Mission 7 - The Tunnels, Turn 13 *Turn Ends
9PM UTC, 22 April 2025.*
In order: Argy, Gilius, Kyp, Grog'tial, BenKii, Bellandra, Count, Crew
The music box is still tinkling, but due to the loud hammering noises nobody can hear it.
Argy: (roll dice*4) [Bat summoned through Turn 15, Pirate Pete's Rum lasts through Turn 16] You send the bat closer, trying to get a clearer image of the jagged shapes on the ceiling. The bat obliges, sending back a sonar image of what looks like
many sharp points evenly spaced in rows covering a long rectangular smooth surface hanging almost flush to the ceiling over the trap door. They do not look natural. The bat flies further down the tunnel and around the corner to the right. It continues several meters, then pauses and sends another sonar echo map to you. Around the corner up ahead to the right it appears
the tunnel opens up into a vast chamber. There are either four large columns of rock or pillars, some sort of maybe vines or ropes hanging around them and a couple places where something has been strung or fallen down across and into a large deep opening below. There is
something long and big that seems to undulate in that cavern beneath the bat but you cannot tell how big it is as
part of it disappears into what might be another tunnel below and there seems to be yet another opening across the way. The bat's sonar shows
many objects floating or flying around the open area and possibly more ropes or huge webs covering much of the ceiling. You cannot tell if any of the objects is the skull you seek. You continue to follow
Grog'tial at a safe distance, your pan and cupcake ready.
Gilius: (roll dice*10) [Rocky summoned through Turn 14] The noise tells you that
Rocky and the golem are still fighting and one of them, you hope it's Rocky, is pounding with the metal hammer on stone. The stone golem is both magical and hard so it may take a while, but you have faith that Rocky will be victorious and return to you. Meanwhile you look puzzled at the door that just
literally ate your key. Did that unlock it? You wait a bit, but the noise continues, still interfering with your ability to try to hear anything beyond the solid ironwood door.
Gilius, you reach out and try to open the door slowly and carefully, ready to immediately back away in case the door attempts anything.
You find the door is unlocked and barely edge it open just enough to try to stealthily peer around it to see inside. You blink as you stare into a room lit by a magical smokeless brazier hanging from the ceiling. Along one wall to the side is a table on which rests
a tome titled "The Book of Armaments". It is open to a dried blood spattered page. From where you stand you can barely make out
Chapter 2, verses 9 - 21 of 'the Holy Hand Grenade of Antioch'. Pushing the door open more, you see
a golden basket with some very odd shaped large colorful eggs on the floor. Looking further into the room you see
the back wall opens downward into the entrance of another dark tunnel or cave. Beside it is a sign warning
"Beware the Beast." For a moment you remember the grinning cat warning you of the Jabberwock right before it disappeared. You see no beast, but from the dark opening hops
a large white rabbit. It appears to be a normal rabbit. You don't see a pocket watch anywhere. Then you notice the red gleaming eyes. long front teeth and pinkish fur around the face. The rabbit sits calmly
surrounded by scattered bones, some empty pieces of armor of several knights and several skulls, none of which are floating or flying. You feel a menacing presence just as
the rabbit hops forward, upsetting the basket. Several of the eggs spill out and roll towards you and you are alarmed to see those aren't eggs, but
severed shrunken heads, like those you're sure they use in voodoo! You quickly reach to close the door! Just before you do
a shrunken head rolls out past you into the corridor.
Kyp: (roll dice*6)
(Weakened) Your eyes notice
the slight color change on the third step down on the stairs ahead, possibly indicating a trap.
You tell the Crew. Looking around for any loose stones or objects nearby that you can throw on the step, you see something. Reaching down you
grab the shrunken head. It will have to do. With a grimace you toss it
ahead of Count Karnstein towards the stairs.
*Success* The head bounces twice then rolls down the stairs. When it hits the third step it
triggers a trap. The top of that step slides back as
wicked blades snap out and swiftly cut the shrunken head in half at ankle height. You continue alongside
Count Karnstein, carefully scanning ahead with your low light vision. As you reach the stairs you note the trap door. Glancing up your low-light vision immediately notices the different texture and color on the ceiling over the trap door ahead. It looks like
a huge paddle with spikes like a mace hidden in the shadows of the raised ceiling.
Grog'tial: (roll dice*4) You definitely do
not like the layout of this place. Heading down a corridor, turning your back to an unlocked room containing an unknown amount of enemy forces while carrying flaming objects that illuminate you for anyone with eyes to see - it does not make great tactical sense! The ironwood door is obviously meant to guard something important. It can't be left unexplored. Who knows what kinds of mischief your half-brother might've gotten up to together with that shadowy figure he's allied with?
Grog'tial, you see
Gilius reach out and open the door cautiously
before you can check the handle with your dirk. Nothing seems to happen to him as he peers around the door into the room. Flickering light comes from within the room. Your silhouette may not be clearly outlined, but you stand to one side anyway and try to peek into the room
over Gilius' shoulder. You see
a large gilded book lying open on a table to one side of the room. On the floor nearby is
a golden basket containing many strange egg shaped items. Movement has your eyes turning to where
a large white bunny sits calmly in front of
the dark entrance to another tunnel. You barely have time to see it hop forward, knocking over the basket, when
Gilius quickly pulls back and shuts the door. He shudders as
one of the strange eggs rolls past him into the intersection. Before you can get a good look at it,
Kyp picks it up and tosses it towards the stairs up ahead,
triggering a nasty trap. You are disgruntled at not getting a good look before
Gilius closed the door. You don't know if that room may hide some clue about Og'rialt, but there was
an important looking book and
a possible other tunnel entrance inside.
Captain BenKii: (roll dice*3) You holster your musket and take out your tricorder again to check if it is still functioning, but it has gone silent and blank. Not even shaking or smacking it seems to make it work again. You replace it back into its case and look around, then
sheathe your rapier and redraw your musket. "I think the 3 of us that can't see in the dark need to pair up with someone who can see in the dark." you state. "I'll pair up with
Gilius." You turn to
Argy and Bellandra, "Count, Grog'tial, and Kyp don't seem to have much trouble navigating this darkness. I suggest sticking with one of them until we can find some light." With that
you place your left hand on Gilius's shoulder as he backs away from the lit room behind the right side door he's closed. He jumps, startled. You prepare to follow him into the darkness. If any enemy should approach, you are ready to defend
Gilius with your musket, keeping in mind to try not to deafen him with its firing. Meanwhile you will keep your eyes open for a torch to take should one present itself.
Bellandra: (roll dice*5) Not having darkvision or a light source of your own, you move along with
Argy and her fiery pan. Hating the lack of seeing well here, you look for any material that might be used as a torch while taking into account any new information communicated by the party, ready to move wherever you might be needed. You are looking to the left, down the tunnel where
Count had previously said he saw a flaming skull go, so miss getting a glimpse into the room behind the door on the right side of the intersection before
Gilius quickly closes it.
Kyp tells the Crew about the different colored step, then picks something up that rolled out from the room and tosses it at the stairs, where
it triggers a trap. You decide to avoid that step once
Argy, with the only current light source, is ready to proceed. You can't help but smile briefly at the
Count's skull-duggery pun. "Surely 'tis we who do the skull-digging, to find its whereabouts."
Bellandra, stretching your senses you try to see if there are any beings in range you might communicate with.
Wait. There, very subtlely you think you detect
a very faint pulse of light further down the tunnel beyond the stairs and
maybe the slightest quiver of your shipkin senses beyond.
Count Karnstein: (roll dice*6)
(Weakened) You approach the triggered trap and eye it cautiously, reluctantly impressed with the deadly mechanism. "Mhm, looks safe enough now. Not like any skullduggery in the slightest.
Skull-duggery, ah-ha, everybody get it? Good," you comment just before skipping that step completely and slowly going to the lower floor.
Count, you scrutinize both doors. Listening carefully now that the pounding from the stone golem and Rocky has faded with some distance and turning the corner, you hear nothing from the door to the right. However there are
faint sounds behind the door on the left, almost like murmurs. You could also swear
you smell freshly turned earth. There are no apertures or way you can find to see through the door, only the slight space at the bottom where
a light flickers and occasionally pulses from underneath it. You have no idea if the floating skull could open or even pass through one of these doors, excluding magic. Then again, what
is a floating skull if not magical? You get on the ground and try to put your eye to the not quite finger wide space at the bottom of the door. All you get for your trouble is
a blinding flash of light straight in your darkvision attuned eye! Frustrated, you rise and turn to inspect the trap door, wondering if a skull could possibly lift it and go down. You are about to check it closer when everything goes silent.
The pounding has stopped.
Crew: Just as the noise of the pounding stops,
Argy's fiery pan sputters and goes out, leaving you in the dark.
You hear heavy footsteps approaching from the direction of the golem room. The music box
Kyp carries can be heard again when within range.
From behind the left side door a sweet feminine voice calls out.
"Hello? Is someone out there?"
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Dungeon corridor T intersection: Argy, Bellandra, BenKii, Gilius, Grog'tial
Dungeon tunnel near left side door: Count [weakened], Kyp [weakened]
Dungeon corridor from the Golem Room: heavy footsteps approaching
???: Aylar, Devin, Cliodhna, Aeshma, Refyx, Rummyfangs, Baldbeard
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GM Note: Happy Easter weekend everyone!
Editted in the time left for Bat summons.