but Grog'tial thinks it not all that important to actually kill all the Grung - as long as we have the idol, we'll get what we want, and be long gone by the time the cannibals discover that the water isn't fully purifying. So, as soon as we have the idol, we just rush out, using Karnstein's pipe to summon a fog to cover our escape.

Let's not rush the alchemist with orders until we have some semblance of consensus on a plan for what we need! Given Baldbeard's initial order, if me and Bellandra both order stun bolts, then we have no orders left!

We could also do one stun bolts order, and then split the bolts between us, leaving a second order for some other purpose? Though that depends on the bolts being compatible with both regular and hand-crossbow bolts, which the example of the hardened bolts suggest they wouldn't be.

(Huh, seems like Grog'tial isn't all that different from his half-brother after all - trying to do planning and teamwork and everything... Just don't tell him that, or he'll know for certain that you're one of his half-brother's agents!)
Post edited October 25, 2023 by gogtrial34987
Gilius bows compassionately to Rummyfang's ghost with sadness. And he also regrets Foggy's absence.

He chooses to take a Heal Wounds bandage, a Potion of Poison Resistance, and the small flute from the item loot list unless someones else insists to choose differently.

He proposes himself for taking the magical lantern, otherwise if someone else really wants it, he will read the Book of Puzzles and Treasures instead.
Oh, I guess I misunderstood the instructions to be referring to those restrictions per person, not for the whole team. If someone else feels they would benefit more from the fire oil, I would be glad to give it to them.

Specifically fire oil seemed useful in this situation since we'll be going to a foresty island, and it seems our main opponent would be frog-like creatures who would likely have an affinity for water and dislike of fire, as well as possible zombies, who again, would be susceptible to fire. Considering that my base attack is a quite mundane cudgelling, it seemed prudent to fortify it with some flames.
Despite dubiously pleasant and far from idyllic circumstances, Count Karnstein was suddenly overwhelmed by enormous joy while pacing through courtyard and only then realizing it's midday already. He spent as much time he could, strolling in wholesome shadow of apple trees. Merciless sun still took it's toll though, and Count arrived to the ship more exhausted than he normally should. When he was free to go, he went straight to his cabin to get some rest. In the sleep his mind wandered to all sorts of warm and bright places. When Count woke up, sun was already setting down. His brief stay in the sunny courtyard affected him quite deeply. Reminiscence of days, so distant that seemed like in different life, suddenly resurfaced with full force. He felt downright nostalgic. More so than in years or, perhaps, ever before. Count shook his head. Blast, I must be gettin' old. An' what am I even projectin'? I always was a nocturnal animal, just ask any wench on Carpattia. Hm, I wonder how are they 'n if they're still alive... He shook his head with irritation again. Then, to think of something else, unwrapped his hand to check whether further treatment is required.

-----

Count wore his hallmark dark cloak and was smoking a pipe while attending briefing. Stinky caves and disgusting troglodytes didn't sound like his idea of leisure, so he was glad to hear they won't spend much time on this venture. Later he decided to make field test of Sailor's Pipe special ability on the main deck, to see what area it is able to cover (assuming it doesn't count towards mission limit).

As for equipment*, he takes:
Heal Wounds bandages
Cure Poison Potion
and loans Book of Dancing for pleasure reading in cabin
as well as places an order for Flash Powder but with no priority for current mission (meaning delivered afterwards option)

*Are items unused in previous missions not counting to the limit?
Post edited October 25, 2023 by ssling