Duty Session 386: Still Tide Pirate Lair

Through the efforts of many Adventurers, the home base of the infamous pirates that have plagued the waters around Yamato has finally been tracked down. Initial scouting reports tell that the Pirate Lair is largely run by humanoid monsters of all sorts, relishing in the spoils of their plunder.

As a known Monster Nest, the Hunters Guild is looking for brave souls who would be willing to help clear out some of the monsters in hopes that it will start to diminish some of the pirate activity that comes from the location.

Difficulty:    Moderate
Rec. Party:    3+
Rewards:       2
World Rewards: Reduction in pirate activity in Yamato.

Schneider
Plot Room 2

It's been a long time coming. The Still Tide Pirates have been pirating these shores for far too long, and finally, with the aid of erstwhile adventurers, it's time to put paid to the pirate menace once and for all. The site is on the Isle of Beginnings, where a rocky outcropping looks out over raging seas, with water crashing noisily. Hidden down here is a cavern where the pirates male their lair.

Schneider is standing at the top of the cliff, looking for a way down, peering into the gloom as everyone arrives.
Amalthea
Plot Room 2

    As soon as the decision was made to raid the Still Tide pirates for the sake of science and advancement, Amalthea was there. Though she had volunteered herself for the good doctor's possible vaccine trials, some more guinea pigs- er test subjects couldn't hurt.
    "Well now that sure is a drop." She says as she stands at Schneider's side and peers down, squinting at the rock face.
Vertina
Plot Room 2

"Too bad we can't just get the pirates to harass the jerks trying to come oversea without harassing us too." See, Vertina does pay partial attention to the chimlinks still, even if she's spent much of recent time holed up in the brewery behind her tavern. She folds her hands behind her head as she stares out past the seaside cliff. Then shrugs. "But then we'd owe the Pirates, and that would also stink." She lowered her arms to adjust her smallcoat. "But if you find any rum, or anything that looks like alchemical equipment, let me know! I'm getting close to the end of my work, I can feel it.. but there's still a few more things I could use."
Setsuna
Plot Room 2


    Setsuna yawns a little as he looks down, the poor guy looks run down a bit. "Ok Yuuki gave me a little reprieve to get this done . Do you think we could stop for burgers after this, only thing I have been allowed to eat is this one drink Yuuki says came from Hifumi, it's green. " There is a shiver down his spine as he says that before looking down the cliff. " Ok so who goes first?"
Prophylaxis
Plot Room 2

What better test subjects exist in this world than eminently disposable pirates and their ilk? Clearly, Prophylaxis is not going into this in his best mind, but hey you know, whatever! It's fine! It'll be fine. Probably.

"It may be tough getting them all... manacled up and brought in, but I'm sure we're up to it," Prophylaxis says, seemingly lost in a reverie of ill-advised medical experimentation. "Well. If we can steal any of their weapons, too, that would be quite nice. Ah, if only cannons were more common...!"
Schneider
Plot Room 2

The path towards the Pirates' lair leads the Adventurers down a precarious bit of rock and stone that weaves along the steep edge of the cliff face. Eventually, they reach a point along the path where a larger ledge can support them all, gathered together. Schneider says to Amalthea, "It is, but ..." and trails off, peering at what might be a sort of trail. Maybe. To Vertina, he ods about finding rum, and amends, "So, we take booze, alchemical gear, -or- any pirates we can capture." He hrms at Setsuna, "Oh, right, you're training. No cheating on your diet, it's critical." He ehs to Proph, "These guys have cannons? But taking even one or two would be good..."

There is a large amount of scraped rock here, as if things were moved from somewhere within. However, there doesn't seem to be any obvious opening in the rocks. There is the more direct route, which continues downward into the caves below, but there has to be something hidden here, right?

Schneider suggests, "I think there must be a secret entrance up here, it looks like where one might be, if someone came at their main entrance, they'd want a way out." And he will look around with a critical eye. "On the other hand, I'm feeling froggy and I kind of just want to hit them in the face..."
Vertina
Plot Room 2

Vertina reachs over to give Setsuna a slap on the shoulder, probably harder than necessary but he's been training he can take it now, right. "Maybe the next thing I'll work on is some kind of energy drink for you instead!"

She gazes down the cliffs again, squinting. Normally she'd try to meditate and use her Divination to see where Pirates have traveled.... But even she realizes she's not in the clearest state of mind to do so, so she has to settle on trying to do so the old fashioned way with her eyes. ".. I see tracks. And drag marks. But there's a -lot- of them, I can't determine what's going in or out."
Prophylaxis
Plot Room 2

What happens when you send two (three?) people in the throes of Moonlight-induced madness into the depths of a pirate lair? Well, probably nothing good (for the pirates). "Hmm... energy drink," Prophylaxis muses, tapping thoughtfully at his chin. "Well. As long as you watch how many extra caffiene-like compounds you put in, it should be fine. Heart palpatations are an unwanted side-effect, after all."

"Ah, if we're looking for pirates, we should probably just stomp right in," the doctor suggests, cheerfully. "If we sneak in through some mysterious hidden passage, we might miss all the test subjects!"

Beat.

"I mean, pirates."
Setsuna
Plot Room 2


Heetsuna looks at Vertina with stars in his eyes, " I would kill for an energy drink and not just one or two people. No I would slaughter nations for an energy drink. I would like to put in an order of 6, a day. " It appears Vertina has uncovered a secret love of Setsuna's as well he doesn't really look he more of just paces. Really he is one of those that couldn't find his keys when they are in his pocket , so he simply waits for others to do the hard work.
Amalthea
Plot Room 2

    "I'm fine with hitting them in the face." Amalthea says. "It's better than making a misstep and taking a long fall." She says before nodding. "Right then, booze, alchemy gear, cannons, and people. Snatch and grab. Easy enough." She pauses.
    She looks at Prophylaxis.
    Maybe this was a mistake?
    ...
    Nahhhhh.
Schneider
Plot Room 2

Schneider makes a cursory search for the secret entrance, but seeing no neon signs where Vertina points out, he'll lead the party down to the main entrance area. He nods agreement with the Doc about sneaking in resulting in fewer test subjects. Setsuna draws a worried look and noooo comment. He nods to Amalthea and gives her a thumbs-up.

For some, it would be a familiar site on the edge of the pirate encampment. Many of those who used to be part of the Still Water Bandits have found their way here, though it appears that most of the standard Lander races are treated as second-class citizens here.

The Landers live in run down hovels, their clothing filthy and their expressions bleak. The monsters who run the group seem to have truly beaten down their spirits over time. So much so that they barely even acknowledge the Adventurers in their midsts.

A few rise up, but it's clear that they don't really want trouble. It seems easy enough to bribe them to let the party pass. Afterall, things can't get much worse for them, can it? "Ugh, these guys probably need your help, Doc. Can you experiemnt on them if they have pre-existing conditions?" Or maybe he can just vaccinate them all now and we can come back in two weeks and see if any lived?
Vertina
Plot Room 2

Vertina waves back the others for a moment. "Don't worry, I've got this. I know the perfect cure for broken spirits." She pulls multiple flasks and bottles out of her inventory. "These kind of spirits!" The Salamander happpily hands the liquor out to several of the downtrodden. "Drink until you no longer care!"

Then she leans back a bit to aside to the rest of the Scales. "And I get rid of the stuff I can't reuse for my Big Project." Win-win.

Someone might end up vomiting flaming flem in a drunken stupor later, but that's not her problem.
Amalthea
Plot Room 2

    Schneider gets a thumbs up right back.    Moving right on, Amalthea purses her lips.
    "I don't think any of these people are in any condition for the Doctor to work his... Magic on them." She muses. "The pirates clearly haven't been kind to them..."
    All the more reason to shanghai and keelhaul some pirates.
    Vertina... Bribes the Landers with booze to numb them to their pain.
    "Well... That's one way to do it." She murmurs before turning to one of the landers and gently informing them that the party is simply here to make some pirates disappear and hopefully ease things for them.
Setsuna
Plot Room 2


    Setsuna looks at the landers and grins like the devil, "Oh you poor downtrodden souls. Please we have come to save you. We have a place all set up for you , all you have to do is let our doctor examine you and you can go live in actual homes in the tower. Instead of you know, living in , well here. " With that Setsuna pulls out some contracts and passes them around as he recruits new workers for the fifth floor.
Prophylaxis
Plot Room 2

Prophylaxis audibly (but not TOO audibly) gasps at Setsuna's INCREDIBLE BUSINESS ACUMEN. "Heavens, Setsuna. Why not just wrap them up in a bow and save them for Christmas? Fufufufu~" That... might deter some of them. But then the doctor removes a medical kit from his pack, complete with a set of strange bifurcated needle and a vial of odd powder and a second vial of viscous liquid. "Now then, let me see what I can do. I may not have a complete clinic, but I can at least take care of infections and injuries here."

He, of course, does not /test/ anyone who's near death or too badly malnourished, as that would be ENTIRELY counterproductive, but he does have plenty of medical care to hand out aside from his present obsession!
Schneider
Plot Room 2

The Landers finally allow us to pass, Schneider's negotiating skills helping smooth things out. They seem to be impressed with his demeanor. Or something. The despondent pirate hangers-on flock to Vertina, she's completely correct, these people will drink anything to help them forget their miserable lives, even for a little bit. They take cheer from Amalthea's news that we're here to take care of the pirates; this meets with their approval. When Setsuna promises them a way out of here, they are quick to sign, though the ones that have been drinking Vertina's booze tend to sign their names as Gumlle Funkelworf and Jershgv Hufcffd. And they all line up for Doc's medical care, though some need help to do so, particularly the ones that have been drinking Vertina's stuff.

The outer ring of run-down hovels and tens gives way to a finer structure. Made of wood and metal, an imposing fort has been built upon the edge of the water, the timbers rising high into the darkness of the cave. Fires are lit at the ramparts, casting shadows on those approaching below.

At the entrance to the fort, there are a series of humanoid monsters of various sorts. Lizardmen, Gnolls and Kobolds are most common, with a few Gargoyle-like creatures which have perched on the higher places of the fort's entrance.

As soon as the Adventurers approach, they spring to action, brandishing not only their claws, but finely made weapons and armor. The monsters are clearly running the show, here, and they have the supplies to make sure their lair is well defended.
Vertina
Plot Room 2

Negotiation and Booze, it's a hard combination to beat.

But then they come to the part of these quests that Vertina really lives for -- the fighting. "Oh, this is what I love. A target rich environment." The Salamander puts her hands cupped close together, channeling elemental fire between them to form it into a larger swirling sphere of heat and flame... and then drops it. Of course it never reachs the ground as she catchs it with her foot, hackysack dribbles it for a moment, and then flicks it back into the air. Followed by a leap and flip into a perfectly executed bicycle kick for extra height, sending the fireball ricocheting between the gargoyles to knock them from their perches!
Prophylaxis
Plot Room 2

"Ah, lizardmen!" Prophylaxis observes in not-so-quiet recognition. He lifts his staff, then strikes the earth with its base. A wave of bittermost cold washes out from the point of impact, blasting into each of the scaly soldiers. Within the span of a moment, the creatures are frozen solid, their cold blood chilling their bodies to motionless husks before the moisture flash-freezes over their scales. "The one that was leading the bandits we first encountered was a lizardman as well. I'm not surprised that they form part of their upper eschelons."
Setsuna
Plot Room 2


    Setsuna looks at the gnolls and grins as he begins to chant and his shadow spills out towards the gnolls before he grins and the shadow seems to reach up and literally consume a few of the gnolls , as they become nullified. Then he looks up over at the doctor, "Did you need Gnolls? I should have asked before I destroyed them. "
Prophylaxis
Plot Room 2

"Nah, I don't think monsters would be useful test subjects. At least, not until we figure out a way to talk to them properly." You heard the man! Fire (literally) at will!!
Amalthea
Plot Room 2


    Ah. Pirate-monsters. Coming at the group
    "Will these guys do?" Amalthea asks as she draws her sword and strikes the tip against the ground. Kicking up a spark at first, the sword catches ablaze as she lays into the attacking pirates.
    No? They won't do?
    Oh well, more for Amalthea to beat down.
Schneider
Plot Room 2

Schneider's Gunzenro spell impacts the wall solidly. That is, the wall is solid, and rock, and his flames leave a scorch mark on it, though not much else. Vertina's fire is much more effective, slamming into a group of defenders and setting them on fire. Their health trickles down quickly as they run around setting others on fire. Proph's cold spell freezes the cold-blooded Lizardmen, and Schneider hrms at his observation about the pirates' upper echelons. Setsuna's creepy shadows strike at the gnolls even before they're aware they're under attack, and they expire messily and unhappily. Amalthea's flaming sword accounts for the survivors as the fight concludes in a Scale victory. The outer guardians of the fort are, were numerous and take quite a while to fight through, but eventually the Adventurers find themselves inside those outer gates, working their way through the inner hallways of the fort itself.

One of the larger rooms that they encounter is certainly strange. There are fine murals painted on the walls by hands that seem too skilled to be those of many of the monsters who now call this place their 'home'. Depicted on the mural is a massive sea creature which looms out of the water, attacking nearby ships.

At the center of the room is a deep pool of water that seems to be somehow connected to the lake outside. Throughout the room, there are bits and pieces of writing, but they are hard to see in the dim light. There are strange markings around what must be a door that leads onward into the heart of the fort.
Vertina
Plot Room 2

"This is a weird place to have a bathtub." And that's about all the regard Vertina gives to the pool in the center of the room. She really has no reason to concern with it, water is the one element she can't bend.

Instead she turns her attention to some of the various notes and scribbles adorning the walls, squinting a bit to see in the lack of light. But being a Salamander, a race that lives in the desert and often hunts at night when it's cooler, she has some pretty good lowlight vision. "I think most of these are their sailing and raid plans... but maybe there's a combination amongst them."
Amalthea
Plot Room 2

    Past all the guys and into the fort, when the party comes across a room of murals and a water pool and... Amalthea pauses.
    "I don't think that's a bathtub." She says gently before her sword comes alight with a faint white light.
    "Or maybe it is. I don't know how these monsters think."
Prophylaxis
Plot Room 2

"Mmm, this is not a bathtub, no," Prophylaxis confirms. "Unless we're dealing with a particularly decadent pirate king and-or-queen with a penchant for extra-large jacuzzis. No, this looks like some kind of mechanism. One that is perhaps driven by..."

Again the doctor strikes the base of his staff against the flagstones. This time, the gems at either end of the staff ignite, blazing with light to illuminate the seals and sigils lining the chamber walls. "Let's see... It seems like there's a character we can form by combining a series of these glyphs. If we activate the right ones, then perhaps the path forward will open?"

Now all that's left to do is for the doctor to use his advanced video game pattern recognition (tm) to do the job.
Setsuna
Plot Room 2


    Setsuna approaches the murals and looks at it closely as if he is examining it carefully. " Ah yes this ancient text here will reveal the way. Clacktu Nirada Ni...hmm can't make it out...Nicaragua? Ok so Clacktu Nirada Nicaragua!" With a loud shout invoking whatever may come of it, nothing bad right, he said the words just as intended.
Schneider
Plot Room 2

Schneider is, ironically he feels, quite the scholar. He hadn't planned on it when he made the character, but he /has/ been reading lore when he can get his hands on it, and he does manage Scale's library, for what use it gets. So perhaps it's not a surprise when he can puzzle out the strange writings, backing up Vertina, who seems to have a handle on it as well, and together with Doc doing the sparkly bits, they figure out the way to get past. Maybe it's not as obscure as it first seemed? Though it's a bit too obscure for Setsuna, or else his hunger pangs are distracting. "You can do it," Schneider encourages him in his training. At least the world's not standing still! Amalthea looks indecisively at the tub, but it seems her assistance is not required.

As the party finally works out the way beyond the strange doorway, they find that it opens upon lavish chambers. There is a fine rug beneath their feet and the spoils from many raids upon lander villages and ships displayed upon shelves and along the walls. Many stone pools make up parts of the chamber, as if it, too, were connected to the lake, somehow.

There, sitting upon a throne, looking at them with fingers folded, is the Pirate King. He is dressed in fine armor, with a wicked set of scimitars across his back. His face is elongated, looking like some sort of reptilian creature, but none that are easily identifiable.

"You've caused me enough trouble. I suppose I should handle you, myself." He rises, drawing his blades, his movements remarkably fast as he initiates combat with the party.
Vertina
Plot Room 2

Well maybe it wasn't a bathtub, but it looks like Prophylaxis may of been on the right track anyways. As they find not a Pirate Captain waiting for them, but a Pirate KING.

She snaps out an arm to point dramatically. "You! Hand over all your rum and no one has to get hurt!" A pause, in order for her one-track thought to skip past the obsession for a moment. "Oh, yeah, and your weapons. And cannons." She stops, looking to the rest of the party. "That was everything, right? Rum and weapons? Did I miss anything?"

Of course the Pirate King is having none of it, standing to brandish his weapons in attack. "You can hand those over without a demonstration you know!" Followed by a quick chanting, and Vertina seems to scatter in several directions at once around the room. He's fast, but she proves to be faster as the Godhand circles him several times, lands a few quick punches, then dodges when he slices through one of her illusionary clones instead.
Amalthea
Plot Room 2

    Amalthea is fine with her assistance not being needed while she examines the water. But moving on!
    As soon as the pirate king makes himself known, Amalthea assumes the tanking position and starts spamming her taunts.
    Her DPS is a little lacking but that's okay. Her job here is to take hits so that others don't during the fight.
Setsuna
Plot Room 2


    Setsuna looks at the pirate king and frowns hard, " You are so not a pirate. You don't even have a hat. I came all this way for a pirate hat and you just and you ARGH!" Setsuna lets out his annoyance as he runs forward and slashes the king with his knife as the king's movements slow. With a laugh Setsuna rolls away as he lets the others do the rest. " We should only knock this guy out, let the doctor have all the ufn with him."
Prophylaxis
Plot Room 2

Well look who it is! A right proper Pirate King! Under normal circumstances, this might be something of a problem. Pirates can have a number of notoriously dirty tricks up their sleeves, and a pirate KING is sure to have even more of those than usual, nevermind his inflated stats!

...But the Scale Emblem has brought a tank and a healer, so the only thing that there's really left to do is play this one by the numbers.

"Amalthea, you're doing great!" Prophylaxis calls as he taps the stone again, this time imbuing her with a powerful regenerative buff. "Just keep up the defense, we'll burn him down in no time!"

And they do! Because this is the Scale Emblem, and they are nothing if not well-versed in the art of Optimum Raid DPS.
Schneider
Plot Room 2

Rum and weapons were indeed our demands, but the Pirate King is not giving them up without a fight. But he's not ready for a fight with Vertina, who is constantly three steps ahead of him. He does smack Amalthea pretty hard, which doesn't matter as Proph is keeping her HP in the green, though she has a bit of trouble keeping his attention with the amout of DPS the party is putting out. Setsuna's special ... device has its intended effect, and then some, the pirate fumbles a potion he'd been about to quaff as his motions go wonky. "Help me!" he shouts over his shoulder, though it seems distorted.

This seems to have an unplanned side effect, a whirlpool of water appears behind him, and a huge tentacle reaches up, grabbing him as he cries, "No, I did what you asked!" As it drags him back down, all that can be heard is the Wilhelm Scream.

Leaving all the loot we can stuff in our inventories.
Vertina
Plot Room 2

Vertina stops her punch-and-run tactics to watch as the Pirate King is yanked into the water by the monster/master he was trying to summon for help. Then looks to the rest of the group. "Does that count as being hoist by your own petard... and what IS a petard, anyways?"

Okay, time to loot! If nothing else there is plenty of monetary gain for buying more supplies with, she'll take it.
Schneider
Plot Room 2

Schneider can, ironically, answer Vertina's question. "A petard is like a mine or stachel charge in the ... 1600's, I think, in Europe. 'Hoist' by one means it blew up on you." The things you pick up writing reports for school. Who knew? He will take part in the stuffing of coins into pockets.