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Kyp upon entering the room goes over to where Argy is, if there is no immediate threat of being attacked he will sit down with his sword on the ground in case he needs it to defend himself and Argy. Kyp will then drink the healing potion he was given and rest to try to recover some strength before the next engagement that may happening in this seemingly very dangerous magic labyrinth.
Once the golem is immobilized, Gilius checks on the crew. Seeing that everyone is fine or being treated, he asks everyone to hurry and prepare to leave the room ASAP. "Rocky won't be 'oldin' out fore'er. We need t'move fast ! 'urry ! Anybody knows 'ow t'deal with this kind o' foul beast ? Argy ? Be ye with us ? Do ye still 'ave some cake left ?"

Gilius hurries to the door across the room. "Can any of ye lockpick or smash this ?"
Having not forgotten the key he found on the guard in the harbor, Gillius tries it quickly on the lock. "There be zero chance that this be workin', but let's try anyway."

In the very unlikely case that it works, Gilius will help everyone to get out of the room quickly, then he will command Rocky to release the golem and run back to him through the door, then shut the door and block it so as to prevent the golem from pursuing the crew.

Otherwise he will make room to let anyone else to deal with it. Meanwhile, he will offer his help for the most badly hurt members of the crew who need healing using his orb.
Mission 7 - The Tunnels, Turn 11
*Turn Ends 9PM UTC, 14 April 2025.*

GM Note: Due to RL commitments, this turn ends on Monday, not Tuesday.

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

Captain BenKii: (roll dice*4) Fascinating, you think to yourself, tucking the silver sickle and a few coins you grabbed into your belt and pocket. A silicon based lifeform not unlike the species discovered on Janus VI. Thank goodness for Gilius's own golem to pin the thing down, otherwise we'd all be dead. You quickly survey the empty room. At least it is free of smoke and you find you are breathing and moving fine now. Your +1 Vital Rapier of Parry has done its work well and you are now fully healed.

BenKii, you notice Argy collapsed unconscious with Grog'tial attempting to resuscitate her. You know Rocky isn't going to be able to hold the stone golem forever. If you can't revive Argy someone will have to carry her. Where's my ship's doctor when I needed him? A quick adrenaline hypospray would've done the trick to bring her back to consciousness. I'll have to do things the old fashioned way. You move to Argy's other side across from where Grog'tial is kneeling to administer aide. Leaning down, you give Argy a sound slap across the face and yell in her ear. "THE SOUFFLE IS BURNING!" [Pirate Pete's Pain Killing Rum] *Fail* Argy doesn't stir. [Grog'tial, however, may give you a dirty look.]

BenKii, you see the plain normal seeming door at the far end of the room. Just a plain door in this small room? Nothing is ever that simple in this dungeon. Probably another illusion. You take your tricorder and scan the room. It gives off a warbling hum and readings soon appear. Besides indicating the magical stone golem and Rocky, as well as several magical items on your and the Crew's persons, it shows nothing unusual except for a bright dot indicated as magical which seems to pause momentarily before continuing to move directly away from this room outside the wooden door. You see it only briefly before it goes out of range.

*Somewhere in his Dreaming state.* Devin is aghast and appalled. "Knave! 'Tis not how ye treat nor wake a lady!" This be what Captain BenKii resorts to, and after he hadst witnessed some of his best work with his Lady of Stars? Where be the sweet caress and gentle insistent tap to the cheek, the whispers of encouragement to entice wakefulness and tickle the ear ... and, of course, the swift escape ere she fully wake. The right pitched whisper attracts the mind's attention closer than crass yelling. Didst he not take notes? After all, Grog'tial be right near and sweet Argy hast already voiced hopeful suspicions of him. Show the lad how it be done! At this stage Devin judges a proper kiss might actually shock Argy awake more. Lowering his face to his palm Devin bemoans the wasted opportunity. "Hopeless amateur. 'Tis obvious the human captain hast not learned better technique of me." [Per PM. I warned you I would find a way to use it.] :P

Grog'tial: (roll dice*11) As your dirk indicates they are safe, you grab the battleaxe, silver coins and silver ring, idly musing about returning that last one to Argy. You also make a quick sweep over an open chest with your dirk, grabbing a few items that seem safe before heading through the magical doorway. Why did I ever think that was a mirror?

Grog'tial, you are feeling quite pleased with just how much loot you've managed to gather in such a short time in that room and still busily storing the items securely in your pockets and tying the battleaxe to your pack, when you see Argy lying slumped against the wall. Noooooooooooo! Flashbacks of the vividly imagined scenes of your father's death threaten to overwhelm you. You swiftly stumble to Argy's side. Moving her fiery pan far enough away that it won't burn either of you, you hastily search for any necessary healing items from your own supply, not even thinking to rifle through Argy's own belongings as you usually would have done. As you are pulling things out, Captain BenKii leans over from her other side and soundly slaps Argy's face, yelling in her ear. "THE SOUFFLE IS BURNING!" Argy doesn't flinch and you remember the rum she had offered to share with you before gulping down the contents of the bottle. Unsuccessful at waking her, Captain BenKii takes out his odd magical box and wanders away.

Grog'tial, looking carefully and patting your hands over Argy's small limp body, you see no wounds and feel nothing broken. Still, there may be internal injuries. You eye your Water of Purify, but decide to start by carefully pouring a healing potion down her throat first as Kyp painfully slides down the wall to sit on her other side, his rapier ready to defend her while taking his own healing potion. You work the potion down Argy's throat. She sputters, but swallows and begins to come awake. Stashing the empty vial into a pocket, you load a single regular bolt into your crossbow, attempting to look busy while lingering near Argy to make certain of her recovery. You quickly run your dirk over the very large heavy metal hammer. Getting no reaction you indicate to the others that it is safe to take. You continue to stay near Argy, ready to fight or to help her move on.

Kyp: (roll dice*4) (Weakened) Upon entering the room you go over to where Argy is and painfully slide down the wall between her and the stone golem with your rapier beside you, ready to defend yourself and Argy if needed. You drink the healing potion and try to rest and recover some bit of strength before the next engagement that may occur in this very dangerous magic labyrinth. [You are now healed, but still Weakened.]

Count Karnstein: (roll dice*5) (Weakened) You impulsively snatch the silver-headed warhammer as it invitingly glitters at you amidst the bustling flames and smoke. It could be valuable, besides you could encounter skeletons in the dungeon. Silver is also useful against other undead ... You also take the shield along, it might be useful too. You contemplate if you should take up paladin as another skill set. Might as well, if for no other reason than to justify the prolonged celibacy.

Count, as Argy is receiving aid, you move along the wall opposite where Rocky is struggling with the stone golem, making your way towards the door at the other end of the room. You try to open the door, but it is locked. Pulling out your ? key, you slip it into the lock. [30% chance, dice roll 99.] *Success* Once the door is open, you peek out. It opens onto a corridor ~4m/13 ft wide and tall with an arched ceiling. The corridor is very dim, but you see a flaming floating skull ~12m/39ft down the corridor. It hums as it bobs ~2m/6.5ft above the floor of the tunnel, and proceeds another 3m/10ft further down to the end of the corridor where it turns left at a T shaped intersection. The flickering glow slowly fades away from the left side opening.

Bellandra: (roll dice*5) On your way out of the treasure room, you quickly pick up a few items that seem interesting from the chest that are the furthest from the fire. Entering the smallish room, you inspect the seemingly empty room while aiming your hand crossbow at the stone golem Rocky holds pinned to one wall. Argy is being tended by Grog'tial while Kyp rests against the wall on her other side, drinking the potion you handed to him. Captain BenKii is scanning the room with his strange humming box and Count moves to the door and opens it with a key, carefully peeking out. Remembering how many traps there have been recently, you pay close attention to the room and the door, but are ready to proceed with the Crew if it seem safe.

Gilius: (roll dice*2) [Rocky summoned Thru turn 14] Once Rocky has the stone golem pinned against the wall, you check on the Crew. Seeing that everyone looks mostly fine or is being treated, you ask everyone to hurry and prepare to leave the room ASAP. "Rocky won't be 'oldin' out fore'er. We need t'move fast! 'urry! Anybody knows 'ow t'deal with this kind o' foul beast? Argy?" you look over as she sputters. "Be ye with us? Do ye still 'ave some cake left?"

Gilius, you hurry over to the door. Not having forgotten the key you found on the guard in the harbor, you pull it from your pocket. "There be zero chance that this be workin', but let's try anyway." Seeing Count open the door with his key, however, you slip the key back into your pocket and start helping everyone to get out of the room quickly as possible.

Argy: (roll dice*3) [Fire oil lasts thru Turn 12, Pirate Pete's Rum lasts through Turn 16] You come to, sputtering as you swallow the last of a healing potion, but feeling no pain with the Pirate Pete's rum. Looking up you see Grog'tial standing over you, loading his crossbow while surreptitiously watching you. On your other side Kyp sits nearby, resting while keeping his hand on his rapier. Hearing repeated pounding noises, you look around and find yourself in a smallish mostly empty room. Near the other end of the room Rocky holds a stone golem pinned against the wall while the golem punches at Rocky with his single unpinned arm. There is a very large metal hammer against the other wall and your fiery pan lies a short distance away on the other side of Grog'tial. As Rocky continues to hold the stone golem and take a pounding, Gilius urges everyone to hurry out the door Count Karnstein has opened. You grab your pan as Grog'tial helps you to your feet and follow Kyp to the door, still feeling no pain.

All Crew: Concerned for Rocky and how long he can hold back the stone golem, Gilius urges you all quickly through the door and out of the room. You stand at the end of a dim ~4m/13 ft wide and tall corridor. For those with dark or dim vision (Count, Gilius, Grog'tial, Kyp), you can see the corridor ends in a T about 15m/49ft further on. To the right is a large door and to the left is an opening into a narrower tunnel.

Gilius: (roll dice*2) Once everyone is out of the room you command Rocky to release the golem and run back to you through the door, then shut the door and block it so as to prevent the golem from pursuing the crew. Rocky obeys, releasing the stone golem before bending over and crashing through the 2.13m/7ft tall and just under 1m/3ft wide doorway, smashing the wooden door into splinters and taking out portions of the doorway as well, leaving a hole in its place. The stone golem immediately charges after Rocky in pursuit. Rocky turns and holds up the biggest pieces of the door, trying to block the hole.

[GM Note: Well, at least it wasn't me Ship deck. :P The stone golem appears like a 2.75m/9' tall stone statue carved from a single block of hard stone which moves by magic, not like Rocky who is a 4m/13ft tall living stone elemental made up of many boulders and large jagged rocks held together with seams and joints. I might suggest think quick or run.]

-----
Available: A very large heavy metal hammer.

Dungeon corridor outside Golem Room: Argy, Bellandra, BenKii, Count [weakened], Gilius, Grog'tial, Kyp [weakened]
Trying to block the hole: Rocky
???: Aylar, Devin, Cliodhna, Aeshma, Refyx, Rummyfangs, Baldbeard
Post edited April 12, 2025 by bjgamer
[Edit for clarity: the post below is part of Bellandra's planned actions before the end othe previous turn, and they have been edited into bjgamer's description above.]

Bellandra inspected the room while aiming her hand crossbow at the golem in case it was about to break free of Rocky's hold. She moved towards Argy to check on her, ready to use a healing potion on her if Argy could be made to drink it. Along the way, if she could do it safely from the fire,she would pick up whatever seemed interesting from the chest.

When the crew seems ready to move she will proceed towards the wooden door, aiming to open it and go through if it seems safe.

Remembering how many traps there have been recently, she would still pay close attention to the room and the door in case of traps.
Post edited April 12, 2025 by DiffuseReflection
Grog'tial takes a moment from making certain that Argy is not about to collapse, to witness the spectacle at the door. "Erm, Gilius, you might want to tell Rocky to just, oh I don't know... maybe fight this golem? Tear it apart? Dismember it? Leave it pining for the fjords?"

Shaking his head at this much incompetence, and making a mental note to slip Gilius some pointers on how to find and employ agents who are at least second-rate, Grog'tial carefully proceeds through the corridor. If, for some inconceivable reason, the golem still isn't properly being taken care of near the end of his turn, he will sigh a sigh of great suffering, tie the ribbon to the bolt, and use it to take control of the golem, lamenting how it's just not the same as it was with Icy, before sending it onward through the corridor, with the intent of having it trigger as many traps as possible. (If control lasts only one turn, his instruction to the golem will be to run as far as possible, before finding a way to permanently incapacitate itself, tearing itself apart (starting with the legs) if no better option presents itself. If control lasts for more than one turn, the golem is to remain within range so it can get further instructions, and should attack any creatures which it spots, other than the crew, rocky, or any floating skulls.)
Post edited April 12, 2025 by gogtrial34987
Count's eyes open wide in amazement as the lock turns and clicks. "Remarkable, of all the locks in the world, this random key matched this random lock in this random dungeon. Must've been bloody destiny or something," he mutters to himself.

Once everybody is in the tunnel, Count communicates loudly: "I believe I saw that bleedin' skull floatin' down the corridor, it turned left. Could be a trap, I wager..." he looks behind, toward the doorway, then again ahead "...but I'm afraid we can't afford t'be fussy right now. Gilius, I don't s'pose that heap o' stones could grab that big ol' mallet there an' smash that thing to gravel? That grindin' noise is downright maddenin'."

He will start treading down the corridor. If he will go at the front, he will precautiously keep the shield up (the top edge of it about at the level of his chin). How fast he will go will depend on whether the golem is still considered a danger (meaning if it is, he will move reasonably fast, otherwise more carefully).

If he makes it to the end undisturbed, he will ignore the door on the right (unless enemies are coming out of there, or something similarly hard to ignore is happening) and will check out the left tunnel. If everything looks calm ahead, he will step in further.

If the stone statue somehow manages to defeat or bypass Rocky and charges after the crew, Count will still use frost breath on it as the last resort, hoping to slow it down.
Post edited April 14, 2025 by ssling
Disappointed to see that the doorway didn't collapse and block the way behind Rocky, Gilius decided to switch to a more direct approach. "Screw it ! Sometimes, the most direct or brutal solutions are the best !"
Gilius commands Rocky to go back into the room pushing the golem over, knocking him over if possible, then to pick up the metal hammer, and to frenziedly smah it with it until it's destroyed, then finally come back at Gilius if all goes well (with the hammer).

Meanwhile, Gilius advances slowly in the corridor trying to locate possible traps or anything suspicous along the way.

Once at the T-shaped intersection (if all goes well), Gilius will take a glance to the left where the skull went and examine the door, listen for any noise near and far, and if nothing suspect is happening, he will try to open the door cautiously. And should the door be closed, he will try his key on it.
Post edited April 13, 2025 by Pouyou-pouyou
Captain's Log Mission 7 - The Tunnels, Turn 11
Ahhh crap....

The Captain could barely register that faint magical signal just down the corridor when Rocky came busting up the only barricade holding the stone golem at bay. Now the entire crew was in more danger than ever. "Dang it Gilius! Don't you know how to drive your pet rock? Now we got to really boogie!"

BenKii will urge everyone to run as quickly as they can and help those that can't move fast enough by performing the arm over shoulder carry technique (Either for those weakened who can't move fast enough or those that forget to take their turn). He will be sure to stay a few feet behind Grog'tial since he can see in the dark and check for traps. If the stone golem breaks free of Rocky and comes after the crew, he will use his musket and aim for the knees to disable the golem to buy them more time to reach safety. If anything should jump at them ahead of the corridor, then the Captain will engage combat with musket and rapier and clear their path of enemies.
Argy follows Grog'tial, checking for traps and holding her pan both for defense and also to light her way. After hearing the Count's report, she'll use the ring to summon the bat and send it to track the floating skull. If the golem breaks free, she'll throw a cupcake at it to stop it and run away with the rest of the crew.
Kyp seeing everyone else going down the corridor goes with everyone, preferably in front of the group since my dark vision may allow me to see traps more than others.
Mission 7 - The Tunnels, Turn 12
*Turn Ends 9PM UTC, 18 April 2025.*

In order: Count, Argy, Grog'tial, Gilius, BenKii, Kyp, Bat, Crew

Count Karnstein: (roll dice*5) (Weakened) Once everybody is in the tunnel, you state loudly, "I believe I saw that bleedin' skull floatin' down the corridor, it turned left. Could be a trap, I wager..." Looking behind you at the now doorless hole and Rocky holding pieces of shattered door in an effort to block said hole, you turn to look ahead again and deliver your assessment with aplomb. "...but I'm afraid we can't afford t'be fussy right now. Gilius, I don't s'pose that heap o' stones could grab that big ol' mallet there an' smash that thing to gravel? That grindin' noise is downright maddenin'."

Count, you start leading the others down the corridor along the same path you saw the skull casually floating, cautiously keeping the shield held up with the top edge level to your chin, counting on your darkvision as you proceed carefully. Grog'tial flanks you on your right, his crossbow held ready, while Kyp comes up beside you on your left looking at the ground carefully. Gilius seems to have taken your suggestion as soon the loud sound of solid metal hitting solid stone echoes around you, covering any sound of your footsteps ... or anything else for that matter. You can no longer hear the skull's humming. As you reach the end of the corridor unhindered, you ignore the door on the right, not being able to hear anything from behind it anyway, and turn to check out the left tunnel.

Count, the tunnel narrows to 3m/10ft and is darker. You see a short set of stairs downward a little over 6m/20ft ahead. After the stairs there is a set of doors on each side of the tunnel another 6m/20 ft ahead. A trap door lies in the middle of the floor 3m/10ft beyond the doors. The tunnel turns right just after the trap door. You see no sign of the floating flaming skull.

Argy: (roll dice*3) [Fire oil expires this turn, Pirate Pete's Rum lasts through Turn 16] Hearing Count's report, you remove your gloves and use your kitchen knife to draw a drop of blood and smear it on your bat ring. *Success* Immediately its second ruby eye darkens and the bat appears in front of you, waiting for instructions. [0 charges left] You send the bat ahead down the corridor and tell it to track the floating skull. Your bat takes off to do so.

Argy, you follow Grog'tial, checking for traps. You don't detect any. While one hand holds your fiery pan up to help light the way as well as ready for defense, your other hand holds a cupcake, ready to throw it at the stone golem if it breaks free and comes after the Crew.

Grog'tial: (roll dice*6) You take a moment from making certain that Argy is not about to collapse to witness the spectacle at the door. "Erm, Gilius, you might want to tell Rocky to just, oh I don't know... maybe fight this golem? Tear it apart? Dismember it? Leave it pining for the fjords?" Shaking your head at this much incompetence, you make a mental note to slip Gilius some pointers on how to find and employ agents who are at least second-rate.

Grog'tial, turning you carefully proceed down the corridor to right of Count Karnstein with his shield, giving yourself clear line of sight to shoot at need. You suppose if it comes to it and the golem isn't properly taken care of you can use your pink ribbon to take control of it, but you hope it doesn't come to that. Somehow it's just not the same as it was with Icy. As you advance you note the corridor seems remarkably clear, and built more recently if your half-dwarf tunnel dweller's eyes are not mistaken. The door to your right as you reach the T intersection is iron reinforced ironwood, with a newer looking heavy lock. You remember the reports from your network, as well as the fact your half-brother was known to have been in this place before. Your paranoia is rising.

Gilius: (roll dice*13) [Rocky summoned thru Turn 14] Disappointed to see that the doorway didn't collapse and block the way behind Rocky, you decide to switch to a more direct approach. "Screw it! Sometimes, the most direct or brutal solutions are the best!" You quickly command Rocky to go back into the room pushing the golem over and knocking it down if possible, then to pick up the metal hammer and to frenziedly smash it with it until it's destroyed. You further instruct Rocky that if all goes well he is to return to you with the hammer. Rocky drops the door pieces and obeys. The golem lands a punch to Rocky's jaw. Rocky spits out a few pieces of gravel and pushes the golem. There is a shoving match, but Rocky is bigger. He kicks and pushes the golem down then grabs the large metal hammer and starts hammering away. The loud sound echoes down the corridor.

Gilius, seeing that Rocky is keeping the golem busy, you advance down the corridor behind the others, trying to locate possible traps or anything suspicous along the way. You don't notice anything suspicious. When you reach the T intersection you glance to the left down the narrower corridor where Count said the skull went, then turn to the right and examine the door. You try to listen, but all you can hear is the loud pounding noises echoing from where Rocky and the stone golem are fighting. Seeing no obvious traps, you cautiously try to open the door. It's locked. You try your key on it. You have to work it in to get it to fit. You are jiggling to get the key in when the keyhole suddenly opens very wide and swallows the key behind sharp metallic teeth! You barely jerk your hand away in time as the lock settles back into being a seemingly innocuous keyhole. Under all the pounding noise from down the corridor you barely hear the grinding sound of gears as the door unlatches. *Burp.*

Captain BenKii: (roll dice*3) You've barely registered the magical signal proceeding down the corridor when it is out of range. Exiting with the others into the corridor you look down it, but see nothing there. It is too dim for you to see the end of it. Then Rocky comes busting a hole where the door used to be. Now the entire crew is in more danger than ever. "Dang it Gilius! Don't you know how to drive your pet rock? Now we got to really boogie!"

BenKii, as Rocky and the golem start a push and punch fight, you urge everyone to "boogie" as quickly as they can. You stay a few feet behind Grog'tial since he can see in the dark and check for traps. That also puts you nicely near Argy to take advantage of her pan's torchlike light. You draw Bellandra along with you while keeping your musket at the ready. At least the loud pounding behind you let's you know that golem is still otherwise occupied.

Kyp: (roll dice*3) (Weakened) Seeing everyone else going down the corridor, you make your way up to the front near Count Karnstein and Grog'tial where your low-light vision might help you spot the differences in colors or textures that could indicate a trap. You turn to the corridor off to your left as you come to the T intersection, with Count still to your right, holding the shield. Your low-light vision cannot see as well as darkvision, but you do pick up a slight color change on the third step down on the stairs ahead.

Bellandra: (roll dice*3) Once it seems Rocky has the golem down, you occupy yourself with looking over the loot you picked up from the chest earlier - a silver spyglass, a scroll case, a boot dagger, a pendant and a ring in addition to some coins. Slipping the boot dagger into your boot in case it turns out useful later, you thread the scroll case's loop onto your belt, place the spyglass into your belt and pocket the rest while moving along with Captain BenKii. As you arrive at the intersection you look around, but cannot see far outside the light of Argy's pan. "Well, there may be traps ahead but time be not on our side either, if the Count says the skull went left mayhap we should pursue it, but warily."

Bat: (roll dice*5) The bat is flying down the narrower left side tunnel ahead of the group. It shows Argy a sonar map of the tunnel, a short half flight of stairs down, normal sized door indentations on each side a little way past the stairs with a different echo picture than the walls around (wood vs. stone brick), and another similar different echo further on the floor with some jagged shapes on the ceiling above it. There is a turn to the right up ahead of it. The sonar map does not show you any floating object.

Crew: The tunnel on the left narrows to 3m/10ft with a raised ceiling. There is a short half flight of stairs downward ~6m/20ft ahead. After the stairs there are doors on each side of the tunnel another 6m/20 ft ahead. A trap door lies in the middle of the floor 3m/10ft beyond the doors. The tunnel turns right just after the trap door. Count and Gilius will be able to see all the way to where the new tunnel turns to the right. Grog'tial and Kyp are able to see ahead up to and including the doors on each side, but not to the trapdoor. Argy, BenKii and Bellandra can barely see to the stairs in the light from Argy's pan.

-----
Dungeon corridor T intersection: Argy, Bellandra, BenKii, Count [weakened], Gilius, Grog'tial, Kyp [weakened]
Golem Room: Rocky
???: Aylar, Devin, Cliodhna, Aeshma, Refyx, Rummyfangs, Baldbeard

[Clarifying the door to the right is now unlatched. Editted in Bellandra.]
Post edited April 16, 2025 by bjgamer
Bellandra had been preoccupied looking at the loot she had picked up from the chest earlier - a silver spyglass, a scroll case, a boot dagger, a pendant and a ring in addition to coins. She slipped the boot dagger into her boot in case it turned out to be useful later.

She moved along with BenKii into the new tunnels, looking around, although she could not see far. "Well, there may be traps ahead but time be not on our side either, if the Count says the skull went left mayhap we should pursue it, but warily."
"Mhm, looks safe enough. Not like any skullduggery in the slightest. Skull-duggery, ah-ha, everybody get it? Good," Count comments before approaching the stairs and slowly going to the lower floor.

He will scrutinize both doors. Is there any sound coming from behind them? Is there a way to see what's on the other side of any of these without opening it? Also, is it physically realistic for a floating skull to open and close any of them or bypass them by other means excluding magic? If there's some aperture in any of the doors, he will take a look inside.

He will similarly inspect the trap door from afar, wondering if a skull could have possibly lift it and went down.

Unless there is some strong indication to think otherwise, his instinct will tell him to ignore the doors and follow the corridor. On the other hand, perhaps they should at least know what's behind the doors on account of the, however remote, chance that the skull went somewhere in there after all. In any case, at first he will look around the tunnel's corner. If there's nothing of interest ahead, he will go back to the doors. He will try to open nearest door nobody is checking or checked out already and peer inside. Then the trapdoor.

If he sees the skull around the corner, he will urge the crew to follow and forget the doors.

In case they're attacked, he will enter the combat mode and fight using saber and trying to get the feel of how to use the shield. He will switch saber to warhammer if attacked by the skeletons.
Post edited April 16, 2025 by ssling
Captain's Log: Mission 7 - The Tunnels, Turn 12
Count Karnstein mentioned that he saw the floating skull that we've been searching for. Most likely was the reading I got from my tricorder. But it appears we've lost him. As we turned the corner to the left down the tunnel, many paths to take were in front of us. However, I could not see any of them since it was too dark for my human vision and my rapier had lost its fiery light. Those of us who couldn't see well in the dark would have a lot of trouble navigating this area. At least the golem was being kept busy by Gilius's rock pet.

"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." stated Captain BenKii, "I'll pair up with Gilius." He then turned 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." BenKii couldn't even begin to guess which way to go next so the best course of action was to let the folks who can see do the navigating. Maybe Argy's Bat will turn up some clues.

BenKii will quickly check his tricorder to see if it is still functioning to track the flaming skull otherwise he will sheathe his rapier and wield his musket in his right hand while placing his left hand on Gilius's shoulder and follow him into the darkness. If any enemy should approach them, he'll defend Gilius with his musket while trying not to deafen him with the firing of his gun. If a torch should present itself, BenKii will take it and wield it in his left hand while continuing to follow and defend Gilius.
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BenKii: "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." stated Captain BenKii, "I'll pair up with Gilius." He then turned 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." BenKii couldn't even begin to guess which way to go next so the best course of action was to let the folks who can see do the navigating. Maybe Argy's Bat will turn up some clues.
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.