Nascent Goddess Quest

[X] Sneak aboard the enemy vessel and search for the mage
[X] Set Goal: Defeat Mage

The fun part would be getting back. Eh, details!
 
It's piracy on the high seas! But in the air! :V

[X] Sneak aboard the enemy vessel and search for the mage
[X] Set Goal: Defeat Mage

As we have already accumulated a great deal of experience in sneaking around places we don't belong, this should be the perfect task for us.
 
47 - Sneaking and Paths
Winning votes:
[w] Sneak aboard the enemy vessel and search for the mage
[w] Set Goal: Defeat Mage

You figure the crew has been handling themselves alright so far, and those crewmen who were batted away before are getting up again and returning to the fight. Meanwhile, you don't know anything about what's happening below-decks other than them being a smaller group, so it's easier for them to be overwhelmed.

With that in mind, along with the fact no one has noticed the free plank yet and so it is a limited opportunity, you decide to sneak aboard and defeat the mage. In fact, defeating the mage becomes temporarily ingrained in your mind as you expend some magic, the mage is already defeated in your mind, the real world only needs to catch up.

Getting to the plank undetected was much easier than you expected, probably because everyone was focused on the main fight that was happening, That's a very good thing, because getting across is much more life-threatening than you expected. Going across a plank close to the ground is easy. Going across a plank between two points very high up in the air where both points are constantly shifting slightly? Not so much. In a...less than dignified but ultimately safe way, you crawl across to the other ship, gripping the plank for your life.

On your way across one of the pirates sees you and just sorta stops and stares. You blush at your less than heroic method of getting across being spotted. Then she gets grabbed by her shirt's neck and pulled onto the transport ship before she can get word to her allies about what you're doing. You swear you feel someone winking at you, it's a little unsettling.

After that happens you double your pace across and make it to the other end without further incident, you think you did at least. It looks like the pirates weren't expecting someone to sneak aboard, since they don't have any guards on the top deck, everyone is clamouring to join the fighting. On the other hand, the pirates are between you and the only door to below-decks. This was really a time you wished you had some kind of teleportation magic. Regardless, you sneak around behind the still large crowd of pirates, ever present of the rather large chance they have to simply turn around and spot you. You say some words of thanks to their love of battle as none of them do. Although...the crowd is rather big...maybe this wasn't the best choice...

Putting self-doubt out of your mind for now, you instead creep down the stairs, taking each step carefully to avoid making noise in the much, much quieter part of the ship. It's fairly well kept though, and nothing creaks, nothing you can hear over the still-loud yelling from above at least. Now below, you find yourself...not at a crossroads like you were expecting. From the layout of the transport vessel you were on you expected to have to choose between left and right, but on this ship the only path is to the left. So you head down that path, only encountering locked doors for some time. Just as you start wondering if this is the Corridor of Boredom all over again you catch the slightest rustling of fabric around a corner. Picking up your pace a little, you manage to get to where it was and find yourself at that crossroad you were expecting.

Down the side the fabric had been on you catch a man hurriedly walking around a corner, and you think you can hear several footsteps. Maybe it's where the mage is located, you're not really sure where else several people could be hurrying in this situation. Except maybe damage repairs? You're pretty sure someone like the Captain would have cannons on her ship after all, she definitely isn't the sort who'd go down without a fight, and she obviously has experience with this.

You turn your head to look the other way and jump back behind a wall in a hurry. That was the back of a pirate! You take a peek around; he's cleaning a rifle, back turned to you. You could probably get the jump on him. If you managed it right, you might even be able to get him to tell you where the mage is! Although, if you don't, he'd be able to raise the alarm on you...still, it's a quicker method than if you're wrong about following the others.

Hmm. Taking a risk trying to interrogate someone or potentially wasting time tailing a group... And there's still that niggling doubt telling you that maybe you should go back and help the crew fight off the pirates. But given the fact you're on the wrong side...

Either way, you need to make a decision
[] Tail the group
[] Get the jump on him (70% chance)
[] Go back and just fight off the pirates
 
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What would we be the plan if we follow the group? Are we hoping they are all combatants who'll get teleported, leaving the mage alone?

Can we get the mage to come with us? I mean, it would be nice if we didn't have to come back to our ship the way we came in, but it will only work if a portal is open, and we can't open portals...

[x] Tail the group

Clearly if this is just a group of mechanics hurrying to put out the fires in the engine block, we'll just have to subdue them and then sabotage the engines. Then we'll have our goal completed and could switch the spell to Ambitious Goal: Survive Crashlanding for extra XP gain!
 
goal...survive crash landing....man. That's a hell of a goal XD
 
goal...survive crash landing....man. That's a hell of a goal XD

Goal: Try not to scream like a baby during the crash landing.

What do you mean 'it's a perfectly healthy reaction to scream during a life-threatening event'?

WE'RE A GODDESS! or at least we're working on it



[x] Tail the group

Who knows, they could lead us to someplace useful. Interrogating the pirate, even if we can subdue him, comes with a lot of risk. We can't just interrogate him in plain sight, and I don't think there's anywhere to stow him away if we knock him unconscious following the hypothetical interrogation unless there's a convenient supply closet like five metres in front of us.
 
48 - Following and Mistakes
Winning votes:
[w] Tail the group


The risk of alerting the guard was too great. If it didn't go well you'd be spotted. And fighting the crew from this side was just out of the question. With no form of backup you'd have been trampled at best. That leaves the group. With them running further into the ship, if they caught you they'd probably be less able to alert a lot of people, and with how rushed they seemed to be they probably won't spot you anyway.

A stray thought runs through your head, if they turn out of be damage control, you also have the advantage of taking them out so sabotage the ship. The idea of sabotaging the engines also passes through your mind. While it'd deal with the mage, it'd also deal with you. And considering the pirate airship is current attached to the one you want to defend, it probably isn't the best idea unless it's a last, last resort.

Shaking that out of your head, you sneak down the corridor before speeding up once you're close enough to out of earshot. Once you round the corner though, a problem that hadn't come to mind presents itself: you lost sight of them so you don't know if they continued down the corridor or went into a room. Well, it's now you appreciate the simplicity of the pirates' design; because there's just one long corridor for now you can just head down it without having to worry about making a wrong turn, then if you don't find anything you can double back and check the doors. You feel weirdly proud of yourself for figuring that out.

The number of doors on the walls get fewer and fewer as you continue moving forward. How much longer can this corridor go on? Well, it's turning a lot, it's entirely possible it does a full circuit of the ship...actually that's very likely, considering having it just be a dead end in the middle of an emergency would be a stupid thing to do. Okay, your pride just deflated since that thing you figured out was proven completely wron-Waaaaait a second, there's a door hanging open just up ahead.

Investigating, it turns out those people you were following really were from damage control. You resist the urge to smack your forehead against the doorframe. In hindsight, you have to admit that since there was a guard who wasn't fighting someone, he was probably guarding something important. In your defence, a group of people running down a corridor does set of alarms for the mage being down here, since they're teleporting groups onto the other ship.

Any plans of engine assault also go out the window, because that's a lot of damage control people, at least ten. On the other hand, damage to an airship is likely pretty dangerous. In some ways more so than a watership.

...

Did you really just call a normal ship a watership? You let out a sigh. Airships are confusing. Anyway, from the looks of it, this is...okay, you don't know what this is. But it has lots of gears and it feels hot, maybe it's the engine room? For all you know they could have fancy weapons that use this to turn and fire or something, but right now you're guessing engine room.

Still, you aren't really sure what to do now. You don't think you can do anything to this group without something bad happening, and you're pretty sure the mage isn't around this side of the ship.

What do you do n-

All of a sudden you hear footsteps. And you're out in the open! You'll get caught like this! Whipping your head around you pull the door to the engine room closed and turn around and pull a random door open, thankfully it isn't locked, and jump into whatever's on the other side. The other side is...an armoury. Mostly picked clean, but there's still a sword or two here. There are also a few chests with some smaller items here, a few are empty. Not anything you know how to use though, so you don't try to take anything.

Instead you look through the keyhole for the source of the foot steps. It's a pirate! And she doesn't seem to have a weapon. This is bad. She's going to open the door and catch you here if you don't do something. Aaaaand she's reaching for the door. Aaaaaaaaaaaaaaaaaaaa. This was meant to be a stealth thing!

Quick! Do something!
[] Hit 'er with the door and knock her out!
-[] Tie her up, hide her here, and leave.
-[] Tie her up and make up for lost interrogation time. It'll be easier since she'll already be knocked out.
-[] Maybe you could pretend to be a pirate...?
[] Try to hide in a chest and hope she doesn't check it!
[] Be as pathetic as you possibly can be and hope she just gets uncomfortable and leaves
[] Write-in
 
[X] Hit 'er with the door and knock her out!
-[X] Maybe you could pretend to be a pirate...?
 
[X] Hit 'er with the door and knock her out!
-[X] Maybe you could pretend to be a pirate...?
 
[X] Hit 'er with the door and knock her out!
-[X] Maybe you could pretend to be a pirate...?

REFUGE IN AUDACITY!

And so begins our quest to become the most feared pirate in the world! MUAHAHHAHAHAHHAHAHAHAHAHHAHA!
 
[X] Try to hide in a chest and hope she doesn't check it!

Pirates don't check treasure chests, right? Even if she does, we can knock her out with surprise! Like a punchy jack in a box!
 
[x] Hit 'er with the door and knock her out!
-[x] Maybe you could pretend to be a pirate...?

It's too precious to pass up. What? We can do a pirate, how hard can it be!? Yarr-harr-harr!

The Longest Journey said:
- Ahoy there, matey!
- Pardon?
- Isn't that how you sailors greet each other?
- No. Usually we say "hello". And if it's sunny, "nice day for it". We might even try a "how are you today, then?", if we're feeling adventurous. But never, ever "ahoy".
 
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