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(So after consulting my strategy guide [going over Doc's original Dungeon posts], I have a bit of a map now of where these doors lead to. The door the Hag was at should take the party to a large archway where a Beholder boss fight took place. After defeating that boss, everyone escaped the dungeon through a portal. That portal will most likely be gone now but we can still explore the room if we so desire. The portcullis will take us to a room with a trapdoor in the center, 2 doors on the left wall, 2 doors on the right wall, and a large opening towards the north. These doors each lead to various treasures and monster fights. If we continue going north we'll eventually get to the central hub of the dungeon where everyone started Doc's Dungeon game and we can choose which path to take from there. Now there should also be an additional passageway in this Hag lair that takes us to a side tunnel leading to the central hub. This side tunnel should take us around most of the monsters so we can get to the central hub safely. I should also note that while me and Pouyou-pouyou have the same characters from Doc's dungeon, many of you playing bjgamer's game were also involved in Doc's campaign. aCyborg, gogtrial34987, babark, and Lone_Scout should also be familiar with parts of their respective tunnels. Lone_Scout and gogtrial in particular travelled down this side tunnel. It was here where gogtrial's character met the flaming skull, Morte. Perhaps this would be a good place to search first?)
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BenKii: Now there should also be an additional passageway in this Hag lair that takes us to a side tunnel leading to the central hub.
The way I recall it, that side tunnel joined the main tunnel before (from our current perspective: right after) the portcullis.

I wonder if all the many chests with treasure in the secret side chamber from the beholder's hall are still there? I wonder if the fire trap which Og'rialt placed at the entrance of the side tunnel is still there?
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gogtrial34987: I wonder if all the many chests with treasure in the secret side chamber from the beholder's hall are still there? I wonder if the fire trap which Og'rialt placed at the entrance of the side tunnel is still there?
(It may very well still be there. Perhaps checking out this room could prove beneficial. Ok, so since this area is a dead end anyway, lets check it out for the loot while avoiding Og'rialt's trap then proceed North toward the central hub taking the side tunnel to avoid combat if possible. From there we may want to proceed down the West tunnel. I'm thinking the good witch at the end of that tunnel may still be there and may aid us in defeating her Hag sister.)
Bellandra rose to her feet wincing at the sensation of having apparently lien on the floor for some time. Cliodhna's presence in senses was gone - whether she had been moved out of their reach, or they out of Cliodhna's, she did not know. The lack of sea scent suggested they were far from the lighthouse they had been approaching.

She saw the old woman peer in and offer a 'bargain'. More like extortion, methinks, Bellandra thought. The woman had referred to things she had never seen - a flying skull with a book? But according to the woman others of the Crew knew of it, and apparently Grog'tial was linked to them somehow.

She heard BenKii call the woman a hag. "A hag? Kin to those that served the aboleth near Turtle island, perhaps?" she asked. "Aye, she be not one to trust. Whatever this book she seeks be, methinks it not be any safer in her hands than in the skull's..., um, jaws?"

"As far as trap detection goes, I have a cracked mirror to see the unseen, but I can only use it twice here. I will keep it in reserve for now." She looked around the room with her normal senses for anything of note, including anything in the cauldron and in the cage. Meanwhile, she adjusted her crossbow and cutlass to be prepared in case something rushed under the half-raised portcullis.

"We might be able to either lower that portcullis or raise it enough to fit under it, but would have to face whatever comes therefrom. And what of the door, if it be not shielded anymore we might be able to pry it open too."
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BenKii: I should also note that while me and Pouyou-pouyou have the same characters from Doc's dungeon, many of you playing bjgamer's game were also involved in Doc's campaign. aCyborg should also be familiar with parts of their respective tunnels. Lone_Scout and gogtrial in particular travelled down this side tunnel. It was here where gogtrial's character met the flaming skull, Morte. Perhaps this would be a good place to search first?)
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True but if I remember correctly my character died pretty early (I think I did something dumb or something or perhaps I was unlucky) So I don't actually remember that much.

Also it is a possibility that the dungeon walls have shifted or something due to some strange magic, so the dungeon and rooms could be completely different.
Post edited March 10, 2025 by aCyborg
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aCyborg: True but if I remember correctly my character died pretty early (I think I did something dumb or something or perhaps I was unlucky) So I don't actually remember that much.
(Oh I remember what you did! It was quite memorable. You decided to take nap in the middle of the Hag fight and she ripped your head off while you slept. Try not to do something like that again.)
Captain BenKii moves quietly to the portcullis and peaks through to see what's on the other side taking note of enemy positions and numbers. After that, he will move to the previously warded door checking it for traps hoping his bomb defusal training at Starfleet Academy will finally payoff. If it is locked, he will use a lockpick then carefully open the door to peak through the other side checking for hostiles. If all looks clear then he will proceed carefully looking out for traps. He will examine this room looking for any secret passageways or anything that could aid them in their quest.
Gilius awakens in total confusion. "What the 'ell be this here ? Where be I ?" He becomes a bit reassured when he sees that he's not alone and most of his crewmates are there.
Then a feeling of panic begins to overwhelm him when he notices that the surroundings' architecture seems a bit familiar. "Holy fuck ! What the 'ell be we doin' 'ere ??! BenKii ! Did ye do somethin' ? Why be we 'ere again ?"
Gilius warns the party with BenKii, telling them to be --- VERY ---- extra-careful, not to touch anything lightly without precautions. "Mates, EVERYTHIN' 'ere be a potential deathtrap ! Don't wander alone, be extra-vigilant, be cautious !"
After hearing the hag tell the party of the mission to bring back the book of Morte, Gilius tries to focus on his druidic powers and check if they are still there. Rocky's stone is here so he might be of help. Next, he tries to feel for a potential connection with Clìodhna or Aylar, to feel for their possible presence nearby or any other natural energy or being in the surroundings (friendly or hostile).

After that, Gilius asks BenKii : "Did ye get by 'ere after we got separated ? I don't recognize this particular room, I 'aven't been 'ere."
If Gilius senses a threat coming from the portcullis he will help the Count to lower it (using Rocky if necessary). Otherwise, he will turn to the others for a possible clue on which direction to investigate first.

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Remember guys that we don't know the layout of the area, except the very places where Gilius and BenKii have been. Taking into account what Doc wrote about the dungeon elsewhere is a bit of cheating. We're not supposed to know that.
Mission 7 - The Tunnels, Turn 2
*Turn Ends 11:59PM UTC, 13 March 2025.*

In order of initiative: Argy, BenKii, Grog'tial, Count, Bellandra, Gilius, Kyp, BenKii ... Baldbeard

Argy: (roll dice*2) You check your gear and look around, deciding to follow Captain BenKii's advice for now as he seems to know a little bit about the place. You cautiously head to the portcullis, pulling out a magdalena as you seek help from your companions to lower and secure the portcullis. There you find two thick and tightly stretched ropes, one on each side, securely tied to large stone blocks on either side of the tunnel just outside the room and beyond where the portcullis would drop. It looks like they may have been nibbled on near where they are knotted to the blocks. The tunnel beyond is still too dark for you to see what's coming. It sounds like many feet, but not booted and they are not trying to be quiet at all.

Captain BenKii: (roll dice*3) You address the Crew, apprising them them of your and Gilius's familiarity with this place. You warn them of the danger and about the Hag, then firmly stress, "DO NOT TOUCH ANYTHING!" Looking around you realize you don't know this part of the dungeon and ask Gilius if he does as you move quietly to the portcullis, trying to see through the darkness ahead, where you hear the scrabbling sound of whatever approaches. It's too dark to see them yet, but that sound reminds you of Tanea and the last time you were here and you suddenly recognize it - giant rats!

Grog'tial: (roll dice*5) Annoyed at the attempted invasion of your mind and worried that other Crew may not be well protected once Captain BenKii identifies the old woman as a Hag, you swiftly move to Kyp and ask him to turn on the Music Box. Eyeing the rest of the crew still lollygagging around on the ground, you prepare your crossbow, itching for payback, and grumble. "Avast, ye lazybones! There's loot to be plundered!" There's a pause in the sounds coming from beyond the portcullis, then excited squeaking sounds and renewed footsteps, coming faster now. You quickly load your quiver with regular, armor piercing and stun bolts, figuring that exploding bolts would be even less likely to be useful in the narrow tunnels on this dungeon. You make your way to where Argy is attempting to find a way to lower and secure the portcullis, trying to observe the room while doing so. Various gnawed bones of miscellaneous creatures along with bits of chewed clothing and leather are piled in corners and along the wall where they've been dragged into some form of nests and the corner stinks of scat. You peer into the darkness of the tunnel past the portcullis and your half-dwarf sight barely makes out several giant rats eagerly heading for you. You swiftly exchange your crossbow for your flute and begin to play your grandmother's lullaby.

(Roll dice) Five giant rats stop, calmed by the flute music. Five other giant rats scramble around and over them to continue charging towards the Crew with bright red glowing eyes and excited squeaks.

Count Karnstein: [+3 Strength lasts thru Turn 5] (roll dice*5) You have no idea why you are here and what all this has to do with you. You are about to tell Grog'tial to go fetch the stupid book alone while you wait, but decide against it. "Mayhaps that skull would be willin' to trade, eh?", you say offhandedly while waving the Book of Plots, Intrigue, and Politics. Upon hearing the approach of many creatures, however, you stash the book, and instead take out your Potion of Frost Giant Strength. Drinking it quickly (roll dice = 5 turns), you dash to the portcullis and grab onto it, pulling it downward forcefully. *Success* The thick ropes fray and part where they were nibbled and the wooden portcullis slams down into place with with a loud creaking and bang, sending a plume of dust and splinters into the air. The very bottom crossbar of the portcullis is shattered, but the rest remains intact.

Bellandra: (roll dice*4) You rise to your feet with a wince, noting that Cliodhna's presence in your senses is gone. The lack of sea scent suggests you are far from the lighthouse. You hear Captain BenKii identify the old woman as a Hag. "A hag? Kin to those that served the aboleth near Turtle island, perhaps?" you ask. "Aye, she be not one to trust. Whatever this book she seeks be, methinks it not be any safer in her hands than in the skull's..., um, jaws?" You'd never seen a flying skull with a book, only one that had stolen away Grog'tial dressed in pink ballerina clothing when Crew encountered that shadowy figure months ago [in-game time]. As Count slams the portcullis down, you decide to keep the cracked mirror in reserve for now and instead look around the room for anything of note. There are definite signs of a hard battle, but that had to be several years past. Now this place looks unkempt and abandoned, except for the tracks on the floor and disturbed overly large ratlike nests of bones and tattered items. Preparing your cutlass and crossbow, you glance inside the empty cage, but find nothing. In the cauldron are several cracked bones in a dried up sludge that smells foul. "What of the door, if it be not shielded anymore we might be able to pry it open too."

Gilius: (roll dice*6) You awaken in total confusion. A feeling of panic begins to overwhelm you and robs you of several moments as you realize where you are. "What the 'ell be we doin' 'ere??! BenKii! Did ye do somethin'? Why be we 'ere again?" You warn the Crew along with Captain BenKii, telling them to be --- VERY ---- extra-careful, not to touch anything lightly without precautions. "Mates, EVERYTHIN' 'ere be a potential deathtrap! Don't wander alone, be extra-vigilant, be cautious!" After hearing the Hag, you use your druid senses to try to detect what you can. *Success, partial, Success* There is a truly evil unnatural magic residue throughout this room. However you are able to sense a group of animals quickly approaching from the north, and barely get a hint of several other of nature's creatures somewhat further away, and a magical fey creature above you to the east before the haggish magic within the room almost overwhelms you again. You pick up Rocky's stone just as Count moves to lower the portcullis. Putting it back in your pouch, you try to feel for a potential connection with Clìodhna or Aylar, but there is nothing. "Did ye get by 'ere after we got separated?" you ask Captain BenKii. "I don't recognize this particular room, I 'aven't been 'ere," you say, turning to the others for a possible clue on which direction to investigate first.

Kyp: (roll dice*3) Interesting place... why would anyone want to bring me here ... You hear excited squeaks and scrabbling footsteps of something approaching as Count forcefully slams down the portcullis at one end of the room. "Music? at a time like this? If you say so I guess but this doesn't seem like a good place to lighten the mood or have a party," you reply to Grog'tial as you slowly get up. You start the Music Box then look around. A dwarf skull rises slowly from where it had rested near the wall. It turns to look directly at you, empty eye sockets glowing an eerie green. "Don't lose your head, dearie!" it says in the Hag's voice. Cackling echoes through the chamber as the skull drops back to the floor and rolls with it's now unlit eye sockets still fixed on you. [GM - I don't know why Kyp failed this initiative roll, but please don't try to take a nap to fix it! :P]

(Roll dice) The five not calmed giant rats arrive at the now shut portcullis. Two of the rats batter at it, another begins to bite and pull at one of the ropes still dangling broken on the outside, while two others begin to gnaw at the wood with their very sharp teeth.

Captain BenKii: (roll dice*3) After seeing five of the giant rats have been calmed and the portcullis is blocking the others for now, you move to the previously warded door checking it for traps. The door is locked. Not seeing anything obvious, you try your lockpick on the door. *Narrow Fail* Your lockpick bends, but doesn't break. The door remains locked.

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Captain Baldbeard: (roll dice*6) Taking two sticks of dynamite, you tuck them into your pack and direct your crew to find where the ice is thickest. You help your crew set up the dynamite and light it up. You manage to blow the ice free for most of the way before you are set upon by one medium and one large sized Ice Elementals. The large one comes striding in over the ice and is spotted before it can get close enough to attack. However the medium one rises suddenly from where it was disguised as a thicker spot in the ice cover just as one of your crew is about to place the dynamite. Luckily your ghostly crew isn't affected by the cold and goes incorporeal fast enough to avoid damage, but lose one stick of dynamite when they do so.

You order the cannons to fire. *Success* The closer Ice Elemental is hit multiple times and blown apart. *Partial Success* The other Ice Elemental loses an arm and part of a leg but begins to use the nearby ice to start to heal and is still coming for your ship. It is ~68m (223ft) away.

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Dungeon Tunnels: Argy, Bellandra, BenKii, Count, Gilius, Grog'tial, Kyp
Baldbeard's Ship: Baldbeard
???: Aylar, Devin, Cliodhna, Aeshma, Refyx, Rummyfangs

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[GM Note: Pouyou-pouyou is correct, none of your characters would know the layout of the area, except the very places where Gilius and BenKii have been. To say otherwise would be metagaming or cheating. However aCyborg is also correct. Mwa-ha-ha! :P ]
Post edited March 11, 2025 by bjgamer
The problem with playing the flute, Grog'tial thinks, is that it leaves so few hands free for stabbing or shooting enemies with.

Luckily I have my trusty crew around me, he starts to think, before watching in slack-jawed disbelief as Captain BenKii just wanders off, never even touching his rapier, which would've been perfect to stabbing rats with through the portcullis...

As he redoubles his efforts on the flute, thinking only calm thoughts, he hopes that the Count will at least do the necessary, and just in case he meanwhile also tries to signal Argy with his eyes, waggling his eyebrows and making exaggerated body-movements, intending her to get the hint to take his dirk and use it to stab rats through the portcullis.
Post edited March 11, 2025 by gogtrial34987
as a crew mate in expected them to notice i fell off the ship 2 days ago.
the sun blinds me, thirst grows.
perhaps they forgot i existed at all.
Captain BenKii curses at his inability to open the door and looks at his now bent lockpick, "Damn it, I'm a starship Captain not a locksmith." He turns towards the portcullis and sees giant rats gnawing at the gates and is reminded of the rats that Tanea calmed in the Western tunnel. He believes they may be the same ones but he recalled 8 rats before. There are 10 here so he wasn't completely sure but never the less, his former companion, Tanea, would've wanted him to find a non lethal way of handling these rats. Captain BenKii rushes over toward the portcullis whistling loudly not to hurt the rats.

When BenKii arrives at the portcullis, he instructs everyone to stand back and disarm themselves. He wants everyone to show the rats they have no hostile intentions towards them. Now was the time to pull from the Captain's farm life experience. He talked calmly and walked slowly toward the portcullis staying about 6ft from it with arms slightly held open to show no weapons were in his hands. "Hey there big guys," Captain BenKii said softly, "It's alright, we're your friends. Remember me? I was with a halfling called Tanea who sorta looks like that lady over there." BenKii pointed toward Argy. "She's a nice halfling too just like her." BenKii looked at Argy as if to say 'please be nice'. He then slowly pulled the potato from his jacket and presented it to the rats, "You guys hungry? I've got this potato y'all can munch on. It's not much but y'all can have it. Here you go." He then under hand tosses it through the portcullis." He knows it won't be enough so he whispers to Argy, "Argy, show them you have no hostile intent and give them a bit of food. They're scared and hungry. A little bit of food will go a long way to gaining their trust. Trust me, I used to be farmer. I have a lot of experience with animals."

BenKii then looks over to Grog'tial playing the flute. It has already calmed 5 of them down. He nods at Grog'tial to keep playing.

If the plan to calm the rats fail, BenKii will quickly pull Argy back from the portcullis and defend his crewmates with his rapier and musket. He will target the closest rat about to attack a crewmate.

If the rats become calmed or are defeated, BenKii will give the bent lockpick to Grog'tial to see if his brigand hands can unlock that door. He will also try inspecting the door to see if there are any markings or mechanisms for unlocking it.
Post edited March 13, 2025 by BenKii
Count steps back from the portcullis and watches what the vermin do, hand at the saber's hilt. It shouldn't be much of a problem now, should it? If it seems like they're capable of breaking through the obstacle or lifting it by the ropes, he will shoo at them and poke them through the holes with his saber. If they're trying to squeeze under the shattered crossbar, he will hack and chop at their necks.

Initiative dependent: Upon hearing BenKii's pleading, Count will consider him out of his mind, but, against his better judgment, will either stop trying to or abandon the intent to drive away the rats. At least temporarily. If BenKii's attempt at animal husbandry goes awry after all, he will be back to square one.

Once the situation with rats is under control, Count will focus on exiting the room. He feels the rush of titanic strength coursing through his body and wants to take advantage of this state to the fullest while it lasts. Saying: "Out of the way" to whomever may be in his way, he will start towards the door. Without stopping, to not lose the momentum from the walk, he will deliver a powerful kick, aiming the heel of his boot next to the lock. That's assuming the door wasn't already open, of course :P

Once the door is open, by any means, Count will peer out and get ready to move on.
Post edited March 11, 2025 by ssling
As Argy readies herself to smash any rat that squeezes through the portcullis' bars, she drops her jaw at hearing Captain BenKii's plan: "Wh... what???" She will reluctantly follow his instructions, feeding the rats with whatever food leftovers she had managed to gather, but ready to fight them if they show any hostile behaviour. She whispers to BenKii "If I get the tiniest bite on me, ye'll share the fate I had reserved fer them rats...", subtly pointing with her chin to her dented pan.
Post edited March 12, 2025 by Lone_Scout
(So here's a fun fact for y'all. For those you that don't know, I actually am a farmer and have real world experience with many animals. Including, I'm not joking, a pet rat. They are not the evil critters that popular culture would make them out to be. Granted these are giant rats but a rat nonetheless. They are a very intelligent and kind animal. And speaking of animals in general, they can read your emotional state by simply looking and smelling you. If you stay calm, they are more likely be calm themselves. I've dealt with animals in the past who are very skittish and afraid. It takes time to get them to trust you but being kind, slow, and having a reassuring voice go a long way to establishing trust with an animal. Plus it's also nice to bring some treats with you.)