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 ]