It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
After seeing the water raising, Durik used the Gillyweed, if he hadn't already.

But then he was puzzled about what to do next.

"Mateys, captn', what now? We go down corridor or other room? Did ye see traps?"
Post edited December 04, 2023 by phaolo
avatar
phaolo: "Mateys, captn', what now? We go down corridor or other room? Did ye see traps?"
Yes, Bellandra sees and tells the Crew about the hidden secrets on the map in Post 943 just above and she is ready to reveal the floor while Count Karnstein (post right before yours) is ready to pull the hidden lever.

You want to be ready to fight, Durik - without that your GM cannot roll any action for you. Durik can stay in the corridor defending it while others investigate the room and be ready to move with them. Durik can go investigate the room with them, leaving the corridor free (and things might sneak up as nobody yet knows what may be behind the closed doors ahead.) and move with the Crew, He can go to the secrets room and be ready there to fight or investigate. Or you can simply post Durik being ready to move and fight or defend Crew if you want to leave it open. ;)
avatar
bjgamer: You want to be ready to fight, Durik - without that your GM cannot roll any action for you. Durik can stay in the corridor defending it while others investigate the room and be ready to move with them. Durik can go investigate the room with them, leaving the corridor free (and things might sneak up as nobody yet knows what may be behind the closed doors ahead.) and move with the Crew, He can go to the secrets room and be ready there to fight or investigate. Or you can simply post Durik being ready to move and fight or defend Crew if you want to leave it open. ;)
Ye all write too much for Durik! Me orc, not big brains.

"Durik wanted to go to room and fight, but ok, me stay in corridor to guard" *puffed*

:P
Mighty

Mighty looks at Gillyweed and uses it immediately., he then thanks Captain Aylar and Aeshma.
"Thank you, now that Monkey is gone, Mighty has three heads less to think for him. Cracker is not so good with it"
Cracker looked at Mighty. If looks could kill, he would have his skull cracked right now. It grabbed a bit Gillyweed too.

Mighty looks around and gets prepared for sudden attacks. He will stay with Durik.if any crewmember is dager, Mighty will hurry to assist.
Post edited December 04, 2023 by Sulibor
Aylar takes a moment to think. Aeshma said the chamber be empty, the eel still be hiding; Clíodhna speaking of whens and where's and why's and choices. The Guardian, it seems, too, has to still its hand and wait. He nae likes it, the notion of "playing someone's game" as she mentioned, thinks about those chess games he had played with Bellandra fer fun what felt like a long time ago, only with rules all scrambled like weighted dice. The board itself, judging from what he has heard, might be stretching in the directions they be nae seeing fully! Are we be playing with black figures and have to wait fer that water slug to move its pieces then? He is nae as annoyed as to turn over the table, but oh how he be wishing to make some pieces fall over or to switch them places while the other nae looking. He stays calm and even-faced fer the morale, but some of his thoughts leak through the link towards the phoenix.

He picks a section of the wall, writes down another runic sequence, just to kick the imaginary game board oh so slightly, then drops the zombie finger into the water and, both weapons drawn at the ready, stations himself within striking distance to both the secret-filled room, and the room Argy be intending to peek into, mindful to leave their sharpshooters a good line of sight towards the yet unopened door. He be attacking any foe that shows wihtin the attack distance, and assisting or defending any Crew member that might require it.

With Rocky, Mighty and Durik guarding the front and Pugwash and Grog'tial being in position to deftly assist either group, with Bellandra and Count hopefully stopping the water or helpfully altering the Temple, Argy making sure there be no surprises behind that door, with Gilius and Aeshma's magick protections, he assures himself that the Crew be ready to meet whatever trap the fish be readying to spring upon them, and attempts to pass that confidence along to all his mateys as he waits for the figures to move.
Post edited December 04, 2023 by LordKaylar
Count himself was a little surprised by his newly discovered whip-handling talent. Encouraged by success of his action, and seeing it's in decent enough condition, decided to take this thing along.

"Don't be foolish, folks. We may not drown but that doesn't make us fish! We won't stand a chance fightin' underwater."
He accented saying this with kicking zombie head across the big room's floor.

Count will stand next to Bellandra while she operates the hidden mechanism. Ready to fight or move away if any danger appears.

If this one won't open the floor, he will go (moving carefully along the wall) to check hidden compartment on the north wall of the big room. If it's another mechanism, he will use it. There could be also possibility that two knobs have to be used simultaneously - he would tell this to Bellandra before entering the room so they'd try this.
In case the way back would be cut off, he can then use spiderclimb oil to return safely.

If any enemies appear nearby him, he will fight/defend.

Assuming the big room is indeed for draining water and they managed to open the floor and there are no enemies, Count will move back to the entry area and be ready to go deeper into the temple with the rest of the crew.
Post edited December 05, 2023 by ssling
Pugwash drinks his tea (which is now cold, but not cold enough to be an iced tea. This is a pity, as the flavouring would make it very refreshing.

Knowing that cramped corridors are no good for a sharpshooter's line of sight, Pugwash thanks Gillius for his suggestion and requests to climb onto the back of Rocky.

There is no danger of bumping his head on the ceiling, as fortunately Pugwash is a dwarf of short statute,

From his vantage point, Pugwash will shoot at any enemies spotted. This will be done with ordinary bolts, unless the opponent looks like it is armoured, in which case hardened bolts will be used. If there is a group of armoured enemies that are spotted a good distance from the closest crew mate, Pugwash will rapidly reload with a single explosive bolt and fire it (admittedly the curved corridor may make this impossible).

As Rocky is under the control of Gillius, Pugwash will go wherever Gillius points.

Pugwash has limited means to defend himself while holding onto Rocky. He is limited to drawing his rapier and attempt to hit the opponent while holding onto Rocky with his other hand. This is going to be challenging, so Pugwash hopes that Rocky will be able to deal with any that get too close.

In the event that Rocky engages in melee and Pugwash falls off, Pugwash will move to the back of the party when he recovers from the fall.
Post edited December 05, 2023 by Mortius1
Kyp thanks the dragon turtle for the honor of trusting him to her young and then hitches a ride on the seahorse to the given location. If Kyp can see the merrows (ie they are not hiding) he will use the sea horse to attempt to joust the merrows hoping it will catch them by supprise. If the joust fails Kyp will switch to speeding around on the sea horse looking for opportunities to strike and counter attack his foes.
Mission 4 - Kyp, Dragon Turtle Eggs

Kyp thanks the Dragon Turtle for the honor of entrusting him with her young and hitches a ride on the Seahorse. (roll dice) The Seahorse swiftly swims opposite the gathering forces, to a lesser known part of the reef and heads downward through a series of coral tunnels. It plunges from there into the depths, skirting past several fish and sharks and into a seaweed forest. Once there it slows and stealthily swims through the green tinged sea to where Kyp can see a cave entrance and four Merrow with harpoons. (roll dice) Thinking quickly, Kyp uses the Seahorse's speed to draw the first Merrow guard into the seaweed forest and uses the Seahorse to come upon it from behind, using his rapier to slash into the tail deeply, slowing it. (roll dice) It takes two more passes to kill it, and a narrow dodge to prevent himself from being unseahorsed, but Kyp manages and takes the harpoon as a more appropriate jousting weapon.

(roll dice) The next Merrow is also easily fooled into checking out the disturbance at the edge of the seaweed and Kyp has an easier time with the greater distance of the harpoon. The third and fourth Merrows are closer to the cave mouth and more together. (roll dice) Kyp talks to the Seahorse and then hangs on as the Seahorse puts on a burst of speed for a wild charge. (roll dice) Kyp's first pass misses, and the Seahorse takes a small gash to it's wooden side but lets him know it shouldn't slow it down. (roll dice) The next pass hits, but only a grazing wound and the Seahorse comes around again, only to find both Merrow together now. (roll dice) Kyp changes tactics and uses the speed of the Seahorse to separate out the wounded Merrow and spears it through the chest, but loses his harpoon. (roll dice) Picking up the mortally wounded Merrow's harpoon instead, Kyp charges the last Merrow. (roll dice) The Merrow tries to use its tail to smack Kyp from the Seahorse, but he manages to tear the tail fin with the harpoon instead. Now unable to have as much speed, the Merrow waits for Kyp to approach and strikes out at him again, this time knocking Kyp off. (roll dice) Kyp barely avoids the Merrow's harpoon and gets a slice to the upper arm. He knows he will have to take care of it soon to not attract sharks, but first he grabs the Seahorse again and once more prepares to joust, (roll dice) this time scoring a solid hit in the upper tail, but again the harpoon is now stuck in his opponent. (roll dice) Kyp circles again and this time finishes it with his rapier. He rides the Seahorse into the cave, being careful to look out for any other guards as he looks for the hidden Dragon Turtle eggs.

Kyp cautiously searchs the cave. He startles an octopus, who points him in the proper direction then waves a tentacle at him and the Seahorse as they swim off. Following the direction pointed, Kyp comes to an elaborate trap net which contains the Dragon Turtles eggs. (roll dice) It takes a while, but Kyp manages to de-trap and untangle the net. He places the eggs in his own net and ties them to his belt. (roll dice) On his way out of the cave, Kyp also discovers a small locked sea chest and decides to bring it as well.

Once he has retrieved her eggs, Kyp returns to the Dragon Turtle. She tells him the Ship is currently in battle and to stay by her until the battle is done. She will keep both him and her eggs safe. While they wait, the Dragon Turtle tells Kyp of a sandy beach on a magical island of the Sunblessed Sea. There they will sleep for several years before hatching, absorbing the magic and the soothing warmth. When Kyp has done this, he is to bring her a shell from the beach of the island, and she will enchant it for him to be able to use it to teleport back to her own island, his new home.

(This is the last entry for Kyp until the Crew return to the Ship after the Mission and find out what is happening to them during the break between Part 1 and Part 2. Good Luck with finals!)
Post edited December 05, 2023 by bjgamer
Mission 4 - Temple Turn 3
*Next turn starts 3 AM UTC, 7 December

NOTE: 2 turns after this until the Gillyweed stops working.

It seethed. Raw, unadulterated seething rage. How? It was a question becoming all too common now with this Fae and this Crew. He was supposed to teleport in and be taken. They were all supposed to teleport in and be trapped, separated and taken by the portals. Its minion had heard it all and believed it was to happen. How had the hundred times bedamned Fae known? All they had to do was use the potion, see the illusion and teleport in. The barrier would trap them, its servants would activate the portals separating them and then she would be forced to bargain for them and it would have her and the Ship too. The Fae was drawing on its walls again! The outright defacement and disrespect shown to it by that Fae was .... The vitriol almost burned out the simple mind of the single slave left to see. It made one final adjustment, turning the wheel, then withdrew. If it could not have them alive, then it would have them dead. Either way, this Crew and that Ship would belong to it. Once this starts, launch the attack. Keep her busy, it ordered its servants. SHE is not to be able to help them. If there truly is a link as its minion now reported, then let her feel their distress, their agony, let her make the mistake and come like last time. Victory would be all the sweeter when she finally bowed.

-----
Aylar takes a moment to think. Aeshma said the chamber be empty, the eel still be hiding; Clíodhna speaking of whens and where's and why's and choices. The Guardian, it seems, too, has to still its hand and wait. He nae likes it, the notion of "playing someone's game" as she mentioned, thinks about those chess games he had played with Bellandra fer fun, only with rules all scrambled like weighted dice. This time the board itself, judging from what he has heard, might be stretching in the directions they be nae seeing fully! Are we be playing with black figures and have to wait fer that water slug to move its pieces then? He is nae as annoyed as to turn over the table, but oh how he be wishing to make some pieces fall over or to switch them places while the other nae looking. He stays calm and even-faced fer the morale, but some of his thoughts leak through the link towards the phoenix. (roll dice) Aylar feels a faith in him and the Crew flow back through the link and his charms move slightly. *Trickster. Turn their own magicks against them, Aylar.*

He picks a section of the wall, writes down another runic sequence, just to kick the imaginary game board oh so slightly, then drops the zombie finger into the water and, both weapons drawn at the ready, stations himself within striking distance to both the secret-filled room, and the room Argy be intending to peek into, mindful to leave their sharpshooters a good line of sight ready to attack any foe that shows itself and to assist or defend any Crew member that might require it. Aylar assures himself that the Crew be ready to meet whatever trap the fish be readying to spring upon them, and attempts to pass that confidence along to all his mateys as he waits for the figures on the proverbial chessboard to move.

As the corridors begin to flood, Argy panics for a moment and quickly clings to Captain Baldbeard. A moment later she remembers Kyp's lessons and her Abalone Shell and calms down. She decides to re-investigate the door to the right and the rooms where the Chuulpions had previously come from. She makes sure each Chuulpion corpse kicked back into the room is beheaded, just in case. Like Bellandra's investigation with the mirror before her, she finds some bones and a half eaten carcass of a Merrow, but that is all. Returning to the corridor with the lantern in front of her, she once again shuts the door.

Bellandra informs the crew of what she's seen in the mirror. "Captain Aylar, mateys, be ye careful of that sconce near the entrance, that one near Grog'tial - methinks that one be trapped. But there be something in this room, a hidden floor in the center, I'd stay clear of it for now. Also something hidden in the north wall, a compartment perhaps, I know not yet what it may contain. This sconce behind me and Karnstein, it be some sort of trigger - my vision shows a knob we can turn, it be related to water. My guess be that the knob opens the floor, and drains the water. But what else it may unleash I know not. I'd say we try it, but be ye prepared in case more foes arrive."

Bellandra takes another quick look through the mirror at the walls and ceiling of the room as well, since she remembers that Cliodhna had earlier mentioned walls and ceiling of the mechanism room as having hidden parts - then perhaps there might be here too. Nothing more hidden turns up, so Bellandra reaches forward and carefully turns the knob to where it indicates the water flowing upside down. (roll dice) Several of the hexagon tiles drop lower in the floor and the water begins to drain from this upper section of the temple, although it will still remain ankle deep at the entryway and deeper as the corridor progresses.

Count Karnstein himself is a little surprised by his newly discovered whip-handling talent. Encouraged by the success of his action, and seeing it's in decent enough condition, he decides to keep it. "Don't be foolish, folks. We may not drown but that doesn't make us fish! We won't stand a chance fightin' underwater," he says, kicking a zombie head across the big room's floor. He stands next to Bellandra while she operates the hidden mechanism, ready to fight or move away if any danger appears. As the tiles recess and the water begins to drain, Count waits to see if any enemies appear. When none do, he moves carefully along the wall to check the hidden compartment on the north wall of the big room. Finding another lever with a similar water symbol, he pulls it. (roll dice) There is a slight sound but nothing seems to happen. However Durik now sees the water starting to drain from the lower part of the corridor as well. Once that is done, Count goes back to the entry area, ready to go deeper into the temple with the rest of the crew.

As Argy clings to him for a moment, Captain Baldbeard scents her fear. As she manages to get it under control, he steps carefully everywhere, entering the rooms after Argy, ready to sick his sharks on any enemy that may present itself, if needed. He sniffs the air to try and get a sense of any secrets that smell different from what he's smelt so far, while waiting for the more magically inclined among the crew to do their thing. (roll dice) Besides the odors of dead Chuulpions and zombies, and the stench of decaying Merrow, all he smells is the sea and dampness everywhere. Back out in the corridor he smells an ozone scent, like a storm rising.

(roll dice) The slamming against the now solid entry stops. Instead of relief, somehow the sudden quiet seems almost ominous. A series of small almost metallic clinks echo down the corridor, as if some clamp or lock has been released. Stone slowly moving against stone can be heard and the whole temple vibrates slightly as the crystalline blocks start to glow with energy. A hairy spider the size of a halfling's palm crawls along the ceiling just over Grog'tial's head.

(continued below ...)
Post edited December 05, 2023 by bjgamer
(... continued from above)

Aylar hears the entity's voice in his mind. *Once it truly knows I am here, I will have limited time. Do as ye can first.*

(roll dice) Aeshma whispers quietly and draws another sigil in the air. "I believe the corridor is clear, Captain. I cannot say for behind the secret door but the chamber seems to remain 'empty' as before. It seems to be a game of hide and seek."

As the spider crawls over his head, Grog'tial stands around aimlessly twiddling his thumbs as the pathetic excuse for opposition here at the temple's entrance is swept away without him even needing to participate. He's still frustrated at Captain Aylar not giving any indication on his thinking regarding the proposed plans until what felt like the very last minute. He had some grumbly words for the captain to this effect on their way over to the temple, but none of them seemed to change his mind. Stubborn half-elf! Suppressing an urge to strike out on his own and go personally take care of the Aboleth, Grog'tial stays with the main body of the team, ready to shoot appropriate crossbow bolts at any enemies encountered, but saving at least one stun bolt in the hope that at least something of his plan can still be executed.

Then Grog'tial hears Aeshma. The chamber seems to remain empty as before. The Aboleth wasn't even there ... yet. The Captain had had the witch stay back to talk with her about magick and the temple. The witch must have another way of seeing inside the chamber, and the Captain had decided to check first and save the potion and the teleporting for when it might be needed or at least have some chance of success. [The GM would like to remind everyone this is a game. Please remember everyone has a RL, and those commitments take precedence. Not everyone can be online every day, several players are not and many posted late this last time. Most of you had combat alternatives posted - as the GM has been trying to stress, don't box yourself in or be so attached to only one plan or action. There can often come changes or alternatives that may result through initiative rolls to combat results to plain old GM surprises. In this case, someone aggravatin ... um, intelligently figured out the GM's deviousness towards the last minute and frustrated one of the boss plans ... again.] :P

Durik was still disappointed Dakka hadn't eaten a Chuul, but as there was no fighting to be had yet, Durik stayed on guard in the corridor front line with Mighty and Rocky.

Gilius opens his eyes and takes a few seconds to regain his senses. He sees Aeshma'a face lookin concerned at him. "I be fine, I be fine. Everything's fine. I just been a bit spaced away. Sorry." Then he turns toward the inner part of the temple with renewed determination. "We've got to continue. We need to move. We can't allow ourselves t'fail. We've got to clean this temple. We 'ave to go forward." Turning toward Pugwash, Gilius says, "Do you want to climb upon Rocky to have a better sighting and aiming of your surroundings? If you do, I can ask him to lower down to let you climb him."

Pugwash thanks Gillius for his suggestion and requests to climb onto the back of Rocky. There is no danger of bumping his head on the ceiling, as fortunately Pugwash is a dwarf of short statute. He loads a regular bolt for now and holds on, knowing he is limited to drawing his rapier attempting to hit the opponent while holding onto Rocky with his other hand. This is going to be challenging, so Pugwash hopes that Rocky will be able to deal with any that get too close.

Mighty looks at the Gillyweed and uses it immediately. He then thanks Captain Aylar and Aeshma. "Thank you, now that Monkey is gone, Mighty has three heads less to think for him. Cracker is not so good with it" Cracker looks at Mighty. If looks could kill, he would have his skull cracked right now. Cracker eats a bit Gillyweed too. Mighty looks around and gets prepared for sudden attacks. He stays with Durik on the front line, ready to assist any Crew.

-----
(roll dice) The Crew advances down the corridor, parts of dead Chuul and a more Drowned Ones with crustacean parts attached to their bodies scattered around. (roll dice) Looking about, the Crew find that all heads have been chomped per Captain Baldbeard's instructions to his pack. They are almost at the further door when when suddenly the energy courses through the crystalline blocks and there is a dropping away and spinning sensation. Most of the Crew fall to the floor. (roll dice) Pugwash rolls out of the way just in time as Rocky also tumbles. (roll dice) Only Argy, Bellandra and Aylar manage to stay on their feet.

*We've changed planes. It can only change planes three times. After the second time ye must take control of the chamber so ye select the last change to ye advantage* Aylar hears the Guardian in his mind. *It will summon from the portals next. Be ready*

Suddenly the corridor unwinds and becomes a giant snake, which seeks to strike at them. (roll dice) Only Gilius and Pugwash fall prey to the illusion before Aeshma dispells it.

(roll dice) Then they are dropped into mid-air and falling above a green blue sea. Aylar is again immune to the illusion, but the entity lets him see and enjoy while she turns it into something else. He senses a smile from the Guardian. *Someday, Captain, I shall show ye how to sail the sky.* The Crew are swept up upon the winds and placed on the deck of a ship sailing the skies. The female captain of the ship grins and salutes Aylar and the Crew.

The situation changes again, dropping them through the ground *Do ye like to dance, Captain?* They are 'Blinked' into the center of a fairy ring circle.

Next they are dropped into a plane of fire. Laughter this time. *Seriously?* Bellandra is pulled in close as a Shield envelops the Crew and they are swirled into sitting around a Beltane bonfire.

Another switch and they are dropped into a Ship's Graveyard. Aylar stiffens as he recognizes his Mary. Bellandra sees her old ship with her figurehead still attached. The essence pulls Argy close as the halfling sees her own drowned body floating amongst the wreckage and a Calm embraces them all. *Enough.*

The illusions are summarily dispelled and the Crew is ... back in the temple being assaulted in the corridor by a huge (12' long. 7' tall) snakelike creature with spidery legs, six tentacles and the face of a fallen angel. There is a sickly sweet scent in the air and an insect's chirping that seems to call one to want to sleep. It is followed by a a dozen of what look like Grung but with fish tails and whip-like tongues tipped with sharp teeth coming from behind it. (Environmental effect = Illusions and Sleep vs. Mental Resistance.)

(continued below ...)
Post edited December 06, 2023 by bjgamer
(... continued from above)

As the first battle ends, and before they can even catch their breath, the energy surges again and the temple drops away and spins once more. This time when they stop the temple is seemingly floating on a purple sea with only darkness above them like a giant cavern. In the 'water' are what look like a cross between squid and jellyfish with one horn and one eye and the Crew can already sense the hunger and the pushing at their minds. Their island is sinking and the temple's walls have vanished, but are reforming and aging as if it is being rebuilt, and they are aging along with it. (Environmental effect = aging vs Constitution Resistance)

-----
This is a set of running battles. Results will be rolled and published in the next turn. You must reach the Central Chamber and take control before the next Turn and the third planular shifting. Environmental effects are noted. Good Luck!

-----
Your current inventory can be found in Post 2 (loaner books are read and returned)
Argy = Temple Corridor
Aylar = Temple Corridor, second line
Bellandra = Temple Corridor, second line
Captain Baldbeard = Temple Corridor
Count Karnstein = Temple Corridor, second line
Durik = Temple Corridor, front line
Gilius = Temple Corridor, back line
Grog'tial = Temple Corridor, mid line
Kyp = Dragon Turtle
Mighty = Temple Corridor, front line
Pugwash = Temple Corridor

NPC
Aeshma = Temple Corridor, back line
Rocky = Temple Corridor, front line
Attachments:
Post edited December 06, 2023 by bjgamer
Durik was confused by the temple changing around him.
Was that an illusion or was it real?
"Dakka pls try to eat snake this time!"

If that succeded, he then attacked the frog-fish monsters together with the others, careful not to separate too much from the frontline. Otherwise he had to deal with the snake.

For the second combat, he switched to wielding an harpoon, since the cudgel wasn't very good against creatures in the water. But then he realized that he somehow knew them.. from an old lullaby that his mum sang to him!?
"Me tinks me know those purple squids, beware they can fly!"

Afterwads, he followed what the captain decided regarding the secret door or the curved tunnel ahead.
Post edited December 06, 2023 by phaolo
avatar
phaolo: Afterwads, he followed what the captain decided regarding the secret door or the curved tunnel ahead.
GM question: What about the Purple People Eaters in the second battle? ;)

-----
There are two different 'places' and battles for you. The first is more regular - the snaky creature and frog-fish. The second is the 'Purple People Eaters' squid-jellyfish types as the temple is also in a wacky time-distortion field.

To clear it up for everyone. The temple was located in a pocket universe outside of regular space and time and is being manipulated by the Aboleth into different planes and dimensions. Space and time are going to be weird and wild while the Aboleth is going to do what it thinks will throw the Crew off the most. That was the message Gilius was given to warn all of you that things were not what they seemed to be. The Aboleth is not in the temple in the same time and dimension the Crew is at currently. It is playing games with you, seeking to break your minds and your will to fight before it lets any of you near it.
Post edited December 06, 2023 by bjgamer
Argy will help waking any sleeping or confused matey before anything.

When Argy is certain she is in another dimension, she'll greet the evil jellyfishes with a cupcake. She won't use cupcakes in this dimension as she doesn't want to risk the temple's integrity *yet*

When fighting in the temple, she'll use the pan and the lantern. If she has the time to do so at any moment, she'll apply the fire oil to her pan (she finally didn't use it at the grove). She'll focus on weaker enemies like the fish people.