Mission 1, Turn 1: Updated Actions so far- from Post 81 Please post any corrections. Inventories have been noted. Incorporating posts below.
2 stakes left, 2 holy water
Albatross Air (flight to Tower) -
Queen Origi and
Albatross ready to fly to tower roof from the bow sprit; hide and ambush solitary guard, albatross will circle tower; fly to Denuvo when it is time
Aylar - tutorial example - will ride the Albatross
if it proves his weight is not too much, otherwise he will go in longboat. In the preparations did anyone think to check if the albatross can do this, or did they assume Queen Origi had done it before? Without his specification to the GM, Aylar could have been left on the Ship waiting for a ride while the boat left without him. (roll dice) The albatross can carry
Halflings with light loads only.
Thank you Aylar for another good tutorial example. :)
In longboat so far (Tower takeover team)-
Polly has told Durik and Mighty to listen to Aylar (he's been a Cap'n before) and help him with the large Pulley & Chains.
Grog'tial, will observe/help at tower then return with 'all clear' message for the Ship. Has tested Stake-Bolts in preparation. :) Reminds Queen Origi she may be needed at Denuvo (Eyepatch sees Hidden things). 6 stakes/5 stake-bolts, twine.
Durik (roll dice) found lockpicks, matches, knife, stole bandages from infirmary :p May return w/Grog'tial. 2 big stakes.
Mighty w/parrot & 3-headed monkey he proposes as distractions (per briefing)
Argy ready to assist with reconaissance/ambush; ready to assist Queen Origi (if albatross comes for her)
Aylar (roll dice) adds small belt axe to inventory, (some night vision-Half-Elf); will see if maybe all should return w/Grog'tial; suggests to Queen Origi to allow team to land and scout or take care of tower so as to protect her and the Prince from potentially getting shot down; asks Argy to come with longboat team to assist with setting distraction or ambush.
Staying on Ship (Denuvo boarding party)
Bellandra 4 stakes
Count Klaus Karnstein has asked Larissa to prepare Anti-Vamp Garlic Gas grenades (roll dice) It can work. Creative!! (6 grenades)
Foggy checking Ship's readiness, ready to man guns or board and kill if things go deadly wrong.
Bhrigu 2 stakes.
Pugwash on watch in Crow's Nest w/crossbow (farsight/Sharpshooter)
Larissa made Anti-Vamp Garlic Gas grenades (roll dice) gives 6 to Count Karnstein. Pouch w/garlic powder, anti-slip boots. ready to man Crow's Nest or masts.
Rummyfangs watchful on deck (night vision-Felinoid), 2 stakes, 1 holy water
Captain Baldbeard asks for used clothing from crew for tracking if lost; 2 stakes, 1 holy water
NOTE: Anti-Vamp Garlic Gas grenades - I was curious, so I looked it up. The ammonia from either chicken or cow manure would intensify the garlic. I don't know about putting the Vampirates into a stupor, but the garlic would burn their eyes and drive them crazy and the Holy Water would burn/eat into their skin, so the reaction would definitely be to overwhelm their senses and cause them to blindly flee or be stunned depending on how much of it got on them.
Answering Foggy:
Cannons: The Fiendfyre cannons on the foreward and rear Gun Deck are controlled by the Ship. Normal-ish cannons on the Gun Deck mid-area (Berth) take cannon balls and are manually reloaded and operated.
Vampirates: die from beheading or crushing the skull completely, from a stake through the heart (it must be left in so no you cannot reuse the same stake), or by burning (fire is dangerous on a ship though). In this instance, Vampirates cannot turn into bats and do not fly.
awaiting others to post actions.
Gilius Pouyou-pouyou: *ping* I vote fer option 1 to use this here 2 teams strategy