It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Kyp quickly stomps and attempts to crush the skull that turned lifeless in front of his eyes.
He is not sure what the warning is for but he is sure there is evil intentions... like why does a floating skull with floating eyes every mean anything good?

After that Kyp hears BenKii talking about he is the captain of some starship again (must be an amazing crew/ship if our crew isn't enough to make him forget about it) and see how he directs us to be kind to the rats. As far as I can remember I do not have food on me but Kyp attempts to reach out with his mind to communicate calm and warm wishes to the rats.

(Since crew seems to agree rats are in fact evil, kyp will have his sword during this interaction.

IF the rats attack, Kyp will defend himself and crew
Post edited March 14, 2025 by aCyborg
(slightly edited my post to include a contingency action if the rats are not calmed and attempt to attack one of the crew.)
"Reload the canons, fire at will!" roars Captain Baldbeard, hoping it inspires his crew with more courage than fear, but fear would work too.
"Second mate!" he yells, "Git some of yer mates, take cloth from the treasure, our sheets, curtains from the Casino, whatever, and repair the sails so we can loose them! Time to fly!"
Post edited March 13, 2025 by babark
After seeing the rats closing in and being stuck thanks to the portcullis that the Count lowered, Gilius focuses on the rats to try to sense if there is any magic about them. After several seconds of concentration, Gilius tells the party : "These rats be not magically altered, an' they really be willin' to eat us fer lunch ! I be afraid no parley with 'em will do any good, BenKii !"

Gilius goes toward the east door, then turns to Grog'tial and the Count. "What do ye rather do ? Lockpick it, Grog'tial ? Or smash it, Count ?"
Grog'tial's disbelief at BenKii wandering off before, is as nothing next to what he feels when that very same BenKii returns a minute later and attempts to feed the giant rats, plus somehow manages to convince Argy to do the same.

Is this strange captain with his strange new tales secretly some kind of druid??!

Grog'tial doubts it, and is intensely grateful for the sturdy bars between Argy and the slobbering mouths of the giant rats, willing her to be safe and preparing to dash forward at the first sign of biting, ready to jam his dirk into the brain of whichever rat would dare such an act. Until such a time, he pours all his feelings into his flute playing, calming his mind through doing so.

Grog'tial's priorities are first the safety of fellow crew (halflings and half-dwarves first), and if that somehow seems to have been achieved, exploring beyond this hall, moving carefully and cautiously.

When Gilius speaks up, Grog'tial breathes a sigh of relief at an actual druid talking sense. If Gilius' words manage to talk some sense into BenKii and Argy, and his flute playing doesn't seem to have any further positive effect with calming additional rats, Grog'tial moves on to stabbing the non-calmed rats with his dirk through openings in the portcullis, making certain to have a good grip so the rats can't disarm him, and staying safely out of reach of their teeth.

Once all the rats are calm/dead, Grog'tial moves to the east door. If the Count doesn't manage to get the door open with his strength, he'll try his luck with lockpicking using the now bent lockpick which BenKii handed him. If the door doesn't budge, he proposes exploring beyond the portcullis.
Post edited March 13, 2025 by gogtrial34987
I completely forgot I have also that gimmicky key, but whatever, kicking the door surely has higher than 30% chance of success (not to mention how much cooler it is).
So, if Gilius is right (which can easily be assessed by quickly looking at the feral rats), Argy will return to her original plan of smashing any rat that squeezes through the bars. "Capn'n potatogun and his absurd ideas... *sigh*" Mentioning out loud absurd ideas brings back a distant memory into her mind -...absurd ideas, like the ones from the old mercenary's dwarven companion... wait, did he mention something about a skull and books...? yes, he said something about a floating skull that was giving away books because it didn't have hands to turn the pages... or was it a tale from his friend? could this one be the same dungeon?- She shakes her head: "Blimey, let's focus on our task" Once the crew have dealt with the rats and made their way out of the room, she'll try to clear her mind and recall some useful info.
Post edited March 13, 2025 by Lone_Scout
Mission 7 - The Tunnels, Turn 3
*Turn Ends 11:59PM UTC, 17 March 2025.*

In order of initiative: Count, Kyp, (Rats), Argy, Grog'tial, Gilius, BenKii, (again) ... Baldbeard.

The Plan:
Count Karnstein: [+3 Strength lasts thru Turn 5] (roll dice*3) You step back from the portcullis briefly, hand at your saber's hilt. The portcullis looks to be holding against the rats battering it, but upon seeing the rats further gnawing the wood at the bottom you shoo at them, poking one in the nose with your saber. It leaps back temporarily, pawing at its frozen nose. Upon hearing BenKii's pleading you cease your actions, even though you consider him out of his mind and against your better judgment.

Kyp: (roll dice*4) You quickly stomp on the now again lifeless seeming dwarf skull, breaking off the jaw completely and kicking it far away before crushing the empty eye sockets and temples. You are not sure what the warning was for but you're sure there are evil intentions. After the skull lies in pieces, and seeing no other signs from it, you hear Captain BenKii saying he is the captain of some starship again and think it must be an amazing crew or ship if your own Crew isn't enough to make him forget about it. Then BenKii directs you to be kind to the rats. You don't have any food on you, not even a single fish head, but you attempt to reach out with your mind to communicate with the rats. *Fail* While you exhibit calm, unfortunately they are not sea creatures and your attempt to commune with them fails. You draw your rapier and watch, keeping yourself ready to defend your crewmates.

(Roll dice) Rats: The calmed rats are still calmed. The gnawing rat continues its attack upon the bars, now joined by the two battering rats. The rat on the rope chitters and the frozen nose rat also begins to bite and pull at the rope. The portcullis moves slightly up on one side, but the uneven balance of the pulling causes it to wedge temporarily in the side guide grooves.

Argy: (roll dice*2) You ready yourself to smash any rat that squeezes through the portcullis, then drop your jaw at hearing Captain BenKii's plan: "Wh... what???" You prepare to reluctantly follow his instructions and pull out the only food you and the Crew currently have for however long you may be stuck in this place, unless roasted rat becomes an available menu item. "If I get the tiniest bite on me, ye'll share the fate I had reserved fer them rats...", you whisper to BenKii, subtly pointing with your chin to your dented pan.

Grog'tial: (roll dice*11) The music stops for a moment as you go slack jawed in disbelief as Captain BenKii wanders away to check the door, not even bothering to draw his rapier which would be perfect to stab rats through the portcullis. You quickly shake it off and redouble your efforts, calming your thoughts while making motions to Argy to grab your dirk. One of the rats chewing at the bottom of the portcullis pauses and stops, listening to the music. It slowly turns and joins the others as the calmed rats begin to wander off back into the darkness of the tunnel from where they came. However your previous disbelief is nothing next to what you feel when Captain BenKii returns and feeds the giant rats, persuading Argy to do likewise. For a moment you wonder if this strange captain with his strange tales is some kind of druid, but doubt it. When Gilius, an actual druid, speaks up a moment later you are intensely grateful for the sturdy bars between Argy and the slobbering mouths of the giant rats! You pour all your feelings into your playing, letting it calm your mind while you will Argy to be safe, but you are prepared to dash forward at the first sign of biting to assure the safety of fellow crew. Halflings and half-dwarves first.

Gilius: (roll dice*3) After seeing the rats are being kept out for now by the portcullis Count lowered, you focus your druid senses fully on them, trying to sense any magic. *Success* While you sense no magic, you do sense completely carnivorous hunger and need to rend and consume flesh. From this you understand them to be a particularly vicious breed of carnivorous giant rat. After several seconds of concentration to be sure, and upon hearing Captain BenKii's instructions to Argy and the Crew, you tell them, "These rats be not magically altered, an' they really be willin' to eat us fer lunch! I be afraid no parley with 'em will do any good, BenKii!"

Captain BenKii: (roll dice*3) You curse when you observe the now bent lockpick. "Damn it, I'm a starship Captain not a locksmith." Turning back to the portcullis, you see the giant rats gnawing and tearing at the splintered bottom of the gate. You aren't sure these are the same rats that Tanea calmed, there are 10 instead of 8, but you are sure Tanea would want you to try to find a non-lethal way of handling them. You rush to the portcullis, whistling loudly not to hurt the rats. Several rats pause briefly at the sound, then renew their attack upon the portcullis. You instruct everyone to stand back and disarm themselves, wanting everyone to show the rats they have no hostile intentions. Pulling from your farm background, you talk calmly and walk slowly toward the portcullis, stopping 6 ft (1.8m) from it, your arms held slightly open to show no weapons. One of the chewing rats stops and fixes its eyes on you, quivering in excitement.

"Hey there big guys," you say softly, "It's alright, we're your friends. Remember me? I was with a halfling called Tanea who sorta looks like that lady over there." You point at Argy. "She's a nice halfling too just like her." You look at Argy as if to say 'please be nice' then slowly pull the potato from your pocket and show it to the rats. "You guys hungry? I've got this potato y'all can munch on. It's not much but y'all can have it. Here you go." You toss it underhand through the portcullis. Two rats sniff the air then continue the attack, ignoring the potato entirely. You whisper to Argy, "Argy, show them you have no hostile intent and give them a bit of food. They're scared and hungry. A little bit of food will go a long way to gaining their trust. Trust me, I used to be farmer. I have a lot of experience with animals."

(Roll dice) As Argy reluctantly pulls what little food Crew has from her pack and begins to approach the portcullis closer, warning Captain BenKii what will happen if she gets bit, the rats begin to go crazy. But their eyes are not focused on the food, but on Argy herself. Just as Gilius informs everyone that these rats are not magically altered and want the Crew itself for lunch, the rats renew their attack on the gate. Their sharp teeth tear away and shear off chunks of the weakened and splintered bottom wood violently in their frenzy to get to the Crew.

The Fight:
Count Karnstein: [+3 Strength lasts thru Turn 5] (roll dice*3) Your better judgment is proved correct as Gilius informs the Crew of the rats' true nature and Captain BenKii's actions only succeed in rousing the feral beasts more. As the rats tear away pieces of the portcullis, you quickly dash in and stab at them. *Success + Crit!* You stab through the portcullis at one of the rats with its teeth in the wood aiming for its neck. Your saber slices through the rat's jugular, freezing its blood and instantly killing it as you swiftly dodge back to avoid any possible blood spatter on your new cloak.

Kyp: (roll dice*3) You lunge forward to defend your mateys. *Success* Your rapier stabs through the portcullis and slips between the ribs of one rat, through a lung and nicking the heart. As the rat rears back, your rapier tears free and the rat staggers away, to collapse after a few steps, dying.

Argy: (roll dice*4) You quickly reassess the rats' behaviour after hearing Gilius and come to your own conclusion. "Capn'n potatogun and his absurd ideas..." *sigh* Mentioning out loud absurd ideas brings back a distant memory - ...absurd ideas, like the ones from the old mercenary's dwarven companion... wait, did he mention something about a skull and books...? yes, he said something about a floating skull that was giving away books because it didn't have hands to turn the pages... or was it a tale from his friend? could this one be the same dungeon?- You shake your head. "Blimey, let's focus on our task" Once the Crew have dealt with the rats and made their way out of the room, you'll have time to try to clear your mind and recall some useful info. Bang! The instant a rat tries to push it's head through to bite you swing your pan down hard on it's face. *Success* Your pan acquires a couple scratch marks as you knock a few of the rat's teeth out and stun it before you are pulled suddenly backwards. At least you hold on to the carrot and apples tucked in your other hand and arm.

Grog'tial: (roll dice*5) You shove your flute in your pocket and leap to defend Argy, triggering the release of your dirk into your hand. *Success* You stab your dirk straight through the eye and into the brain of the rat Argy stunned, pulling it back quickly so you are not disarmed. The last violent rat lunges and snaps at your hand. You miss being bitten, but scrape the back of your hand on an edge of the wooden portcullis in your haste.

Captain BenKii: (roll dice*4) At Gilius's words and the rats' reactions to your overtures, you realize your mistake. These are not the same rats or transformed children, nor are they just the larger version of tamer rats found in towns or farms on your home world, these are a different breed of feral rat from this world and you are not a shaman or druid with spells. In Tanea's honor you tried, and Grog'tial has already done well to calm half, but the rest are determined to gnaw their way in. One tries for a bite of Argy, who brings her pan down across its face. You quickly reach out to pull Argy back as Grog'tial finishes that rat off. Drawing your rapier and musket, you stab at the last attacking rat, but it turns and dodges at the last moment. On your second try you stab through the rat's chest. Then you take careful aim and shoot the collapsed and dying rat lying beyond reach as a mercy. Once the fight is done, you give the bent lockpick to Grog'tial, hoping his brigand hands can unlock that door. You are about to go inspect the door to see if there are any markings or mechanisms for unlocking it when you hear a loud crack and the bang of an impact.

The Door:
Count Karnstein: [+3 Strength lasts thru Turn 5] (roll dice*2) With the rat situation taken care of, you turn your focus on exiting the room. With the rush of titanic strength coursing through you, you make your way to the door in the east wall. Without stopping, to not lose the momentum from the walk, you proceed to bring the heel of your boot next to the lock with a mighty kick. The lock gives with a loud crack and the door flings open, banging back against the wall. Before you lies a winding staircase leading upwards with a some lit torches spaced out along both sides.

You've all found no other way out of the room besides the door or the portcullis. After what seems like an eternity of proceeding carefully up the winding stairs with no traps found, you all arrive on a narrow landing. Ahead of you is a large archway, ~5m (16.4ft) high and 10m (~33ft) wide, leading into a dark room.

"Och, at last!" you hear a small lilting voice say. "Ye all be seemin' like capable lads and lassies. Could ye be lendin' me a wee bit o' help here? I ken the amount o' good luck comin' yer way be dependin' on yer willingness to act."

-----

Captain Baldbeard: (roll dice*8) "Reload the cannons, fire at will!" you roar, hoping it inspires your crew with more courage than fear. Your crew leaps to your orders, reloading the guns to fire again.

*Success* The Ice Elemental takes three hits. The last one blows it apart, but not before it comes close enough to launch one ice shard attack. You dodge just in time, turning to see an ice shard stuck in the mast behind you. Two other shards tear the sails a little more and one shatters against a cannon leaving a slight dent, but otherwise you've escaped damage.

"Second mate!" you yell, "Git some of yer mates, take cloth from the treasure, our sheets, curtains from the Casino, whatever, and repair the sails so we can loose them! Time to fly!"

By the afternoon your crew has stitched together the sails, now striped colorfully. You slip your ship free through the channel you blasted, carefully nudging aside the several loose icy chunks along the way. All that remains is to determine your course. You do not detect the scent of the Ship or Crew, nor see evidence of them through the spyglass your first mate hands you. The lighthouse and island appear quiet and peaceful, surrounded by a light mist through which the lighthouse's light continues to pulse. On the wind you detect the odor of another ship, one which you remember having scented very faintly once in the Smuggler's harbor when the Crew freed the prisoners. The scent of that ship is coming from the NE. (Choose your course.)

-----
Dungeon Tunnels: Argy, Bellandra, BenKii, Count, Gilius, Grog'tial, Kyp
Baldbeard's Ship: Baldbeard
???: Aylar, Devin, Cliodhna, Aeshma, Refyx, Rummyfangs
Post edited March 14, 2025 by bjgamer
Count grabs one of the torches from the staircase while going up.

After hearing the voice he stays on the landing, gesturing for everyone to halt, and replies: "Show yerself, creature, or state yer business briefly. Then we shall consider our willingness to 'elp ye. Take no offense: 'tis merely a precaution. We be so capable precisely on account o' our famed common sense, y'see."

Waiting for stranger's reaction, Count will try to pierce the darkness ahead with his sight and shed some light into the room by reaching out with a torch in front of him.
Post edited March 16, 2025 by ssling
[OOC: Apologies for missing the last turn, I was ill yesterday and slept over the deadline.]

Bellandra had been distracted by looking for secrets and had missed BenKii and Argy's attempts to entreat with the rats, but she was thankful no-one had been harmed. She joined the crew in ascending the stairway. At the landing, hearing the voice, she tried to use her senses just to see if there was anything in the room she could speak with in her mind.

"Who be ye, and what be the aid ye seek?" she called out to the voice.
Captain's Log -- Mission 7 - Turn 3
It seems my inability to gauge the hostility of the local wildlife has become troublesome. I nearly got everyone killed trying to find a peaceful solution to our giant rat problem. I didn't take into account the rabid nature of these creatures as I wished to honor my former compatriot, Tanea, in not harming them. Alas, we had no choice but to put them down to save our own skins. I only hope that Tanea, wherever she may be, can forgive me for my act of self defense.

The battle with the rats was over. Now it was time for the crew to turn their attention to getting out of this room. "It was a bit touch and go there gents but we made it out alright." Said BenKii, "Now how about that door? I'm sure we can find some way to unlock it." *CRACK*. Suddenly, Count Karnstein runs up and kicks the door down. "Aye... That works too." As they ascend the stairs, BenKii remembers he still has his Earl Grey Tea and drinks it on the way up the stairs.

Once they reach the top of the stairs, they hear a person call out for some help. 'Who is this person?' thought BenKii, 'Is it a trap? I can't see anything to find out. I don't like this.' BenKii whispers to his Dwarven companion Grog'tial, "Can you see anything in these dark halls? That person calling out, can you make out what it is or if it intends us harm? I'll try speaking with it."

BenKii composed himself in a captainly manner and addressed the being down the hall, "My name's Captain BenKii and these are my companions Grog'tial, Argy, Kyp, Gillius, Bellandra, and Count Karnstein. We mean you no harm, we're simply trying to find a way out of this dungeon. You mentioned you were in need of assistance? What seems to be your predicament?"

Benkii will keep his musket holstered but ready to draw and fire if the creature tries for any hostile intent. Since it is dark, he will have to rely on the infra-vision of his dwarven companion.
avatar
BenKii: BenKii remembers he still has his Earl Grey Tea and drinks it on the way up the stairs.
Not possible. These are tea bags, not instant or bottled. First, you need the water to brew it. Second, you would need to stop and find things to make a fire (or have a fire spell) and something fireproof to brew it in, or something to put the tea in and let it cold brew over several hours. Sorry, Captain, we may have magic but no replicators here. :P

Note to Crew: I have directly hinted a couple times now that Crew has little food or drink with them and missed breakfast. You do not know how long you may be stuck in this dungeon and hunger and dehydration may need to be a concern. Per character backgrounds Argy (as a halfling cook concerned with food), Captain BenKii (previous away team and this dungeon experience) and Gilius (previous nature adventuring and this dungeon experience) would be the ones most likely to realize this could become a problem.

For the rats, I tried to give clues knowing what Captain BenKii might suspect, but had forgotten that BenKii was teleported back to his ship before seeing Tanea took the children home with her, so it was logical he missed that clue. Well played to character, BenKii. The number was also one of those clues, a reference to the old gaming joke (later a blog and Youtube channel) 'Kill Ten Rats'.
We could always eat the rats, they seem decently sized and have at last some tissue that might be edible... if you do not care about taste that is...
avatar
BenKii: BenKii remembers he still has his Earl Grey Tea and drinks it on the way up the stairs.
avatar
bjgamer: Not possible. These are tea bags, not instant or bottled.
AHH! Blast it! I thought I ordered Tea, Earl Grey, Hot not Tea, Earl Grey, Bagged?! :P
avatar
bjgamer: Not possible. These are tea bags, not instant or bottled.
avatar
BenKii: AHH! Blast it! I thought I ordered Tea, Earl Grey, Hot not Tea, Earl Grey, Bagged?! :P
Actually, you could chew some tea leaves to mitigate the hunger ;)