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bjgamer: Just to be clear - currently Argy's pan gives off light for a radius of 20 feet around it that you can see in, It will expire at the end of this turn but your character wouldn't know that yet.
(Yes, that's true. But I AFAIK, the characters with dark vision can see further than a weapon lit up with fire oil. Either way, I doubt we'll find a light source such as a torch at the end of this turn so that's why I suggested everyone partner up with someone who can see in the dark.)

(Come to think of it, what happened to the torch Count Karnstein was using a few turns ago? Did he ditch it?)
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BenKii: (Come to think of it, what happened to the torch Count Karnstein was using a few turns ago? Did he ditch it?)
I'm not sure it was said explicitly but presumably dropped it when attacked by shadows and didn't pick it up before retreating.
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BenKii: (Yes, that's true. But I AFAIK, the characters with dark vision can see further than a weapon lit up with fire oil. Either way, I doubt we'll find a light source such as a torch at the end of this turn ...)

(Come to think of it, what happened to the torch Count Karnstein was using a few turns ago? Did he ditch it?)
Yes, darkvision can see up to 60ft (Count, Gilius) as long as they aren't looking straight at a light source in front of them or have one (like a torch or Argy's fiery pan) too close to their eyes. Being half-dwarf, Grog'tial only has partial darkvision up to 40ft. Low-light vision (Kyp, half-Mer) sees in dimness up to 40ft and can see differences in muted colors and textures (like he would in dim light sea or sea floor).

Torches/light sources can be found in some rooms, as you saw in the treasure room. ;)

Count answered your question on the torch he was carrying, for more detail see below.

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BenKii: (Come to think of it, what happened to the torch Count Karnstein was using a few turns ago? Did he ditch it?)
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ssling: I'm not sure it was said explicitly but presumably dropped it when attacked by shadows and didn't pick it up before retreating.
Correct. The shadows hated the light. Count dropped it while being thrown a distance away triggering the spike trap. Afterwards Count was more concerned with holding on to his saber and getting his armored cape w/cloak back while he and Kyp helped each other back to the others rather than limp back out into the trapped area to grab the probably snuffed torch. Priorities. ;)
Grog'tial does not like the layout of this place. Heading down a corridor, turning our back to an unlocked room containing an unknown amount of enemy forces, while carrying flaming objects that illuminate us for anyone with eyes to see - it does not make great tactical sense!

Add to this the new ironwork on the door, obviously meant to guard something important... Yeah, this can't be left unexplored. Who knows what kinds of mischief his half-brother might've gotten up to together with that shadowy figure he's allied with?

If Argy is willing to take a few steps back into the corridor back in the direction from which they just came (or otherwise after she's moved on a good distance), so that his silhouette won't be clearly outlined, Grog'tial will carefully open the door (after checking the handle with his dirk) to peek inside (standing as much to the side and out of view as is practical). He won't worry too much about the door creaking, given the amount of noise which was produced shortly before - but if he can avoid such noise, he will still do so.

If what he sees behind the door warrants it, he'll get fellow crew to come assist. He might explore - carefully as always - inside, grab quick loot (after checking with his dirk), and/or fight. Basically, he's prepared for any- and everything.
Post edited April 16, 2025 by gogtrial34987
Rocky keeps pounding the golem with the metal hammer until it is broken and doesn't move anymore, at which point he will come back to Gilius.

Gilius looks puzzled at the door that just ate his key. Maybe it's unlocked now ? He waits a bit until Rocky is done and the noise level decreases. Then, he tries to open the door slowly and carefully, ready to immediately back down in case the door attempts anything on him. If it is unlocked, he will barely open it just enough to take a glance behind stealthily taking advantage of his dark vision. If there is what appears to be danger inside, he will silently close it quick.
Kyp tells the crew about how the their step is a different color, maybe indicating a trap.

Kyp will look for any lose stones or nearby objects he could throw on the step, and if he cannot find anything will ask someone to hit each step with a staff or something if they have one, one step at a time, to trigger any steps that may be pressure plate based.
Argy will send the bat to scout, trying to get a clearer image of the jagged shapes on the ceiling. Afterwards, she'll send it onwards to explore the turn to the right.
Meanwhile, she'll follow Grog'tial at a safe distance, with her pan and cupcake still ready.
Bellandra smiled briefly at the Count's skull-duggery pun. "Surely 'tis we who do the skull-digging, to find its whereabouts."

Not having darkvision or a light source of her own, she would try to move along with the others with any available light source. She would first try to explore in the direction the skull went, then the lower floor with the doors. She would take into accont any new information communicated by the party, and would try to move where the need is greatest.

If she noticed any available material that could be used as a torch, she would attempt to fashio one. She heard Kyp's advice about the different-colored step and decided to avoid it if she came near it. If she saw the trap door, she would regard it as a source of a potential ambush, rather than only a means of exit for the Crew. She would also try to use her senses in case any beings she can communicate with are present in either direction.

If she or others are attacked she will attempt to defend as well as she can in the darkness using her cutlass - she would keep her crossbow handy in case there was something she could aim at further away. In case she ended up in a hand-to-hand brawl with some creature she would also try to make use of her recently acquired boot dagger as a surprise attack.
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.
Post edited April 19, 2025 by bjgamer
Grog'tial looks down the corridor they just came through, waiting to ascertain if it's indeed Rocky coming to join them, or the golem. If it's the golem, and it looks like it's about to fall apart, he'll warn fellow crew, load an armor piercing bolt, and will start shooting (if the armor piercing doesn't have much effect, he'll try an explosive bolt). If it's the golem, and it looks to be mostly in one piece, he'll use the ribbon to take control.

Grog'tial wonders at the chances of that flying skull having left the book lying around in the room with the bunny. How is a flying skull able to carry a book anyway? Or, come to think of that, fly? First order of business when returning to the dwarven tunnels will really be to outlaw all magic...
Post edited April 21, 2025 by gogtrial34987
(Geez, a couple different paths to take here. You got the Monty Python killer bunny in the first door at the T intersection, you got either Rocky or the stone golem coming up our rear, and we have a damsel in distress from a door further up. That last one sounds like a setup from "Slay the Princess" but also reminds me of the time in Doc's Western Tunnel with a similar sounding damsel who actually turned out to be a Hag. Gonna have to think this through to figure out where to go from here.)
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BenKii: (Geez, a couple different paths to take here. You got the Monty Python killer bunny in the first door at the T intersection, you got either Rocky or the stone golem coming up our rear, and we have a damsel in distress from a door further up. That last one sounds like a setup from "Slay the Princess" but also reminds me of the time in Doc's Western Tunnel with a similar sounding damsel who actually turned out to be a Hag. Gonna have to think this through to figure out where to go from here.)
[Mwa-ha-ha.]

As the heavy footsteps draw nearer, Gilius peers back into darkness and is able to make out a very large form, almost as tall as the ceiling, not smooth cut but made up of several boulder and rock shapes together, carrying a huge hammer. Several more heavy and slightly staggering steps later, Grog'tial can also make out the tall rock and boulder shaped form coming towards him.

In the relative quiet you hear another click and thunk like a mechanism or gear shifting into place, then a subtle ticking begins again.
Now that the shrunken head is taken care of (thanks Kyp !), Gilius waits to see who comes from the back (Rocky or the golem ?) while maintaining the door shut. Meanwhile he tries to concentrate and feel if there is anything natural in the rabbit in the room or if it's a foul beast..

- If it's Rocky, Gilius lets him morph back to the pet stone and gets it back into his pocket. Then in case the rabbit is a foul beast, he will ask his crewmates : "Try t'deal with it while I be openin' the door just enough fer ye but not enough fer 'im t'go out !" Then he barely opens it and blocks it with his body and foot.

- If it's the golem, Gilius waits to see if his crewmates have a way to deal with it. But in case nothing works, he immediately screams "RUUUUN !!!" and pushes all his crewmates in the direction opposite to the door, then opens it, and immediately runs away from the threats. Hopefully, the rabbit and the golem will fight each other. He will yell at the others near the stairs "Don't open the doors !"

In the case that everything goes fine and both threats are settled, Gilius will go in the room and investigate.
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Pouyou-pouyou: snip
(Based on the description from our GM, I believe it is Rocky returning from a victorious fight.)
Captain's Log: Mission 7 - The Tunnels, Turn 13
A carnivorous bunny in one room, a supposed damsel in another, and loud booming footsteps coming from the darkness. How could it get any worse? *click, thunk! tick tick tick....* I just had to say something...

With multiple threats on all sides, BenKii suggested to the crew, "Let those of us that can't see well (BenKii, Argy, Bellandra) go into this bunny room and deal with that. Everyone else who can see in the dark should prepare to fight that golem unless it is indeed Rocky then perhaps scout ahead in the darkness but beware of that door calling for help. The last time some damsel in a dungeon did that, it turned out to be an evil Hag that kidnapped poor Roosevelt."

When Gilius opens the door to the bunny room, BenKii will slip in and stay to the edges of the room making his way toward the book while keeping his musket and rapier trained on the bunny. When he gets to the book, he'll ask his comrades to cover him while he checks it for traps or some other kind of mechanisms such as a gravity switch. He notices the page is left on "The Holy Hand Grenade of Antioch" and wonders if such a device is in this room and looks over the room for one. Perhaps the bunny may have it with some of those egg shaped shrunken heads. If opportunity presents itself to grab the Holy Hand Grenade safely then he will do so then attempt an Indiana Jones style swap by placing his Extraplanar Hoax book in place of the book on the table. He will then run as fast as he can out of the room and shut the door. If there is time, he will look over the book taking note of the current page about Holy Hand Grenades and see what that was all about. If by chance BenKii, recovers a Holy Hand Grenade, he will recite the procedure then throw it at the bunny and close the door tightly behind him making sure his allies aren't left in there to get blown up first. Sounds like this Holy Grenade could be more useful than a shrubbery. ;)


Monty Python and the Holy Grail scene about the Holy Hand Grenade:
https://www.youtube.com/watch?v=xOrgLj9lOwk