Mission 7 - The Tunnels, Turn 4 *Turn Ends
7:00PM UTC, 21 March 2025.*
[GM note: Slight turn extension by request.] In order: Count, BenKii, Bellandra, Kyp, Gilius, Grog'tial, Argy ... Baldbeard.
Count Karnstein: [+3 Strength lasts thru Turn 5] (roll dice*3) You grab one of the torches as you ascend the staircase. Standing before the large archway entrance to a dark room you hear a small lilting voice requesting help and gesture for everyone to halt. "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," you say. While waiting for a reaction or reply, you try to pierce the darkness ahead while reaching out with the torch in front of you to shed some light into the room for others of the Crew. At the very edge of the range of your darkvision you see
a large form in the middle of the room that you recognize. It is
a beholder, fallen on its side on the floor, two of its eye stalks broken off as it lies unseeing. Somehow
it has been turned to stone.
Captain BenKii: (roll dice*2) "It was a bit touch and go there gents but we made it out alright," you say to the Crew. "Now how about that door? I'm sure we can find some way to unlock it." *CRACK*. Suddenly,
Count Karnstein kicks the door open. "Aye... That works too." As you ascend the seemingly endless stairs beyond the door you remember you didn't even get to drink your Earl Grey tea, hot, before the Hag rudely transported you all here. Facing the archway into a dark room at the top of those stairs you hear a person call out for help and wonder if it is a trap. Since you cannot see through the darkness beyond what little is shown from
Count Karnstein's torch, you whisper to your half-dwarf 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?" you ask
Grog'tial. Composing yourself in a captainly manner you address the unseen being while ready to draw and fire your musket should the being prove hostile. "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?"
Bellandra: (roll dice*3) You had been distracted by your search for secrets, missing
BenKii's and Argy's attempts to tame the rats. Thankfully nobody was hurt, but neither had you found anything. Stopping on the landing before the dark room, you use your senses to see if there is anything ahead you can speak to with your mind. While
you sense nothing of your kin or like mind you can communicate with, you do get just a
slight tingle in your form, as if the very wood you are made of senses a similar
wild fey magic. "Who be ye, and what be the aid ye seek?" you call out to the voice.
Kyp: (roll dice*2) You ascend the stairs with the others, thinking that if all else fails you can always eat the rats. They seem decently sized and have at least some meat that might be edible ... if nobody cares about taste that is. Arriving at the landing your half-mer low-light sight can at least make out some color and penetrate some of the darkness.
Gilius: (roll dice*3) Upon hearing the voice coming from the dark room ahead you slowly advance, using your dwarven sight to try to distinguish something in the darkness. You hail the source of the voice. "Arrr! We be a band o' pirates who lost their track to their ship. Could you help us find our way out? Show yerself! Who be ye? What do ye want?" Your eyes finally land on the
very small male being dressed in green with wild red hair and a beard, apparently
caught in a web off to the right side of the room. Your druid senses recognize the wild natural fey magic in him.
It's a leprecaun! Grog'tial: (roll dice*5) You examine the scrape on your hand, mindful of
Gilius' earlier warning of everything being a potential death trap.
There appears to be no splinters or signs of infection or poison currently. Upon reaching the large dark room where a lilting voice speaks out, you are instantly on guard. You feel certain this is some kind of trap, and
Captain BenKii seems to suspect the same,
asking what you see. You need information. Staying to the back of the group you edge your way to the side of the archway, trying to remain out of sight of the voice while carefully peering into the gloom to get a sense of the place. You are prepared to shoot first and ask questions later should the situation warrant it. As you scan the darkness ahead, your eyes finally pick up
a small figure caught in some strung up twine between two pillars on the right side of the room. Then you realize that isn't twine,
several places between pillars in this room are strung with large webs! Argy: (roll dice*4) It is a very long walk up the winding stairs following the others. Trying to ignore the growls of your belly, you focus on the small lilting voice asking for help, but you can't see him in the vast darkness beyond the light of
Count's torch. "Arrr, whomever thar may be, sounds like fellow sailor'o'fortune, not like hag..." you mumble, before speaking louder "Show yerself , matey! We be the cursed crew, an' we be afraid o' no task." While you wait for a reply
you look around for any ambush or traps, but see none nearby within the range of the flickering torchlight.
All Crew: From the light of the torch you all can see the room must be very large with thick pillars standing approximately 2.5m (8 ft) from the walls on both sides disappearing into the dark of a high ceiling above and the room beyond. The
first pillar on the left is collapsed as if blasted apart with large chunks of scorch marked masonry lying tumbled about. Inside the archway there is
ash on the floor. From the darkness some distance back on the right side of the room comes
a very faint glow as if through the slit of a door left ajar.
Count, Gilius, Grog'tial, Kyp: (Roll dice w/some darkness vision) Beyond the torchlit portion, in the beginning darkness of the room you can see the room is indeed vast, with a high vaulted ceiling. The pillars continue towards the back. There are
several large spiderwebs strung between the pillars.
Many bones appear to be impaled on spikes through the middle of the room. There is
a small male being dressed mostly in green with wild red hair and a beard which appears to be
stuck in a web a slight ways from the ajar door on the right side of the room.
Only
Count, Gilius: You cannot see where the room ends, but you can see the large petrified form of a beholder with a couple stone eyestalks broken off to the back of the room in the middle area. There appears to have been a big fight here some time ago.
"Och. I find meself in a wee bit of a sticky situation," the voice replies to your questions. "Pirates, be ye? Well, laddies, I hear there be plenty o' treasure. Aye, getting out with it be the tricky part.
A dwarf named Ug'Rialt, short for Ugly Rialt I be thinkin', went and stole me pot o' gold.
Stories from some mercenary in a tavern said he left behind riches in this place, so I thought maybe to find him or me pot o' gold here. That be mine, ye can 'ave the rest. Just me luck I tripped a magical trap meself and ended up stuck 'ere. Aye, I may be knowin' a way out, but ye need to free me first. I be appreciatin' it if ye could do it
without waking the welcoming committee." He points upwards to the ceiling between him and the archway above you.
Count, Gilius, Grog'tial, Kyp: Looking up you make out two huge dark spiders hanging almost concealed from webs high in the shadows of the vaulted ceiling.
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Captain Baldbeard: Now that your ship is free of the ice, your first mate asks your course. Do you go towards the lighthouse, and the eerie howling and cackling sounds you heard which some of your crew swear must be a banshee or sirens? Or do you pursue the scent of another ship which you now suspect is one of Beckett's come from the Harbor Port where you and the Crew freed the prisoners?
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Dungeon Tunnels: Argy, Bellandra, BenKii, Count, Gilius, Grog'tial, Kyp
Baldbeard's Ship: Baldbeard
???: Aylar, Devin, Cliodhna, Aeshma, Refyx, Rummyfangs