Roleplayers, you can pick up from just above the first image:
You sneak up …
“All hands ashore!” Starbeard booms as The Revenge drops anchor. “And remember — this is a Trial! We’ll be wanting an account of how you fared on your return…”
You join the crush heading for the exit and hope you won’t have competition for your chosen target: a nearby settlement. It’s one of the more obvious landmarks and you’re surprised when no one else goes for it. The clan seems pleasant enough. Dragons are going about their evening routines, but it’s quiet enough that you land undetected.
You sneak up to the guarded building. A pair of Nocturnes wearing layered cloaks are posted outside.
Unfortunately, the small windows are barred, and you’ll have to get past them and in through the door. After your duel with the Sword Master, you really don’t feel up to a two-versus-one fight, so you quickly come up with a plan. You draw your sword, pick up a stone from the ground and toss it in a high arc so that it lands in the shadows on the far side of the door.
The guards both tense. One calls, “Who’s there?”
When there’s no answer, they briefly confer, then the green-cloaked Nocturne goes to investigate. Perfect. You creep forwards, keeping to the shadows, until you’re in range to grab the second guard and bring your blade to his throat.
His squeak of alarm attracts his companion’s attention and she whirls around — before freezing when she sees you.
“Now, let’s not do anything hasty,” she says, holding up her empty hands. “There’s no need to hurt anyone.”
You hope that’s the case, but you keep your sword to your hostage’s throat anyway as you pull him away from the door and tilt your head meaningfully towards it.
The second guard gets the hint, though her eyes narrow. “You want what’s in our Vault? All right, if you’re sure, I’ll let you in. Just don’t hurt Manafall.”
You nod in agreement. She retrieves the key from an inside pocket and unlocks the Vault building. You follow her inside, still holding Manafall hostage.
Jackpot! There are piles of gold and jewels strewn around several chests, and weapons are displayed along one wall! You shove Manafall towards his companion hard enough that they both stagger, trip over a carpet and fall into the far corner. Then you grab the spiked handle on the chest nearest the door.
It rears open, revealing razor teeth and a long, purple tongue that lashes towards you.
It’s a
Jawlocker! In fact, most of the room is mimic familiars, all leaping to their clan’s defence! You dodge a swipe from a
Crooked Hatchet and a lunge from an
Apparition Lance. Ghostly tendrils of
Transmuted Treasures snatch at your legs and you trip. You grab two handfuls of gold from the floor as you scramble up, but as the Jawlocker snaps again, you run for it!
The Nocturnes’ laughter follows as you take to the skies and escape.
No one follows and you can hardly blame them, given how little you took. Unfortunately, you’re too exhausted to try to plunder elsewhere, so you make your way back to the place you were dropped off. By now, the galleon and airship have caught up, and all three Captains are waiting by a fire on the beach along with those who have already completed the Trial.
You present your gold to the trio, and give them a quick explanation of your evening. All three are amused by the tale, but it’s Praa who steps forward to take your offering. She says, “A clever trick well played on the guards, and you didn’t come away empty-handed. Gold is gold.”
She adds the coins to the growing pile of booty.
Your plunder has pleased Captain Praa!
It’s late by the time the last of the potential recruits makes it back to the beach with their plunder, and Rafferty reveals that his crew has made up berths for everyone on board The Jolly Wavehopper. You fall asleep under a blanket on the open deck, and wake the next morning at the ringing of the ship’s bell.
“Good morning, swabs! On your feet and over the side, the fourth Trial is about to begin!” Captain Praa calls.
You get up and find yourself in a completely new location: the Wavehopper is now tethered to a huge stone fort that rises from the cliffs of a floating island in the
Hoverview Vale. There’s no time to take in the scenery, however, and you scramble down the rope ladder into a courtyard where the three captains are waiting with an unfamiliar Fae.
“Now, all of you escaped with your plunder yesterday,” Captain Praa announces. “But for your fourth Trial we’ll see how you react when you’re not so lucky. Crossbones?”
“Welcome to Fort Langridge,” Crossbones says in a typical Fae monotone. “Seize them and take them to the cells.”
Suddenly the courtyard is swarming with the fearsome crews of all three pirate ships. They attack instantly, grabbing recruits and shoving them towards the archways surrounding the courtyard. You realise too late that your weapons have been taken overnight — you should have known better to trust pirates!
Despite yells of protests and a few scuffles, everyone is dragged inside. You’re separated from the others as you’re hauled through a maze of corridors, and eventually you’re thrown into a cell: three stone walls, the fourth a grid of sturdy iron bars. Inside the cell is a bench with a threadbare blanket draped over it and a tin plate with a bone that must be the remains of the last prisoner’s dinner. The pirates lock you in and give the ring of keys to a red
Hainu with blue and yellow feathers before leaving you alone.
You have to escape! How are you going to manage that?
- Befriend the Hainu and get him to give you the keys
- Break the bone and use your pirate skills to pick the lock
- Use your knowledge of leverage to lift the door off its half-pin barrel hinges
You are welcome to post your choice in the thread any time before 12.00 noon on Monday 2 October to claim Wednesday's participation raffle ticket.
Roleplay always welcome, but not required to participate.
Thank you to @
CatOnAQuest for letting me use
Crowley and
Manafall as guards in today’s update! The scenario was inspired by Manafall's
Enchanted Dungeon Scene!