Duty Session 240: Still Coast Pirates
After many raids by capable Adventurers, the Bandit camps along the shoreline around the Isle of Beginnings have all but been wiped out. However, the source of the Bandits still remains. A pirate ship has often been spotted along the waterways, taking advantage of the increased trade between the Kingdoms following the Apocalypse.
After a recent plunder of intoxicating beverages, the pirates are in high spirits. It is the perfect time for Adventurers to sneak onboard and investigate the source of the pirate threat. The Hunter's Guild is offering a reward for such intel.
Note: This is a lighthearted investigation and swashbuckling adventure.
Difficulty: Moderate
Rec. Party: 5+
Rewards: 2
World Rewards: Improve efficiency of trade by waterways
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The edge of the shoreline is dotted with the remains of what must have once been a Bandit Camp. There are strewn remains of tents, posts sticking up from the ground, shattered barrels and littered glass everywhere. The area seems to have been abandoned quickly, leaving behind whatever wasn't able to be torn down and carried with.
This is where the Hunters Guild has set up a series of boats, waiting for Adventurers to take up the call to action against the Pirate faction of this particular group of Bandits. The longboats wait against the docks, lightly bumping against the supports as the waves carry them.
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Which is why the continued operation of the Still Coast Pirates on the trade lines is particularly infuriating. No matter what they do, the damn corsairs still inevitably pop up to plunder the sea lanes. The only recourse is obviously to keep hammering them firmly into the dirt!
Sand.
Whatever.
Prophylaxis is here, in the boat, to explode pirates. That's ultimately the only thing that really matters!!
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When Wake appears, she does so in her usual manner, simply stepping out of the scenery. Today, The Right Clothes are a pair of form-clinging leggings that appear to be.. something like leather. They are a midnight blue shade, and with it is a top that clings no less tightly. It's cropped and appears something like a wet suit. Maybe she is planning to go surfing afterwards.
Regardless of the outfit, the Baroness slips into her trademark curtsey. "Hello, my friends," she calls out, her voice warm. "So it's pirates, today. How wonderful! I have a hate of pirates in this world and the one outside it. It should be fun to bring them to justice." Which is to say, convert them to loot.
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She offers a nod of greeting to Prophylaxis, "Good to have you along," she says. She'll never complain about having a healer in the party. Kauchemar gets a serious nod talking about how frustrating they are to all the players' projects. She smirks at Syx, and says, "They probably ambushed a merchant and stole his ship."
| The day is clear and the waters calm as the Adventurers set sail into the nearby sea. There is no sign of the pirate ship at first, but they do have information on where it was most recently spotted. The only difficulty will be traversing the weaving waterways in the area without getting turned around and lost. There is a small sail which can be raised to quicken their journey, if someone could control the air currents enough to cast them in the right direction.
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While Wake is not truly a cartographer, recent experiences have provided more than a crash course in the use of maps and the studying of charts. With an exertion of effort she applies this to the situation at hand. It seems to be enough, provided someone can address the matter of propulsion.
The Baroness stares off ahead, measuring as best she can the distances and angles spread out before the party. "I won't fool anyone. I am no navigator, but I believe if we steer perhaps 30 degrees starboard and go on we'll be on the right path."
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Mysterious! Though for now, it seems that keeping everyone afloat is a more literal task than not. At least the waters are smooth and glassy today. Which means it's a perfect time to kick back, relax, and let the wind carry them where it will...!
It /is/ just a little bit hot, though. Prophylaxis' magic puts a quick stop to that, bringing temperatures back down to 'comfortable' instead of 'sweltering in the light of the hot sun.'
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Sounds like a party is going on, on the pirate ship, so Goldenblade will quiet her strokes and drift slowly up to the ship, arriving with barely a bump to announce them. A gathering of drunken Pirates seems to be taking up the vast majority of the deck, swaying from side to side or sitting atop barrels of ill-gotten mead. A small Kobald seems to be running back and forth, delivering tankards to the pirates as he tries to keep up with their gluttonous appetites for intoxicating beverages.
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o/~ What will we do with a drunken sailor? What will we do with a drunken sailor? What will we do with a drunken sailor? Early in the morning!
Way hay and up she rises. Way hay and up she rises. Way hay and up she rises, early in the morning! o/~
Without a consern Kauchemar strides across the deck as she plays, the combination of bardic music and dark magics rippling from the strings and within her voice compelling the drunkards to simply sway along with the tune and move out of the way, going back to their carousing along with the melody. Others clearly oogling the equine musician as she sashays past with her ostentatious movements.
o/~ Stick him in a scupper with a hosepipe bottom. Stick him in a scupper with a hosepipe bottom. Stick him in a scupper with a hosepipe bottom, early in the morning!
Way hay and up she rises. Way hay and up she rises. Way hay and up she rises, early in the morning! o/~
Several drunk pirates move out of her way, grabbing one of their comrades and hoisting him away to do what the song suggests, clearing a path as they disappear into the ship's depths to find the afforementioned scupper. Or just toss him in the bilge and call it close enough.
o/~ That's what we do with a drunken sailor! That's what we do with a drunken sailor! That's what we do with a drunken sailor, early in the morning!
Way hay and up she rises. Way hay and up she rises. Way hay and up she rises, early in the morning! o/~
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But then! There's a familiar sound. The pirates are partying again. Prophylaxis strokes his chin and wonders for a moment how they're going to convince them all to stand aside /this/ time.
...And then Kauchemar launches into a bawdy sea shanty and distracts the lot of them. Prophylaxis heaves a great big ol' shrug and takes advantage of their momentary confusion... by slipping a great big bottle of sleeping poison into the grog.
Yeah. That'll do it.
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"What a strange situation," Wake murmurs as she catches the sound of drunken pirate song. "I'd say we need to be extremely stealthy, but I think we could get by other ways." She follows Kauchemar's lead, but with far less panache.
The Baroness attempts to assist, putting in a word with the poor kobold. But honestly, with Kauchemar's performance going on, the Kobold just doesn't listen to her, utterly focused on the song. So focused, that it spills the drinks and has to return to get more from the now-tainted source.
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"Drink up, me hearties! Yo ho!"
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The Adventurers find themselves down belowdecks in an alcove with a few steps leading further downward towards a set of locked double doors. This must be the way further into the ship. They are out of sight for the moment, but if they can't find a way inside, it is certain that someone will notice them sooner, rather than later.
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*fffp*
-- and faceplant first into the locked door. With a braying whine she stumbles back a step, holding up a hand. "Now we know it's locked..." And staggers back a few more steps to slump against the wall to get her senses back in order.
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While Wake usually is the one to pick locks, it's been made very clear that the party does not wish to pass this test. Quests are so weird sometimes! However, free from any need to worry about strictly following a plan, the Baroness can just blow off steam.
And does she ever..
WHAM! WHAM! WHAM! WHAMWHAMWHAMWHAM!
Someone known for stealth shouldn't take such delight in making this much noise. The Baroness positively unloads on the helpless door. Sure, it doesn't work, but you can't blame her for working off whatever frustration a Baroness experiences. The door definitely looks the worse for wear, though, and the crew is simply incapable of noticing pretty much anything at this point.
"Sorry.. just felt like hitting something!" Wake grins at her friends and shrugs, "Plus I was curious if I could just break through."
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A locked door.
The doctor frowns at the lock and gives it a useless little whack with his staff. The lock does not budge. "Well, I've got nothing. Unless you want me to try blasting through the ultraviolent way."
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His foot punches right through the wood, but the door itself stays firmly in place, which is the position that the patrol will find him in as he tries to get his foot out of the door.
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There, the group is left in the dark. That is, until a squeaky voice speaks up. "Adventurers?" He asks. Then there is a flicker of candle light before a rat-like Were Fang appears, holding a dagger possibly a bit too close to their faces. "I get you out, you help me escape. Yes?"
Without waiting for an answer, the Were Fang begins to untie their bonds, looking nervous and frantic. The room they find themselves in is dark, but there has to be some way to escape. Perhaps a weakness in the walls, or maybe some way of forcing the door...
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Fortunately that will not come to pass, as they have some unexpected help. "Hey, look. We found a pi-rat." Wait, he's not one of the pirates? Oh well, she wouldn't waste the pun oppritunity anyways. Once she's free of the ropes she hauls herselves to her hooves. Good thing she's got all the feathering around her wrists so the ropes didn't dig into her skin too much. "Is this the brig? Looks like the brig. I wonder what dark and condemned souls are stuck down here..." She shifts to her summoner subclass, making a few arcane gestures as a ritual circle appears before her. It twirls a few times before locking still, and a poof of blue and purple smoke bursts up from it!
To reveal one lone shackled and half-rotted zombine. Kauchemar makes a face. "That's it? That's... it? No broken prisoners? No tortured mutineers?" She gestures at the zombie with her hands in frustration. "These guys are TERRIBLE pirates! How am I suppose to work with this lack of proper suffering and dispair?!"
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"I've been captured by much more hygenic pirates," Wake points out. As soon as they are left, she notes, "This reminds me of an old dungeon. I found a way to solo it by pulling a jailor mob through three floors and then getting captured just in time to avoid a fatal boss attack. Nobody ever figured out how I managed it. I guess those old secrets don't matter much now, do they?"
Once her bonds are cut, Wake nods to the were-rat. "Thank you, good friend!"
Hearing Kauchemar's distress, Wake laughs gently. "Apologies, dear, these pirates are simply incapable of grasping the value of proper staging and drama! Speaking of which.. it's time to try some more redecorating!"
And this time, Wake puts her strength against the door's. Again! But she's not beating the ever-loving hell out of it. Instead, she's just using raw strength to push it to the very limits of its materials at just the right angle to maximize the strain on its hinges.
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He has half the mind to just FIREBALL his way out of the ship rather than giving the pirate patrol the time of day but, with a shrug, decides against it. He might have a decent chance of survivng, but maybe not the others.
And so into the brig he goes... Until a rat-faced pirate appears out of the dark.
"Hm," he says with a huff and... Reaches into a secret pocket sewn into the inner folds of his pants. He pulls a sealed, leather-bound flask from within and uncorks the top before pouring the contents atop the steel bars. The liquid begins to boil and sizzle, before the doctor delivers a swift kick and knocks himself an escape hole. "I wouldn't say no if you can bring us to where our gear has been taken. I'd really rather not explain how I lost all of my equipment to the team back at the tower if I can help it."
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He then turns and hmms a little bit, scratching his chin as he taps a wall here, or there, and then nods, "This'll work this time." He says, certain it'll work, as he pulls back with his right hand and slams his fist into the wall, toppling it over, "See? This is why I don't use equipment."
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"This way out," says the werefang rat. "Remain quiet!" He motions the party into a small room, where he continues to act as lookout. "Check chests," he says to Prophylaxis. "Your things should be in them, somewhere." He waggles a hand at them. "Hurry, hurry. They will come soon. Do not want them to find us unprepared."
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Fortunately, Prophylaxis knows (vaguely) what he's looking for. The magus gestures with his fingers and conjures a gentle breeze into the room, centered around the chests. It's hard to say exactly what he's doing... Until soon a haunting, but muffled sound begins to fill the air. Prophylaxis nods and goes to its source, pulls open the chest in question and...
Retrieves his staff, its ornaments still resonating softly with the wind. "That's my gear, at least," he says to the others. "Take your time. Worst case, I blow us a way out of here."
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"What, you think I was going to waste what little time we have searching through everything? Tis a shame not everyone can have spirit weapons that come to their call. Summoner perk." Okay, yes, she is rubbing that part in a little. Why waste all that effort and work when she can call her minions to her though, right?
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Wake struggles to find her gear. Which is odd, as searching is usually a non-issue for her. "Thankfully I left the most important thing.." And then she widens her eyes for a moment and starts really searching. It takes her some time, and near the end she's more throwing things around the searching.
"There it is!"
Wake takes hold of a small pouch and opens it. With a sigh, she examines the Witherless Rose that lies inside for a moment before putting it away once more. "I forgot I had it on me. I had meant to leave it in the outpost, but I wasn't sure. I will have to be far more careful."
As for her other things? Well, she got most of them. For the most part, they weren't much. Clearly this old quest reward was the most important to her for whatever reason.
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Of course he doesn't know what the others are looking for so he's mostly just rooting through random boxes to try to find anything good.
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"Hrm... need distraction," the rattish Were Fang chitters. He looks to the Adventurers, "Make a big boom, then run?" He asks, ducking his head, his ears twitching as he runs his hands over his whiskers in a nervous gesture.
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But, the rest of the party soon joins him in fully equippedness, and in the meantime the good doctor has stuffed his inventory half-full with valuable-looking loot. "All good?" He asks, then nods. "Good. Let's get going."
A distraction. They need to climb up, then... they need a distraction, because the party pirates have apparently shaken off the sleeping potion. That'll be a problem if they want to slip out undetected.
But they don't need to, do they?
"Alright. If you say so. Get ready to run then, Mister Rat." Prophylaxis raises his staff. Its headpiece takes on an ominous crimson glow. "O' ill omened star. O' nimbus of apocalyptic promise. O' disaster of fire and light-- hear me! I turn the silver key and throw open the gate! Come forth and castigate all those who are foolish enough to stand before the power you and I possess!"
The red glow coalesces into a vermilion sphere. Prophylaxis' eyes flash as he swings his staff down like a hammer. The orb sails down toward the deck... And bursts into an intense globe of flame and heat...!
And... conveniently, sets both deck and pirates on fire.
"Okay," Prophylaxis nods, then turns... and runs! "Let's go, everyone! Hahahaha! Hopefully nothing gets in our way before the whole place sinks into the sea! Nahahahahaha~"
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Wake can't help but find Prophylaxis' approach to be most effective. She races up to the decks and tries her best to avoid trouble. In doing so, she ducks out of the way once, runs into a pirate, and knocks the poor thing into a blazing fire. The enemy has enough time to scream, then bursts into pixels.
"Can I claim that was intentional?" asks Wake. Yeah.. she didn't think so.
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"Tidal Gallop~"
Water swirls around the Nightmare's hooves just as she lands on one of the decorative railings that serve no other purpose than to be there for fancy swashbuckling stunts, which is exactly what she does with the aquaphilic maneuver and slide down them. "There's the boats. There's the water! And here we g--" At the last minute her eyes flare, and instead of leaping for the water as intended she jumps off the railing, still water sheathed hooves sliding across the deck until she stops, shield up. "--Goddammit Prophylaxis don't say things like that!"
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Of course his fire lighting will most likely be interrupted by the boss fight. Because his luck has not been with him tonight, it would seem!
And yeah, a few moments later Syx comes crashing back down where the lifeboats are. Stealth is very out the window at this point.
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Sadly, the party is unable to make it to the lifeboat before the one pirate ignoring the fires on deck blocks their path.
Stepping up from below looks to be an absolutely massive creature, somewhat resembling a rhino, but more monstrous. "Prisoners... do not escape... the warden."
Wielding a huge metal ball attached to a strangely glowing chain, the monster stomps in their direction, spinning the massive weapon in a wide arc.
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She sets the rat were fang down, but steps in front of him defensively. "There's a first time for everything, buster," she mocks back to his taunting. The blade of her sword sort of reverse glows, turning gleaming pitch black as she channels dark magic through the Binder within it... which then sweeps forward, sending a surge of supernatural darkness flying at the so-called Warden. The arcane assault won't do much harm of its own, but the enervating nature of her dark artes will make him easier for her allies to deal with.
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This is not a fun fight! Which means of course that Wake enjoys it thoroughly. Oh, certainly she takes damage. What's the fun if there's not a bit of challenge? She's regularly stepping back just in time for the ball to whistle by, or bend, Matrix-like, just under the chain as it whirls by.
Eventually, something jars Wake's memory a bit. The huge metal ball slams into the ground and she shouts out, "I saw this in a movie!" She races up the chain as the boss struggles to free the weapon. About halfway along the length of it, she leaps and somersaults in the air. She lands on her right foot in a dramatic head stomp on the pirate warden.
"I have to give you credit," she says with a strained voice. "You throw a hell of a party.. I know I'm getting a kick out of it!" She punctuates that sentence by kicking the warden in the face. A moment later, she's leaping out of range.
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Hurls a disc of water right at the warden's ball and chain!? Specifically, at the chain part of the ball and chain. Apparently he intends to try to cut through the weapon at its weakest point, but...
Well. It's still a metal chain moving way too quickly to get a good cutting angle on. So this might take a while.
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Syx figures there's only one way to really find out for sure, as he rushes in towards the Warden. He throws multiple strikes, aiming powerful blows towards the Warden's midsection, to try to get the big rhino-like creature to bend over and give Syx a perfect position to grab a hold of him.
Once he's in position, he can slam the boss backwards, trying to send him flying all the way down to the sea below the ship...Which means they'll definitely be needing those lifeboats soon if Syx actually succeeds at what he's trying.
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Seeing this monster, which was apparently their trump card, getting pounded by adventurers encourages the crew to give up on the firefighting and start to abandon ship, themselves before the party can turn on them.
It'd be nice if the party could claim the ship as spoils, too, but between the fire, which is unstoppable by now, having engulfed the entire main deck by now, and the rigging as well, and Syx finally pounding the rhino-boss down through several decks until he despawns in an flood of uprushing water, the ship is a total loss. "Get back to our boat," urges Goldenblade, as the lifeboats have mostly been taken by pirates or destroyed by fire. She will lead the way out, jumping into the water by where we boarded, and climb into the boat we took to get here.
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It's true, as she leaps off the deck, and uses that Tidal Gallop move to quite effectively run off across the surface of the water like she was originally going to do the first time.
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Wake follows swiftly. With the ship breaking up and on fire here and there, and well, almost everywhere, there's nothing much else to do! She settles in and takes hold of a paddle, moving away from the ship enough to be safe, but still close enough to enjoy the spectacle of fire on the water. She's never seen a ship sink, come to think of it. Well, except for the occasional leviathan attack.
After a few minutes, the water is quiet once more. Wake doesn't row away immediately, but instead waits a little longer, rather liking the sudden calm. It's good fortune she does, for at that moment a barrel erupts next to the boat, having broken free from the ship below. Stuck in its lid is one of Wake's blades.
"Oh.. well I guess that's lucky," she says as he reachess out to reclaim the weapon. "Prophylaxis.. I found all my things, we can escape now!"
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And so he does!
Because, seriously, screw pirates.