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

×
Count Karnstein was pacing anxiously on the quarter deck, watching for any dangers, while they were making their way through the reef. He thought he saw some movement, then turned around just in time to dodge harpoon aimed at him. So it began. In one moment, chaos broke loose all around. Count climbed on a poop deck to see three ships behind them, already firing their cannons. He approached rear end railing, took out the Pipe and released the fog in wide angle behind the Ship to hide them from pursuers and obscure vision of enemy cannoneers.

Back on quarter deck, Count takes notice of situation on the main deck. He will focus on merrow(s) and either:
- jump right on them and finish them off, if close enough;
- sneak on them and kill, if further away and turned back to him;
- if there's is any rope connected to mast around on quarter deck, he may use it to spectacularly swing on the main deck, kicking merrow(s) down/overboard (and finishing them off if possible).

After that, he will keep his head down and if hears any crew mate singing or playing music, he will move closer to shake off the siren's song influence.

Next, still keeping a low profile, Count will move to a harpoon gun, aim at the siren and fire the harpoon at her (that only if harpoon wasn't fired or siren killed already).

If after that sirens are still singing, he will keep close to any musician around while fending off merrows jumping aboard and trying to make sure his back is at least partially covered by something. If numerous merrows are getting on deck, he will summon spider to help.

(If it's too many actions for one turn, skip the harpoon part.)
Mighty

Mighty asks Cracker to sqwak to his ears to drown out the sirens. He then crouches and shield s himself from harpoons with the claw.

He will try to engage in melee nearest Merrows that are on the deck, then he will try to pick up harpoons from deck and smaller empty crates if there are any near him and throw them at Merrows. He will target nearest that are not aware of him so that chances to dodge is lower.

If Merrows on deck are dealt with and there are no harpoons near him, Mighty will help Kyp with net.
Post edited November 15, 2023 by Sulibor
avatar
Lone_Scout: ... and try to reach the port siren,

"And 'tis only the easy part of the mission..." - Argy mutters.
avatar
bjgamer: The sirens are a ways off on the reef to either side of the Ship. They try to tempt sailors overboard into rough waters or to run their ships onto the reef.

LOL! Well, I guess the GM could round up a sea monster if it's too easy for you. ;)
(Points to Post 737, first paragraph) :P
My bad. Someone else will have to silence them, then.

Anyway, Argy will start yelling some pirate song to counter the sirens' alluring one:

"We be the Cursed Crew o' the ocean blue
We sail the seas under the winged one’s rule
We 'ave a sword that’s sharp an' bright
We fight the evil that there lurks in the deep
We be the Cursed Crew o' the ocean blue! ♪ ♫ ♬

We be the Cursed Crew o' the ocean blue
We face the dangers o' the siren’s call
We 'ave three captains that there be brave an' wise
(An' new one that be really 'andsome)
We be the Cursed Crew o' the ocean blue! ♪ ♫ ♬

We be the Cursed Crew o' the ocean blue
We dream o' findin' a peaceful shore
We 'ave a song that’s sad an' sweet
We 'ave an empty belly an' a 'eart that’s broken an' sore
We be the Cursed Crew o' the ocean blue!" ♪ ♫ ♬
Post edited November 15, 2023 by Lone_Scout
Pugwash applied the soap, but can't get used to his new scent. How do people cope with being clean constantly?

After tying himself to the crows nest, Pugwash surveys the scene. He believes himself to be safe from harpoons in the crows nest given the sheer height of his chosen spot, so isn't concerned with cowering behind the railing "Merrow surely can't jump that high" he thinks.

If one of the sirens is within range of his crossbow, Pugwash will shoot her with his sharpshooter guaranteed shot ability. (If both are in range, the port one is chosen arbitrarily).

(Rapidly reloading if that siren shot was taken), Pugwash's next target is Merrow.

If there are more than four merrow on board, Pugwash will shoot at them using ordinary bolts, prioritising those with the potential to threaten fore deck. If Aeshma is lost, the mission is a certain failure. Next in the list of priorities is those with the potential to threaten Clíodhna at the forward rail.

Otherwise Pugwash will fire ordinary bolts at the merrow in the water if he sees one cease moving long enough to line up a shot.

Pugwash will not fire explosive bolts against enemies on the ship. He thinks that self inflicted damage of fiery explosions on a wooden ship is ill-advised. Explosive bolts against enemies in the water is also pointless.
Since we're in shallow waters with reefs, then it means that the botoom of the sea is not far below. Gilius will concentrate with his staff and command seaweeds to grab the port siren, entangle her and drag her underwater to hinder her singing.

Then, Gilius will grab a harpoon on the main deck and target the nearest Merrow. He will run towards Baldbeard while reloading in case he plans to use his Music Box to protect against the sirens' song, otherwise he will run towards the center of the deck in order to avoid staying close to the edge of the ship and risk being dragged into the water by the Merrows.

If he has time, he will shoot again and reload as much as he can on the nearest Merrows.

In case someone in the crew nearby seems to be affected by the sirens' song, he will immediately interrupt his shooting and run towards him and grab him to prevent him from getting overboard, and if that person actively resists, he will knock him out with his cudgel and drag him towards the center of the ship.
Post edited November 17, 2023 by Pouyou-pouyou
Aylar narrows his eyes at the battered vessels rising from the deep. Though he remains mindful of the merrows to the side of the Ship, this time he be resolving to keep a sharp eye on the situation, a steady hand on the wheel, and a sneaky presence in the Ship's wards - no intruders will be welcome on deck and hindered through tricksy means if be possible - a board just a bit too high here, a rolling stray barrel there, a hanging rope messing up the leap or a harpoon shot. There be plenty of swashbuckling ashore; for now he'll dodge any stray harpoons or leaping overboard merrow potentially coming his way, and only will bare his cutlass if any fool decides to come close enough for a good strike. In addition, if he spots any merrow leaping at a Crew member unaware, he will warn them.

He will keep a careful eye on the two ships ahead in particular (and be grateful to Count potentially smoking the three vessels behind them off their tail), deeming it necessary to strike before they will, and will sail looking to get into a good firing position. While he be staying his hand just a bit too see if Bellandra's plea to her kin will have any effect and potential combat advantage to the Crew, he be doing so only just enough to give em a chance - he be watching out fer that crucial moment any vessel be within firing range and clearly ready for attack.

He be cautious of making any wild turns, minding the width of the channel and presence of any reefs or graveyard flotsam, and endeavor to be keeping the Ship from rocking too much, but if he hears any Siren singing a bit too close to the either side, he'll take it as an opportunity to adjust course just enough to make them falter in their singing, be it from getting splashed by a stray keel wave or through needing to submerge or otherwise abruptly adjust their positions.
Mission 4 - Turn 2, Attack of the Giant Squid
*Next turn starts 4 AM UTC, 19 November

Norwegian Pirate - Two Steps from Hell

Pugwash uses the soap, but can't get used to his new scent. How do people cope with being clean constantly? Tying himself to the crows nest, Pugwash surveys the scene. When the first siren song breaks out, he is ready. (roll dice) Sighting through the glass eye, the port side siren barely has time to open her mouth when Pugwash's bolt takes her through the heart. The force of it flips her 3 meters back into the sea, where the body sinks below the waves. He begins the rapid reload while he determines his next target, prioritizing those with the potential to threaten fore deck. If Aeshma is lost, the mission is a certain failure.

Count Karnstein paces anxiously on the quarter deck, watching for any dangers while they make their way through the reef. As a captain himself, he knows as well as Aylar and Baldbeard that this is where they are the most vulnerable to being trapped with limited maneuverability. (roll dice + Luck) From the corner of his eye he sees movement, and turns just in time to dodge a harpoon aimed at him. So it begins. As the chaos breaks loose all around. Count climbs onto the poop deck to see three ships behind them, already firing their cannons. Taking out the Pipe he approaches the rear railing and releases the fog in wide angle behind the Ship to hide them from pursuers and cover them from the sight of enemy cannoneers. (roll dice) The fog rolls out in a thick blanket, obscuring them for 50' (15m) behind and to their flanks. Returning to the quarter deck, Count Karnstein notes the situation on the main deck. (roll dice +Luck) Grabbing a line attached to the Main Yard, he wraps it twice about one arm and drawing his saber, uses it to swing spectacularly along the starboard railing, kicking one leaping merrow back to the sea while slicing another from the railing. He releases the line and lands mid-deck, ready to defend and repel all boarders.

Aylar narrows his eyes at the battered vessels rising from the deep. Though he remains mindful of the merrows to the side of the Ship, this time he is resolved to keep a sharp eye on the situation, a steady hand on the wheel, and a sneaky presence in the Ship's wards - no intruders will be welcome on deck and hindered through tricksy means if be possible. (roll dice) A rope flies free to entangle a merrow leaping to the deck. (roll dice) A barrel slams into another, pinning it to the rail for Crew to take care of. Meanwhile Sensei (as he has learned is the respectful way to address the old Ship's cook, once a master of weapons) stands at his back to ready intercept any harpoons or fools who would interrupt Aylar's concentration on managing and fighting the Ship.

As ships arise from the depths of the marine graveyard around them, Bellandra senses her wooden sisters on many of them. At least one ahead, perhaps two behind, or more. She rushes to attack the remaining Merrow near the starboard railing, firing a regular bolt from her hand crossbow, then attacking it with her cutlass. (roll dice) Cutting it down and away from the Ship. As she runs and dodges, she uses the motion to blend with that of the sea, the dance of waves and the deck of the Ship serves to calm her thoughts. She calls to those she senses with a deep understanding of their plight, and feels another voice added beneath her own, a voice with the underlying power of the sea itself, one she vaguely remembers so long ago.

"Sisters, hear me! I be Bellandra, aboard this ship ye be attacking. I have been as ye, bound as a figurehead, steered where others wished to go, and considered no more than an ornament. But the yearning for life had been with me, and when the time came, I was given the chance for freedom, for me own path - and I took it, and ever since me journey has been me own. Sisters, I sense that same yearning within ye. Ye be not things of horror or rot or foulness - I sense ye, I sense the wonder and beauty of ye. Yer chance be upon ye now! Free yerself and take control of yer ships, break free of the foul ones who seek to warp yer will. Help us in our battle, or seek freedom in other waters. Sisters, hear me, and be free!"

Aylar keeps a careful eye on the two ships ahead in particular, deeming it necessary to strike before they do and grateful to Count for fogging their stern. As such he stays his hand just a bit to see if Bellandra's plea to her kin will have any effect and potential combat advantage to the Crew, but only just enough to give them a chance. Cautious of making any wild turns and minding the width of the channel and presence of any reefs or graveyard flotsam, he looks to guide the Ship into a good firing position, watching for that crucial moment any vessel be within firing range and clearly ready for attack. Under his hand the wheel responds to his touch, but there is a sudden influx of a different sort of power than what he's felt from the Ship quite before, one that reaches first to Bellandra and then to Clíodhna. The power merely boosts Bellandra, but reaches for Clíodhna and brings the spectral energies of the Ship into alignment with her own magicks. He recognizes a form of weaving when he sees one and senses her balancing a dance of fire and water, light and spectral, building it carefully. She sends Aylar her intent and the timing when it be ready.

Kyp takes off his fishnet belt and jumps from the fore deck to the main deck. "I can use my net to catch merrows in the water or ones that jump out of the water, after getting them on deck we can quickly take care of them. Anyone want to help me pull in the catches since that will make things easier?" Kyp waits until he sees the swift moving shadow coming up from the waves and casts, (roll dice + Luck) snagging the merrow just as it's leaping from the water. (roll dice) he begins to pull the merrow in when a large crab claw bats away a harpoon and shields them both as Mighty comes to add his mighty strength to Kyp's hauling in the net. Mighty crushes the merrow with his claw as Kyp releases the net and prepares for another cast. Cracker keeps up a constant squawking in Mighty's ear to defend against any more sirens.

A harpoon barely misses Durik. "That was close. OH! Leave tiny alone!" he yells as he notices the merrow targeting Argy. (roll dice) Keeping low and swatting away another harpoon with his cudgel, Durik runs to protect tiny cook. He tells Dakka to entrap the merrow and then shoot it at the remaining siren. (roll dice) Dakka immediately swallows the merrow and as Durik turns to starboard and pets it, Dakka fires the merrow with a loud BOOM! (roll dice) Another merrow has the unfortunate timing to leap into the line of fire and is impaled on the fired merrow's harpoon as both continue on to smash into the siren, who is also impaled and silenced, forever. Durik turns back and stands with Argy, both now singing sea shanties as he stands to defend his tiny crewmate near the quarterdeck stairs.

As the ship starts to navigate the reef, Grog'tial makes his way up to the Fighting Top, where he'd felt reasonably safe during the encounter with the Denuvo - and this time should be better, since the deck wouldn't be abandoned by everyone else. As merrows and sirens and ghost ships appear, Grog'tial swears silently at his survival once more depending in large parts on magick. Still, this is a moment for action, not for worrying, and something of Clíodhna's calmness seems to have lingered in him. Grog'tial sits down behind the railing for best protection from any harpoons. From there, he continuously scans the deck and the waters all around the ship. He remembers to stuff his ears, then takes up his flute, and concentrates on his grandmother's song. (roll dice) He finds his inner turmoil dissipating, simply playing that well-remembered feeling of peace and security. (roll dice) Then he notices the merrow on the deck beneath him also swaying to the song. The flute is working on the merrow, allowing the Crew to take care of them easily! (roll dice) Grog'tial continues to play, knowing that at this moment it is his grandmother's song that is helping the Crew.

(continued below ...)
Post edited November 17, 2023 by bjgamer
(... continued from above)

(roll dice) Another bolt from Pugwash thunks into the calmed merrow, (roll dice) while Mighty takes advantage to cudgel the skull of another which lands near him before turning back to help Kyp. (roll dice) Count Karnstein slices another becalmed merrow and kicks it from the deck.

(roll dice) Gilius sees another siren rising to start to sing and commands seaweed to grab her, entangle her and drag her underwater. Afterwards he grabs a harpoon gun to shoot the merrow trapped by the barrel, sends it overboard and then runs to the mid-deck near Count Karnstein, standing back to back, ready to defend while listening to Grog'tial's flute and Durik's surprisingly good singing voice as he begins to adjust it to both Grog'tial's flute music and Argy's lyrics.

Argy stays near Durik, ready with her pan and watching out for harpoons or leaping Merrows. Hearing Grog'tial's flute she yells out a song which Durik's voice picks up and together they sing in harmony -

"We be the Cursed Crew o' the ocean blue
We sail the seas under the winged one’s rule
We 'ave a sword that’s sharp an' bright
We fight the evil that there lurks in the deep
We be the Cursed Crew o' the ocean blue! ♪ ♫ ♬

We be the Cursed Crew o' the ocean blue
We face the dangers o' the siren’s call
We 'ave three captains that there be brave an' wise
(An' new one that be really 'andsome)
We be the Cursed Crew o' the ocean blue! ♪ ♫ ♬

We be the Cursed Crew o' the ocean blue
We dream o' findin' a peaceful shore
We 'ave a song that’s sad an' sweet
We 'ave an empty belly an' a 'eart that’s broken an' sore
We be the Cursed Crew o' the ocean blue!" ♪ ♫ ♬

Clíodhna spreads her wings and concentrates, signalling Aylar through the link as the magick dances within her now.

"Stay back from the rails!" shouts Aeshma to the Crew.

Spectral energies begin to rise to wrap about the Ship, except for the stern. Aylar feels the magick shimmering in his sense of the Ship and for a moment it rises with a presence of a great living sea creature. Then comes a far off sense of a voice deep like the sea, Now.

"Now Refyx!" Clíodhna orders.

The gnome throws two small acorn-like seeds off the stern and runs like heck to dive down the poop deck stairs. "Go! GO!!"

(roll dice) A fiery spectral shield snaps up around the Ship repelling and burning merrows who try to leap to it. The Crew suddenly feel a split second drop of their stomachs as if in free-fall. Aylar immediately recognizes the sensation from his Locket, as Clíodhna leaps the Ship 10 meters beyond the two forward ships. Behind them two geysers of flame and concussion go off where they had been, sending merrows head over tail into the air.

(roll dice - Luck) And closer, as well as now far behind, Bellandra feels the answer of three of her sisters, as nearby the Mermaid turns sharply just as her guns fire, right into the accompanying ship while spilling several of her crew overboard. Farther away through the fog comes the sounds of guns and battle.

(roll dice) From the Crow's Nest, Pugwash sees, between them and the Dragon Turtle island, a 50' (15m) giant squid heading for the ship at a fast speed.

-----
They are past the reef. One ship is within cannon range and will seek to close and possibly board, but the Mermaid figurehead ship has responded to Bellandra's call and is now an ally, as are two of the three far behind. More merrows are being summoned to pursue but you are now beyond the sirens and the merrows have quite a distance to try to catch up to the Ship. Pugwash sees a giant squid approaching the Ship from the starboard side (between them and the Dragon Turtle) at a fast speed. The fire shield will last for 10 minutes.

The Ship, deck plan
-----
Your current inventory can be found in Post 2 (loaner books are read and returned)
Argy = Main Deck, near quarterdeck stairs w/Durik
Aylar = Quarterdeck, wheel.
Bellandra = Main Deck
Captain Baldbeard = Main Deck
Count Karnstein = Mid Main Deck with Gilius
Durik = Main Deck, near quarterdeck stairs w/Argy
Gilius = Mid Main Deck with Count Karnstein
Grog'tial = Fighting Top
Kyp = Main Deck forward to port w/Mighty
Mighty = Main Deck forward to port w/Kyp
Pugwash = Crow's Nest

NPCs
Clíodhna = Forecastle Forward Rail
Aeshma = Fore Deck
Rummyfangs = Fore Deck
Sensei = Quarter Deck
Patch Phantoms = Gun Deck cannons
Refyx = Quarter Deck
Post edited November 17, 2023 by bjgamer
Grog'tial marvels at the way Argy and Durik's voices blend with the melody of his grandmother's song. He never knew that there were any lyrics to this melody, and although he suspects that these particular lyrics aren't the originals, somehow they still seem very fitting.

Grog'tial continues playing his flute, hoping to also calm the squid. When it's within range, at least partly above the water surface, and not taken care of by anyone else, he'll fire an explosive bolt at it, aiming for its eyes if possible. He finds it difficult to judge the length of the squid's tentacles, but just in case he'll keep an eye out for them, hacking at them with his dirk if they manage to come close.

If he doesn't see a good opportunity to take out the entire squid with an explosive bolt, and if any tentacles grab a crew member, he'll fire a regular bolt at that tentacle, or an explosive bolt if possible to do so without endangering crew or the ship.
Count Karnstein moves forward and tells Aeshma to hide in the forecastle (in a sense not to stand in the open). Then he positions himself in the middle of the main deck, getting ready to dodge and chop tentacles invading aboard. If there are axes on the deck or anywhere close, he will yell to those with blunt weapons to grab them instead. If any nearby companion gets caught, he will prioritize chopping that tentacle ASAP.

If himself is grabbed and pulled off the ship, he will throw Flash Powder in the squid's eye if it's exposed and close enough.
Post edited November 17, 2023 by ssling
avatar
bjgamer: Count Karnstein slices another becalmed merrow and kicks it from the deck.
"What are you doing! You know where I am from the meat from merrow tail is a delicacy! Mainly because most encounters with them are dangerous"
Argy also warns Karnstein not to kick the merrow bodies off the deck. Or at least to cut and keep the heads and tails of the creatures (the heads are nor for Kyp to eat, she has an idea in mind, although she isn't sure she'll have the time to carry it out...)

Argy is delighted by Durik's good singing, and smiles with joy at the half-orc. She is about to say something to him but hears Pugwash' warning and notices the giant squid emerging. Although squids can be quite a delicacy, she doesn't have the means to cook such monstrosity...
The fire shield may hold it for a while, but the crew shouldn't rely on it. She points to Dakka and her own cupcakes: "Arr, mateys migh' need our artillery, don't ye think?" She climbs to the quarter deck, ties herself to the ratlines (and advises Durik to do the same) with a long rope and heads starboard. If the squid manages to bypass the ship's defenses, she'll throw a cupcake at its head, aiming as close to the beak or the eyes as she can.

Before the squid reaches the ship, she'll stay alert for more merrows or other menaces leaping out of the water or getting onto the deck.
avatar
ssling: If there are axes on the deck or anywhere close,
There would be at least 2 axes on deck, port and starboard, in case lines ever need chopping. Aylar also carries one.
There should also be one stowed with the longboat at all times. Good thinking, Count!

To Kyp & Argy - pardon the GM's lack of culinary priority where the Count was concerned. I figured for him, a captain of his own ship once, that clearing the deck for fighting incoming foe(s) would be a more immediate priority. LOL. But yes, clever Argy! ;)

Note to Crew - while I know Clíodhna is a phoenix - which can usually badass a fight completely - has anyone noticed she is still Spectral? While she's still a bit overpowered, there is a GM imposed limitation on her and a mystery here. Don't depend on her being able to save you all. The fire shield will expire during this turn, I would suggest getting ready to defend yourselves. :P
Post edited November 18, 2023 by bjgamer
avatar
Lone_Scout: Argy is delighted by Durik's good singing, and smiles with joy at the half-orc. She is about to say something to him but hears Pugwash' warning and notices the giant squid emerging. [..]
She points to Dakka and her own cupcakes: "Arr, mateys migh' need our artillery, don't ye think?" She climbs to the quarter deck, ties herself to the ratlines (and advises Durik to do the same) with a long rope and heads starboard. [..]
"Nice song Argy. We shud do it again." :D
Durik said to the tiny cook, but then they were interrupted by a giant squid approaching the ship.

"Dakka already ate and burped for now, so Durik can only smash tentacles with cudgel.
Me wish became bigger to bonk squid.. but then me cudgel stay small? Uh, sorry, me distracted thinking"

He followed Argy 's advice about the rope and then prepared to fight.
If there were still harpoons nearby, he collected them to throw them at the squid's eyes.
Post edited November 18, 2023 by phaolo
Seeing how one of the ships is within cannon range Kyp quickly loops his belt over his shoulder like a sash (incase he needs it quickly in the future) and runs to the cannons.

Loads up a cannon nearest and with the best line of fire to the approaching ship and fires a cannon ball at the ship.

If there is any nearby tentacles or enemies that are attacking Kyp he will respond in defense and a counter attack.