Mission 7 - The Tunnels, Turn 16 *Turn Ends
9PM UTC, 2 May 2025.*
In order: Argy, Count, BenKii, Kyp, Bellandra, Crew, Kyp, Grog'tial, Gilius
Argy: (roll dice*2) [Pirate Pete's Rum expires this turn] You aren't sure whether it was
Count's bashing it with the shield or the timing on the magic, but your bat suddenly *poofs* out of existence and vanishes.
Count Karnstein: (roll dice*4)
(Weakened) You briefly consider all options and come to the conclusion these voices must be talking about you. Like it or not, you feel flattered. They may underestimate your wit, and that may prove advantageous, but heaven forbid anybody speaking ill of your looks. After all, you can play dumb all day long, but you can't simply pretend to be ugly - you just are.
Then maybe you should play dumb. At the very least you can stall a bit as the others are joining up.
Count drawing yourself up to your full noble height, while
maintaining the shield in front of you, you answer the question about being 'one of the handsome ones'. "Why, I s'pose one could say that. Gotta admit though, ne'er would 'ave dreamed my reputation precedin' me quite so far an' reachin' places so... unexpected. Makes me right curious to know who could it be, that mysterious admirer, who told ye all those interestin' things. Would it be the proprietor? I may want to strike a deal concernin' certain fossil that caught me eye back there..."
"The proprietor? Him?" There comes the sound of feminine laughter and a hiccup or two. "Oh! Oh my!"
The sultry voice snickers. "Can you imagine?
That goddess of his would string him up with his own lute strings!"
There is more laughter, then you can tell the sweet voice is straining to stop giggling long enough to speak. "No, honeybuns. We have a proper Madame if you want to make a deal."
Count, you begin to relax a bit. If this is not a trick, these two may not be an actual threat. Some kind of umpires? Neutral observers? They may not be bent on killing you here and now, but is it really likely they'd be willing to help? Is the skull in cahoots with any parties involved? "Helluva convenient lookout spot ye got there. Well, what do I know? Since ye're keepin' watch, 'aven't ye seen or heard any skulls flyin' by? 'Twas glowin' n' hummin', that one." As you ask you eye the rest of the crew and position yourself midway between the doors, ready to move quickly with the shield.
"A flying skull?" the sweet voice asks. It pauses and you hear quiet murmuring, then, "No. Nobody here saw a skull,
only those bats that came out of that graveyard painting we see across the way. Lyss swears
they were vampires being that they turned into people and walked out the door. You be careful out there, honeybuns."
Captain BenKii: (roll dice*8) "Dang
Argy," you say, "What did you put in those cupcakes?"
Geez and I thought an overloaded phaser was powerful. I'll have to be careful what I eat around Argy's kitchen. You have surveyed the obliterated room, but
it's clear nothing survived that blast. It's strange how the door doesn't have even a single singe mark.
How did this door even survive the blast? Was it protected by some kind of shielding? A magical ward perhaps? Like the ones I encountered in the Western Tunnel? There may not be anything left of value in the room but this door's shielding may prove useful if it can be removed from its hinges. You study the door a moment, disappointed to come to the conclusion that
even should you be able to get it off its hinges it will be too heavy unless several of you carry it together, leaving over half your team unavailable to fight.
BenKii, you make your way to the others while trying to quickly flip through the
Book of Armaments.
You see drawings and references that look similar to some of the weapons the mannequins had. At the back you see an entry written in a different hand and something about '
Hagsbane.' Then you hear the
Count's conversation with two feminine voices. Normally you would be the first to save those in need of help, especially women in need, but this dungeon has taught you not to trust anyone or anything.
With that ticking sound in the distance growing steadily louder, there's no telling what's going to happen once it stops. "Gentlemen, we need to move on into that chamber and find that skull dude," you say to the crew. "Sorry ladies, but there'll be no succubusing going on today. Better luck tricking the next dumb ass to knock on your door."
"Succubusing?" comes the sultry purr. "Rowr. You must be the kinky count."
"All yours," the sweet voice says softly. "I'm curious about the gentlemanly captain who tries to be such a charmer while still a bit wet behind the ears."
BenKii, refusing to pay attention to the voices, you are about to urge everyone into the next chamber when you recall
Argy mentioning that her bat found
something big and long that seems to move in that cavern as well as possibly
huge webs covering a lot of the ceiling as you were quickly scanning through the book. When you look up and see
a shadowy figure briefly pop out from where the tunnel turns to the right into the chamber, then quickly dash back with the sound of a hiss and think of that
mention of vampires, you re-evaluate your plan. "Oh what the hell was that!? Ok, frak this, new plan! We're going into this right door and see what we can do in there. Maybe find a big weapon to take on whatever that hissing thing was."
BenKii, you promptly proceed to the right-side door and inspect it for traps. Seeing none, you are just reaching for the door when you hear shuffling footsteps coming closer, then a knocking from the other side.
"Knock-knock. Who's there?" comes a cackling voice. "Who could be knocking on my door?" The doorknob rattles, but it appears to be locked.
Kyp: (roll dice*3)
(Weakened) Frustrated with the trap not triggering, you decide to finally interact with the weird female voices. "Hey so there is like this trapdoor out here, you have any idea what purpose it serves or how to deal with it? And would you find it all impressive if I make it trigger it without anyone getting hurt?" you ask, deciding to rest a bit until the Crew moves on.
"Oh, there's another of you. Good!" the sweet voice says from behind the left-side door. "No, we don't know about any trapdoor. We're out here in the world, honey, not trapped inside where you are.
If it's not in the room in the painting we can't see it. We're just here to keep a watch for you while he works on a way to get you out. Are you sure you should be triggering it? Do you know what's on the other side?"
"Did I just hear a sexy Mer accent? Have you found them?" a third breathless feminine voice eagerly asks.
"We don't know for sure yet," the sultry voice purrs back. "But it seems likely. Go call him."
"He left for the docks.
There's rumor a Wolf ship's been sighted. I'll send a runner. Don't forget the riddles ... and I call dibs on the cute Mer!"
"Yes, the riddles!" the sweet voice exclaims with the sound of clapping hands. "That will prove it! Okay, answer me these.
He says only one of you will know the first." She clears her throat, then recites:
"One of you he pulled from the water in a darkened sea.
You're not the cook, but still you left behind a recipe.
What was it?
"For the others of you ...
One of your captains likes to whittle, be it ship or stick.
Another cap'n leaves not shavings, but something else upon the deck.
What is it?"
Bellandra: (roll dice*4) You are skeptical. A shipkin, suddenly so close, where none has been before? You hear BenKii's dismissal of the female voices and tend to agree.
The voices speak of a goddess, a madame, bats coming out of a painting and now riddles. You can't help but think they are up to no good. You've also heard
Argy's warning about the large chamber up ahead with more creatures moving within. And then hissing and movements where that tunnel turns, perhaps part of those chamber inhabitants have come for an early welcome. Yet you're not sure the shipkin you sense is part of the trap or real.
You reach out with your mind and try to contact this seemingly familar kin, hoping whatever might be trying to deceive you will not be able to tap into your shipkin way of communicating.
*Who be ye, behind this door? What know ye of these voices?* you send, moving closer to the left-side door and the
Count while also being ready with your crossbow and cutlass should danger arise from the right.
*Bellandra?* You can barely hear the voice of one of the
Owl-Gargoyles. It feels as if he is coming from a distance, but getting slowly closer.
*What door? Who-oo are the voices you speak of? The Bard? He sent me for help. We are coming.* Crew (roll dice*8) Suddenly the ticking gets louder. "Dilly-dallying ..." comes the whisper of that shadowy voice. There is a last tick, then a ding and the corridor shudders as a huge rumbling sound occurs and you feel like the dungeon is somehow revolving and changing around you.
Bellandra, Count, Grog'tial and Kyp manage to keep their feet under them.
Argy and BenKii are thrown to their hands and knees but are unhurt. The light from the rabbit room disappears and you are plunged back into darkness for a long minute before things seem to settle again. The trapdoor is gone, as are the stairs and the light from the rabbit room. Instead
the corridor is now level. There is a burning torch on the wall ~6m/20ft ahead of you and another one ~6m/20ft behind you in the direction from which you came. They cast the corridor in dim flickering light.
Up ahead the tunnel still turns to the right ~15.24m/50ft ahead, but ~12m/40ft behind you the corridor now dead ends into a black hole of darkness. The doors to the right and the left remain, but seem quiet.
Kyp:, you can
smell the very faint scent of water coming from behind you.
Grog'tial: (roll dice*5) At first you wonder at the "he" being referred to by the voices. Are these agents of your half-brother? They seem too obvious for such, but maybe that's exactly what your half-brother wants you to think!
You note the hissing sounds from the shadowy movement beyond the trap door and look around at your companions to see who's carrying the magical lantern - only to realize that no one is!
Argh! Why is it so hard to find good help these days? Do you have to do everything yourself?! Then
the voices begin to talk of a goddess and lute strings. But before you can voice an opinion,
BenKii reaches for the right-side door. He barely stops in time as
a knocking comes from behind it and the doorknob rattles. You are reaching to reload your crossbow when the shadowy voice whispers again and the corridor around you rumbles and shudders. You manage to keep your footing. Hurrying,
you load a regular and an explosive bolt while repositioning, trying desperately to keep an eye on both doors,
Argy, and the others. Then you realize the bright light behind you is gone as is the trapdoor to the front.
A torch now burns on the wall 6m/20ft ahead of you. Glancing over your shoulder you see things have changed.
There are no stairs, but there is another torch. The door to the rabbit room is gone, there's now just a level corridor opening with the shadowy outline of
Gilius standing on the edge of a dark hole your eyes cannot see beyond.
Gilius: (roll dice*4) [Rocky, 2 Turns reserved] The floor drops a short distance beneath you and
you fall forward to your hands and knees but are not hurt. As you pick yourself back up you turn to take one last look into the rabbit room, but it's no longer there. Now there is only
a sheer drop into darkness and the very faint sound of water somewhere far below. Even with your darkvision you cannot see the bottom. You glance towards where the golem room should be and stare at
a solid wall. The dungeon has once again changed around you. You suddenly realize that had you been a little faster and done your original intent to either enter the rabbit room or gone back to check the golem room you would have ended up lost and alone, separated from your crewmates. Even
the hammer has vanished. You quickly hurry to join the others.
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Dungeon tunnel: Argy, Bat, Bellandra, BenKii, Count [weakened], Grog'tial, Gilius, Kyp [weakened]
???: Aylar, Devin, Cliodhna, Aeshma, Refyx, Rummyfangs, Baldbeard
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GM Note: The dungeon has changed itself again. Remember the Shadowy Voice,
"Dilly-dallying must be punished..." Be aware. Once the ticking starts you have limited time before the dungeon will alter. Pay attention to the distances and stick together. Dwarves and halflings do not move as far/fast as humans, half-dwarves and half-elves. Had Gilius' initiative come before the dungeon's initiative he would have not had enough movement to get back and would now be alone and cut off from the rest of the Crew.