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Mission 7 - The Tunnels, Turn 6
*Turn Ends 8PM UTC, 28 March 2025.*

In order: Count, Bellandra, Kyp, Argy, Grog'tial, The Shadowy Voice, Leprechaun, Grog'tial, Count, Gilius, BenKii ,,, Baldbeard.

The light coming from the burning spider reveals the petrified beholder to the Crew, approximately 3/4 of the way towards the back of the room. It's mass blocks some of the light from getting beyond it, but those who come closer to the ajar door halfway back on the right side of the room, Crew can just barely make out what looks like an empty stone doorway in the dim flickering shadows at the back of the room.

Count Karnstein: (roll dice*7) You leave the others to make your way to the petrified beholder, ogling the ominous boulder as you weave between the spikes on your way towards it, somehow missing setting off any traps. [Sheer dumb luck of the dice.] Your attention is so riveted on its glory, that you miss the subtle glow of the feather charm on your belt, which increases as you circle to the back of beholder boulder. You mutter something inaudible, knocking at it and nudging it. You manage to rock it with your giant strength, but it is quite solid and heavy and the still attached eyestalks prevent you from rolling it without breaking them off. Still, you find it quite impressive and can picture it standing proudly in the grand foyer of your imaginary would-be mansion. You consider making an arrangement with the warden of this dungeon, provided there is such, to take the extraordinary piece, or perhaps to come back for some scavenging at a later time.

Hearing Bellandra trigger a trap and sounds coming from the room beyond the ajar door, you snap out of your musing. Now curious, you focus your attention on the ajar door and the room behind it, intent on joining the others. You don't expect any danger, but you subconsciously thread carefully towards the door, mindful of possible traps and gaps. You are almost halfway when you hear Kyp's warning and finally notice the glow of your charm.

Bellandra: (roll dice*7) Glad to have finished off the first spider and to see the other spider also taken care of with nobody poisoned, you cheer. "Well done, ye all!" It is nice to have more light, but you remain suspicious of the darkened edges of the room. Where there are two spiders, might there be more? Behind the pillars along the edges of the room it is still dim in the flickering firelight and you still cannot see into the shadowed recesses of the ceiling beyond the monster boulder that seems to hold Count's attention. "Traps be all around us it seems. Be ye careful in yer movements," you say as you move warily towards the ajar door, testing the floor ahead with your cutlass. You trigger a trap with it along the way and in avoiding it, barely step on the seam of another. As you feel the edge trigger and give way, it is only your inherent grace and unusual spinning of your joints that saves you ... and perhaps your lucky rabbit's foot which you notice has begun to subtly glow.

Kyp: (roll dice*4) "Guys, even with the spiders gone I do not think we are alone... I am seeing movement beyond the beholder in the ceiling," you warn the others. You keep watch for more movements while following Bellandra and staying near the rest of the Crew. The sound of two traps triggering reminds you there is more than just spiders and shadows to watch for. Scanning the immediate area for danger, you see none so far, but a subtle light is coming from the Crew's charms the further back you go.

Argy: (roll dice*6) Hearing the leprechaun mumble about his pot o' gold, you carefully make your way towards the ajar door. You see no sign of traps having been triggered in the area between the wall and pillars, but there does seem to have been one triggered from some bricks over the door. You judge that as a halfling you should be able to barely fit thru the door without touching anything. *Success* You find yourself in a large circular room lit by several torches. In the center of the room are six huge treasure laden chests. Around the edges of the room are mannequins suited in the finest of armors and holding exquisite weapons. The leprechaun is carefully looking through one of two opened larger chests with some items scattered around them. You try to help the friendly leprechaun in his searching, pocketing some extra valuables in the process but there is far too much here for your pockets to hold. "Dinna touch those!" he tells you, gesturing to the unopened chests.

Grog'tial: (roll dice*5) The sound of traps triggering startles you from your contemplation of the schemes you must execute to counter the ploys your half-brother has most certainly set in motion for this time. You see the Crew exploring the hall, most not exercising nearly enough caution in your opinion. You look about for the most likely avenue for further attacks you are certain are to come and are about to follow carefully behind someone who's so far managed to not trigger any trap, when you hear Kyp call out and direct your eyes to the ceiling. There! Above and behind Karnstein! You can barely make it out, but once your darkvision attuned eyes lock on the shadowy creatures they remind you uncomfortably of your earlier encounters with like shadowy entities, even if their red eyes lead you to suspect these to be a different type. You quickly load a stun bolt into your crossbow and curse the extra time it takes to grab an explosive bolt, almost fumbling it in your haste to load it while keeping your concentration on this new threat.

Shadowy Voice: The air seems to suddenly turn freezing cold. "Dilly-dallying must be punished..." whispers a forbidding disembodied shadowy voice. (roll dice) From somewhere deep inside the dungeon comes a ticking sound, as if a giant mechanism has started ...

(Roll dice*4) Suddenly from the shadows of the ceiling beyond the petrified beholder four shadowy creatures burst forth in response to the voice. They head immediately for Count Karnstein (as the closest) and those Crew making their way towards the ajar door. As the shadowy creatures fly toward the Crew, your charms flare up more brightly, proving these are indeed evil. The light seems to repel the creatures somewhat for they pause for but a moment, but the light and repelling is nowhere near as powerful as when Captain Aylar is with you.

(Roll dice*2) The leprechaun immediately halts his actions and turns to Argy. "Och! The shadowy one knows ye are here. Time to leave quickly, lass! Blessings upon ye!" With that a rainbow light briefly surrounds him and he disappears.

Grog'tial: (roll dice*6) You barely get the explosive bolt loaded when the shadowy voice speaks and four shadowy creatures erupt from the ceiling in obedience, heading in a group for Count Karnstein and the rest of the Crew. Raising your crossbow, you shoot a stun bolt into the group. *Success* Three of the shadowy creatures veer off, seeming partially stunned, but only one falls to the floor. Of the other two, one heads towards the Crew, while the other now turns its attention to you!

Count Karnstein: (roll dice*8) At Kyp's warning you pause. What is he talking about? You were just at the beholder and noticed nothing but its magnificence! Then the room becomes cold and you hear a disembodied voice. It occurs to you this dungeon might indeed have a warden. You are just turning when you hear a stun bolt go off behind you and moments later you are hit by a force like that of a knight's charging stallion, knocking you off your feet and across a trap. Your Giant's Strength is immediately drained from you and you reel at the touch of an undead actually hurting you. A spike erupts from the floor, impaling the lower left side of your cloak, tethering you, while a sharp slicing pain comes from the lower part of your left thigh. You are wounded and bleeding. Strangely it seems touching you has also hurt the shadowy creature somehow. It staggers away, shaking its large head and gnashing its viper-like fangs as if in some pain. [You need healing and a bandage.]

Gilius: (roll dice*5) You sigh in relief to see the spiders taken care of by the Crew. You are advancing with the Crew towards the side door cautiously, using your darkvision to spot possible traps Bellandra may not catch and threats from the ceiling above you. There are none nearby that you see. You are fingering the spidersilk the leprechaun was caught in, which sticks and ensnares your hand, when you hear Kyp's warning. Looking up you scan the area until you see faint movement behind where Count Karnstein is carefully returning to the Crew. Suddenly the temperature of the room drops and you hear a low ominous voice. You see the four shadowy creatures erupt from the ceiling and suddenly realize they look similar to the type of creatures that ripped Origi apart in the western tunnel! One drops to the floor stunned by Grog'tial, one turns its attention towards Grog'tial, while another one heads for the Crew and one attacks Count Karnstein, who is knocked off his feet into triggering a spike trap and is now bleeding and hurt.

Captain BenKii: (roll dice*5) You are walking carefully with the others toward the ajar door, musket drawn as you look closely for traps while Bellandra tests the floor. Count Karnstein has taken the torch to more closely investigate what looks to be the collapsed stone statue of some creature in the back middle of the room which seems to greatly intrigue him. You see Gilius reach out his hand and get it stuck in the spiderweb. You turn to look beyond Karnstein when you hear Kyp's warning, but cannot see any threat within the range of the flickering light. Then a sudden coldness comes over the room and you hear a voice speak that reminds you of the fighting arena you once competed in. Wait, wasn't that just a holodeck program? You don't see the shadows coming until they get closer to the burning spider, and for a moment you are taken aback as they remind you of the creatures that killed Origi the last time you were in this dungeon. You are raising your musket when Grog'tial stunshots three and they veer off, but only one falls. One turns for Grog'tial, one has already attacked Count, and one is heading for the Crew. You take aim and shoot, but it sees you and dodges. *Miss*

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Captain Baldbeard: (Per PM) (roll dice*4) You set sail for the Lighthouse. Your loyal crew are still a bit superstitious but ready to face battle at your side. You raise your nose and take a long whiff, but can scent nothing inside of the misty veil that seems to encompass the lighthouse island. Just as you cross into the mist a double pulse of light surrounds and blinds you and all sound seems to fall away.

You find yourself dumped into what looks like a large cauldron that is putrid with such foul odors that you clasp your hand over your sensitive nose! You seem to be otherwise unhurt. Standing up and looking over the edge you find yourself in the middle of a large rectangular room dimly lit by a single sputtering torch at each end. A large empty cage stands off to one side near the back side of the longer wall. Much of the place is covered in a layer of dust, with a few cobwebs in the corners, except for some scattered bones and smears of dried blood. There are boot tracks in the dust on the floor overlaying many large dirty finger-like tracks with claw marks making their way throughout the room. At one end is a lowered portcullis, its bottom part shattered and splintered, while four recently deceased giant rat carcasses lay outside it.

Suddenly you hear the faint shouts of the Crew, the loud shot of Captain BenKii's musket and what sounds like a fight coming from up the stairs behind a broken door that seems to be the only current exit you see to one side of the room.

-----

Dungeon, Beholder Room - near spiderweb/pillars: Bellandra, BenKii, Gilius [hand stuck to web], Kyp
Dungeon, Beholder Room - midway between beholder and Crew: Count [hurt/wounded, needs healing and bandage]
Dungeon, Beholder Room - near entry archway: Grog'tial
Dungeon, Treasure Room: Argy
Dungeon, Hag Room - in Cauldron: Baldbeard
???: Aylar, Devin, Cliodhna, Aeshma, Refyx, Rummyfangs
Post edited March 26, 2025 by bjgamer
Grog'tial immediately shoots the explosive bolt at the shadowy creature coming straight for him, while it's still far enough away that he himself won't be caught in the blast. If that's successful at taking out the threat, he'll reload two regular (blessed!) bolts, and will use those in the defense of any crew members who might need it. (He's glad to see that Argy has safely taken herself out of range of this new threat.)

If the explosive bolt fails to take out the immediate threat to himself, and he has time (given all his practicing with reloading swiftly) to load just one of those blessed bolts and shoot again, he'll do so. If he doesn't have that time, or the second bolt isn't effective either, he'll draw his dirk and a vial of holy water and will defend himself with those.

If the fight ends this turn, and there's still time to move to the ajar door, he'll do so, following the same path Argy has taken as far as he can remember and/or detect it (looking for her footprints, and carefully probing the floor with his dirk where he can't see them). He'll assist Karnstein or Gilius if he comes close to them and they still need it, muttering audibly at their foolish actions.
Post edited March 26, 2025 by gogtrial34987
(Karnstein appears to be out of my range since I can't see him. Someone closer who has dark vision should get to him and attend to his wounds.)

'Ah crap', thought BenKii 'Not these guys again!' These beings were the first creatures the Captain encountered in the Western Tunnel. Within seconds they tore apart their halfling companion Origi and set the tone for more danger within the Dungeon. There'll be no dilly dallying this time. The Captain remembered back then that conventional weaponry was useless against these creatures. Only silver, light, and holy could hurt them. Fortunately for the Captain, he did have some silver on him. The pieces of 8! Money maybe useless to the Federation but right now he was glad to have some of that currency in his pocket. "Crew! These things are only weak to silver weapons, bright light, and blessed holy things. Look in your inventory and use the appropriate tools to fight these things!" BenKii also noticed the bright light coming from the treasure room, "And someone get that door open! I'll cover those going to get that door wide open!"

Whoever is closest, BenKii will either use his rapier to free Gilius from the spider web or free Karnstein from the spike using his rapier to cut through his pinned cloak unless they've already freed themselves. Then he will apply fire oil to his rapier, hold holy water in his mouth, and load his musket with 3 pieces of 8. Moving to defend those going for the ajar door, the Captain will target the nearest shadow creature with his musket while using his fire rapier to keep them back and the holy water in his mouth to spray them if they get too close. If all enemies are defeated, he will see who needs healing potions and/or bandages and attend to their wounds.
Post edited March 28, 2025 by BenKii
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BenKii: (Karnstein appears to be out of my range since I can't see him. Someone closer who has dark vision should get to him and attend to his wounds.)
You can see Karnstein, he still has the torch with him and was on his way back to the Crew when attacked so is now also lit by the burning spider. (About halfway between the stone beholder and where you are.) Most Crew are now by the pillars and spiderwebs where the leprechaun was stuck. Grog'tial is still near the archway, Argy is in the treasure room. When Kyp called out the warning the shadows were still beyond the petrified beholder in the darkness of the vaulted ceiling (had not attacked yet) and only those with some darkvision could see them if they looked hard. [Edited to make it clearer.]
If Count is conscious enough after being hit, he would instinctively slip off the cape and go after the staggering away assailant, now seemingly a vulnerable target. He would draw a saber and strike straight at the creature's neck, hoping to surprise it.

If surprise doesn't work and the creature is successfully defending itself, Count would keep it at the blade's length, hacking at the attacking limbs or attempting to impale it if it lunges on him. Similarly if he falls down due to the wound, but he would then strike at the creature's ankles first, to be on the same level.

Only then, with the initial shock subsiding, he would notice that he got wounded by the trap. Once in relative safety, he will wrap a heal wounds bandage around the wounded thigh. Unless he is feeling significantly weak from the lack of blood, then he would choose to use the regular bandage and drink healing potion instead.

If his wound prevents him from pursuing the assailant, he would sit there, afraid of triggering more traps, and watch the creature. If no enemy pays attention to him, he would tend to his wound now and there. Elsewise, he would defend himself, as per second paragraph, first.

Finally, once there are no enemies and his wound is taken care of, he will take the cape off the spike and put it back on.

While going back to the rest of the crew, he could maybe actually retrace back to the beholder, grab the nearest of the broken eyestalks from the ground and use it for probing stones for traps (which should be good for due to its considerable weight). And while at it also finish off the one stunned creature, assuming it's nearby.
Post edited March 26, 2025 by ssling
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BenKii: (Karnstein appears to be out of my range since I can't see him. Someone closer who has dark vision should get to him and attend to his wounds.)
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bjgamer: You can see Karnstein, he still has the torch with him and was on his way back to the Crew when attacked so is now also lit by the burning spider. (About halfway between the stone beholder and where you are.) Most Crew are now by the pillars and spiderwebs where the leprechaun was stuck. Grog'tial is still near the archway, Argy is in the treasure room. When Kyp called out the warning the shadows were still beyond the petrified beholder in the darkness of the vaulted ceiling (had not attacked yet) and only those with some darkvision could see them if they looked hard. [Edited to make it clearer.]
(Ok, will edit my action to assist either Gilius or Karnstein. Whichever is closest.)
Gilius hurries to try to free his hand from the web and will gladly accept any help offered about that matter. As soon as he is free, he will get close to where most of his crewmates are nearby in order to protect them. He will prepare a flask of holy water and will throw it at any shadow getting near him should an opportunity arise. When no shadow is nearby, he will help the others to move across the room avoiding any traps toward the treasure room, all while holding his feather charm with his other hand.
Post edited March 28, 2025 by Pouyou-pouyou
Hearing the noises of the combat behind, Argy will approach the door to examine it more carefully, searching for any traps and determining if it can be safely opened a bit wider. If she manages to do so, she'll call for the rest of crewmates: "Mateys! Booty o'er 'ere! Linger not and come quick!" She'll guard the door entrance from unwanted guests, pan in hand.

If she has the time to do so, she'll also peer at the weapons displayed at the mannequins around, without touching anything and staying aware for any warning sign of her charm.

She'll point any entering crewmember to the chests and treasure around, warning them that the unopened chests might be trapped. (Probably no need to repeat the warning with the mannequins, those things are creepy enough by themselves...)
If an injured member enters the room, she'll apply them one of her bandages (Cure Poison or Heal Wounds, depending on the wound type)
Post edited March 27, 2025 by Lone_Scout
Kyp goes to Count Karnstein (looking for any potential traps) and uses his heal wound bandage on his leg

"This should stop the bleeding and help you a bit, are you alright?"

Kyp offers to help the Count back onto his feet.

Kyp will end the turn with his sword out ready to fight since danger seems near.
(Updated my post with new actions. Captain BenKii remembered these Nightmares' weaknesses and adjusted actions accordingly. Silver, light and holy. If anyone can get that treasure room door open, that bright light from the room may hurt them further.)
Mission 7 - The Tunnels, Turn 7
*Turn Ends 8PM UTC, 01 April 2025.*

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

Kyp: (roll dice*15) In the flickering firelight you find your half-mer vision picks up the subtle uneven color clues on the floor just as you would on the seafloor. You are quickly able to make your way to Count Karnstein and use your Heal Wounds bandage on his thigh. "This should stop the bleeding and help you a bit, are you alright?" you ask as you help Count to his feet, your rapier ready in your hand.

Kyp, as Count Karnstein turns towards the shadowy creature that attacked him, the shadow that was partially stunned recovers and flies at you. You stab with your rapier as you try to twist your body away. *Success/Fail* Your rapier hits, but does very minor damage. The shadow picks you up into the air as you continue to tear at it with your rapier, again doing minimal damage. *Fail* Your fear of heights overcomes you and you panic, causing your warhammer holy symbol you wear on cord around your neck to slip out from under the concealment of your shirt collar as you struggle. *Success/Luck* The shadow screeches in pain and loosens its grip. Your flailing tears you out of the creature's grasp and you plummet to the ground. You are bruised, hurting and weakened, but nothing broken and luckily you have not triggered any traps. The shadow continues on towards the Crew. Leaving the holy symbol exposed for now, you manage to get yourself up slowly and move painfully towards Count in an effort to help. You are bruised, in pain and weakened but not in true need of healing.

Argy: (roll dice*4) Hearing the noises of the combat, you return to the door and examine it more closely for traps. Seeing nothing to threaten the safety of yourself or the Crew, you quickly peer around the room once more, again noting the many wooden mannequins suited in the finest of armors and holding exquisite weapons representing different classes; Paladin, Warrior, Ranger, Rogue, Mage, Cleric, Druid. You open the door wider and call out to your crewmates, "Mateys! Booty o'er 'ere! Linger not and come quick!" You heft your pan and guard the door against any unwanted guests.

Count Karnstein: (roll dice*14) As Kyp bandages your thigh you slip your cape off. You note that only the lower cloak was impaled, not the spidersilk overcape. You keep your eyes on the staggering shadow and free your cloak as Kyp helps you to your feet. The shadowy creature looks at you a moment as if trying to figure out what happened, then it charges you again. As it nears your charm's glow increases. You raise your saber and strike. *Success* You slash into the shadow, but your saber does minimal damage, the physical and frost damage not hurting it at all. You try to leap away, *Fail* but your injured thigh prevents you from being as nobly graceful as you would like to think yourself as being and you take more damage as you stumble and fall, slashing with your saber again even as you do so. *Success* You strike it, but again your saber does almost no damage to the shadow. The fall saves you from a full bodily hit, but you feel hurt and weakened in a way you have not been used to as some of your strength and life force bleed away. As the shadow comes in contact with you, your charm flares briefly. The shadowy creature screams in pain and veers away, staggering as pieces of itself seem to burn and dissolve away slowly until it ceases to exist.

Count, your giant strength is gone along with some of your own, which you can only hope is temporary and can be restored with a good rest. You are too weak to lift any of the beholder's heavy stone eyestalks. Besides that is the fact that you would have to make your way back through the trap field to get back to the petrified beholder. Instead, after redonning your cloak, you and Kyp help each other to where most of the Crew stands near the ajar door. You are hurting, weakened and in need of internal healing.

Captain BenKii: (roll dice*12) You quickly use your rapier to help free Gilius from the sticky web. *Success* That done, you apply fire oil to your rapier. Ah crap, you think to yourself as you look back to see one of the shadowy creatures pick Kyp up into the air while another attacks Count Karnstein again. Not these guys again! You remember these beings as the ones who tore apart Origi and set the tone for more danger within the Dungeon. Back then conventional weaponry was useless against these creatures, only silver, light, and holy could hurt them. Fortunately, you do have some silver on you. Seeing one of the shadowy creatures coming for the Crew, followed by a second one which has now dropped Kyp, you grab your 3 pieces of 8 from your pocket and shove them into your musket. Money may be useless to the Federation but right now you are very glad to have that currency. "Crew! These things are only weak to silver weapons, bright light, and blessed holy things. Look in your inventory and use the appropriate tools to fight these things!" You notice the bright light coming from the room beyond the ajar door. "And someone get that door open! I'll cover those going to get that door wide open!" Not being able to speak with holy water in your mouth, you wait until after you are done shouting orders to the Crew before pouring your holy water into your mouth and holding it. :P

BenKii, with the shadowy being almost on top of you, you step forward to defend the Crew, your Resist Evil charm glowing. You raise your musket and fire point blank, while spitting the water forcefully at it. *Success/Success - Crit!* The silver tears through the shadow, leaving large holes of damage and making it scream in pain. The holy water (spit not withstanding) cuts the sound off as it utterly obliterates the shadowy creature. You attempt to dodge its death throes, but still catch a glancing blow that knocks you back into the nearby pillar, your ears ringing with the force of the blow as you collapse to the floor beside it. Your rapier sets fire to the nearby spiderweb and you roll out from under it. Luckily reading the dancing book and your new long coat not only protected you from the shadow's claws, but keeps you from the quick flare of flames as they burn the web upwards and away from you. You are bruised and dazed, but otherwise unhurt.

Bellandra: (roll dice*2) You are still a bit off balance from almost tripping the second trap, as you navigate the rest of the way to the wall at the right side of the room near Argy and the door. As a consequence, you are well behind a pillar and without clear line of sight to the attacking shadows. Luckily that has also put you beyond their range and the attacking shadows have been vanquished by the time you can assist those hurt in the fight.

Gilius: (roll dice*7) You try to free your hand from the web but gladly accept when Captain BenKii uses his rapier to help free you. As soon as you are free you gather with most of your crewmates between the pillar and the ajar door where Argy stands urging the Crew to hurry and come inside. You see Kyp and Count Karnstein attacked and hurt. Captain BenKii calls out to the Crew about only silver weapons, bright light, and blessed holy things working on these shadows, reminding you of your experience with these beings before in this dungeon. You grab your flask of holy water, prepared to defend the others as Captain BenKii steps out to shoot his musket and spit holy water at the first incoming shadow creature. He is successful, but is knocked back into the nearest pillar. You are about to see if BenKii needs your help when you look up to see the shadow that attacked Kyp is charging down on the Crew. You step forward and fling the holy water from the flask straight at the creature as you dodge its attack. *Success/Success* The shadowy creature screams horribly as the holy water burns through it and it dissipates into nothing. You managed to throw yourself behind the pillar near Captain BenKii and are a bit bruised, but unhurt. You reach out to help BenKii to his feet and across to the door of the room where Argy stands waiting, being careful of any traps and holding your feather charm, noticing the charm's glow is dimming now.

Grog'tial: (roll dice*10) You shoot the explosive bolt at the shadowy creature coming at you while it's still far enough away that you won't be caught in the blast and swiftly reach to reload with blessed bolts. *Success* The bolt hits and explodes! The shadow is barely blown a bit backwards and off course, which it corrects. It's red eyes gleam and its viper's fangs are bared with gleeful fury as it once more flies at you. You are immensely grateful for all the practice as you reload a single blessed bolt, foregoing the second one in favor of speed. You bring your crossbow up in a smooth well-practiced manuever and shoot. *Success - Crit* The blessed bolt flies true straight to the heart of the shadow and the shadow creature fades with a shrill screech. Heaving a sigh of relief you move to the ajar door, reloading your crossbow along the way while carefully following the path of Argy's small bootprints and ready to assist Karnstein if need be while muttering audibly at Count's and Gilius's foolish actions. [You can specify type of bolts reloaded in your next post.]

Argy: (roll dice*1) You hold the door open for your crewmates and point to the chests and treasure around, warning them that the unopened chests might be trapped. Probably no need to repeat the warning with the mannequins, you think to yourself. Those things are creepy enough by themselves. You shudder slightly, then do a quick double take as you almost swear you saw the hint of a smile fade away ... but looking again, nothing is there.

All Crew: (roll dice*5) You enter a large circular room lit by several torches. Argy points to the center of the room where six huge treasure chests sit. Two of the chests are opened, revealing treasure of gems, jewelry, gold and silver as well as several items lying about the opened chests on the expensive and intricately woven rugs on the floor of the room. Four other chests are closed and Argy warns you those may be trapped. To the right of the door as you enter you can see the side of a small bookcase.

Around the edges of the room are well crafted wooden mannequins suited in the finest of armors and holding exquisite weapons, all of the highest quality. There is one with a paladin's magnificent shining golden full plate armor with beautiful articulation (for flexibility), with a silvery sword and a polished kite shield emblazoned with a smaller shield upon it. A short warrior type in chain mail and a plate breastplate and plate legs stands beside the first, carrying a fearsome looking Dwarven battleaxe and a round shield with dark carved ram's horns on it. Next is a tall one in a ranger's well fitted leathers, boots and hooded cloak, with an exquisite Elven bow and long sword. Then is one dressed in a rogue's dark and stealthy silk and studded leathers, with a set of sharp daggers worn on a baldric and short sword. The tall mage one wears a sumptuous purple robe over dark silk pants, the edges embroidered in silver runes and holds a wand and hand crossbow. Next to the mage is a cleric in silvery chain mail with a silver-headed warhammer. Last appears to be a druid in excellent forest green robes with ironwood pauldrons and shin guards, the tops carved like thorns, and a silver sickle in his hand.

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Captain Baldbeard: (roll dice*3) You struggle to try to find a way out of the very large horribly stinky cauldron, but cannot while still holding your nose. Who left this cauldron here anyway? Why does it stink so badly? And why is it the perfect size for boiling a dwarf? That last question you'd rather not dwell on. The sounds of more shouts, cries of pain and another loud BANG from Captain BenKii's musket are coming down the stairway beyond the broken door. The Crew needs you, you need to hurry up and get out of this bilge be-damned oversized soup pot and go help!

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Beneath the main dungeon floors the ticking continues as another magical mechanism slots into place ...

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Dungeon, Treasure Room doorway: Argy, Bellandra, BenKii [bruised/dazed], Count [hurt/weakened, needs heal] Gilius, Grog'tial, Kyp [bruised/in pain/weakened, but doesn't need heal]
Dungeon, Hag Room - in Cauldron: Baldbeard
???: Aylar, Devin, Cliodhna, Aeshma, Refyx, Rummyfangs
Post edited March 31, 2025 by bjgamer
Bellandra would have liked an opportunity to shoot at the shadows but the lack of line of sight had prevented that. She noted with interest that her rabbit's foot had glown near danger, both the trap and the shadows, and thanked whatever rabbit spirit lived within it.

She would help treat any injured crew members, offering a heal potion where needed.

In the treasure room, she noticed the well-dressed mannequins. Mere holders of equipment, or guardians? "Be wary still," she warned the crew, "These treasures may be guarded by more than traps." She tried to use her senses to see if these were beings of wood.

If she detected life within the wooden forms, she would try to communicate with them to assure the Crew meant no harm. "Be ye warriors guardians of this room? I be Bellandra, a being of wood meself, and I and me friends seek a way out of this place. We be not here to rob ye, but we would have yer aid if ye can."
Grog'tial reloads his crossbow with a single regular bolt, leaving the second slot empty for now.

His eyes light up as he enters the room. He'll ask Argy about what all the little green man told her (not revealing how much he overheard - he trusts Argy, but old habits die hard) Then, paying close attention to his dirk, he makes an inventory of the items in the room, paying particular attention to the contents of the bookcase, both given the Hag's demands, and from the general point of view that knowledge is the most valuable commodity.

He will make a point of it to scan the mannequin outfits with his dirk, particularly the mage clothing which he suspects Cliodhna might appreciate as a source of materials. He'll also carefully examine the rugs, and if he doesn't detect any sign of traps or danger, he'll lift them up to see if anything interesting - like a trapdoor - is hidden underneath them.

He'll heed warnings from crew mates about traps and items to avoid, and will otherwise grab the most valuable and useful items he can see which appear safe, without overburdening himself. If his dirk has detected anything adverse, he'll warn the others as well.

If no exit from this room is found, he'll ask Bellandra to consider scanning the room with the mirror.
Post edited March 30, 2025 by gogtrial34987
'Hey what do ya know!' thought BenKii, 'Those pieces of 8 turned them Nightmares into pieces of 8!' right before getting knocked back into a pillar dazing the Captain. Shortly after he came to but his head was still spinning. "Ouch." he said shaking his head, "Think I need an aspirin."

As Captain BenKii entered the treasure room with the rest of the crew, he asked if any of them had some more pieces of 8 to spare remarking how it worked well against the Nightmare creatures. "I can fit up to 4 pieces of 8 into my musket at a time so whatever anyone can spare would be appreciated in case we have to fight those things again."

BenKii will use his tricorder to scan the room unless Bellandra intends to use her cracked mirror. He will also be careful of traps as he searches the already open chests for some pieces of 8 for his musket. He will not touch the unopened chests. He fears they may be mimics ready to eat those curious. When it came to making decisions, he would leave that up to the other crew members as his head was still pounding. Whatever they decided, he'd follow them and defend them if additional enemies should somehow appear.
Post edited March 30, 2025 by BenKii
"Thanks, boyo, fer that li'l assistance out there. Guess next round's on me..." Count says to Kyp once they're back with the group and leans against the wall.

He now double checks whether the bandage is properly applied and not leaking, and if he's not satisfied with what he sees, he will wrap another one on top of it. Then he'll take the healing potion and drink it all down.

(I hope he didn't forget to take the cape back?)

In the room, he will wait for the potion to take effect while pacing around and glancing at the displayed artifacts. Maybe he could recognize any patterns or emblems that would give a clue about their origin or what's it about (both as a general lore, and if it's a puzzle, a hint to solve it thanks to the increased intelligence).