Posted March 25, 2025
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*
-----
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
*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*
-----
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