Mission 7 - The Tunnels, Turn 17 *Turn Ends
9PM UTC, 6 May 2025.*
In order: BenKii, Argy, Kyp, Gilius, Count, Grog'tial, Bellandra, Crew
Captain BenKii: (roll dice*3) You check the
'Book of Armaments' again, looking at the handwritten entry by a Friar Carl, who claims to have concocted an
Elixir of Hagsbane tested successfully by some chap named Van Helsing. If brewed correctly it will supposedly render a Hag incapacitated by nausea for a very short amount of time. What follows is a recipe requiring
Moonflowers, Graverot Mushrooms and a complicated grog recipe made with a special rum. Along the side are drawings of a white morning glory-like flower and twisted black spotted mushrooms covering a grave. There is a note at the bottom.
*Elixir must be ingested.* BenKii, you address the
Count. "Count, try your door on the left and see what's inside. I don't think those ladies are there anymore. I'll try my door here and check inside." You reach out to try the door.
*Success* It opens. You are greeted by the sight of
a swirling vortex of many colors. You cannot see through the vortex to what is on the other side. The only options are to either leave the vortex alone, or to step into it and see what happens.
Argy: (roll dice*4) You scratch your head. "All them side doors... maybe they be just meant to fool us an' make the crew linger an' not reach our goal. Let's move onwards, I say!" You proceed down the tunnel, looking carefully for traps. You are
halfway to the torch ahead when your eyes spot the
carefully hidden arrow holes in the stone block mortar of the side walls. They start
0.3m/1ft off the floor and go up to 1m/3.28ft from the tall ceiling. As you look up you see what might be
a small switch right where the wall meets the ceiling.
Kyp: (roll dice*3)
(Weakened) "Guys there is water over that way. Maybe we should go to the water, not that I am biased or anything," you say, pointing back to where
Gilius is just coming from, what used to be the rabbit room and now looks like a drop-off and a hole of black emptiness you cannot see beyond.
"Did you say water? As in rushing water?"
Captain BenKii asks you. "I think this chamber is about to get flooded. Quickly everyone! We have to push forward and get out of here."
Kyp, you reply calmly while
winding the music box again. "Smells more like a river or stream that leads to a ocean like body, not like a giant 'oh no we gotta run away from a huge wave kinda smell.' Doesn't smell misty enough to be anything like rapidly moving water. So I think it would be smarter to go towards the water. Besides... we probably need a drink." You start back towards where you smell the water, your rapier ready as you look for any traps. When you get back to where the rabbit room was, you stare down into a sheer chasm into darkness. Somewhere down below there is water that may lead to the sea, but it is too far away for your eyes to see and you currently see no way down. It sounds to you like
the water flows to your left.
Gilius: (roll dice*3) [Rocky, 2 Turns reserved] You pick yourself up and join the others near the doors, staring at
the swirling vortex Captain BenKii's opening of the door has revealed. You instantly recall the vortex that the shadowy figure left for the Crew to escape the cavern at the end of Mission 4. You agree with
Argy and are about to accompany her when
Kyp says he smells water back the way you came and you remember the sheer drop into darkness and the very faint sound of water somewhere far below. "Or... maybe we should move away from it?" you say,
following Argy, making sure to scan the floor, ceiling and walls for potential traps. You stop when she does. As your eyes take in
the arrow trap holes in the wall you look closer and notice what might be
a hidden pressure plate in the floor.
Count Karnstein: (roll dice*2)
(Weakened) So, you were partially right in your theories. With deep dismay you address the door firmly while slowly clapping. "Ho-ho-ho, neat trick, awfully well done. Nay, but truly ingenious. A brothel offerin' remote services via paintings? Bleedin' diabolical! Anywho, answer that hoarse pheasant with a riddle too:
One whorin' scoundrel thinks he's bright,
the Moon is dwindlin' - it can't be right!
Don't leave me Mistress, what I'm to do?
I wrote a new song, let me play for you!
We shall play, my dear, worry you not,
by leaps 'n' bounds, find me 'hind the pot.
He runs like mad - something shines ahead.
Mistress is that you? I'm seekin', as you said!
Shine's gettin' bigger, drawin' near real fast - he sees it now up close.
This ain't the Mistress, alas, only slimy rumball crashin' on his nose."
Count, you are about to try opening the door when the rumbling happens and things in the dungeon seem to change again. "Anyone home?" you ask, pausing from your plan to try the door, slightly disoriented.
Only silence answers you. You withdraw your hand. Some old paintings are of no interest to you. However the voices mentioned people,
alleged vampires, coming out of the painting of the cemetery, and you recall the smell of fresh earth. But you didn't see anyone and if,
IF the "voices" arrived only when you were already outside, they couldn't see the "vampires" coming out earlier, right? So that would mean there must be another exit from the room.
Count, you hear
BenKii urge you to check your door while he opens the other door, revealing
a swirling vortex of many colors. It looks just like the portal you used to escape from the cavern after you got struck by lightning, and the sea hag disappeared. Scratching her head,
Argy goes a few meters further down the tunnel, followed later by
Gilius. You had intended to also proceed forward down that corridor, but they both abruptly stop as
Argy stares at the wall and then up towards the ceiling and Gilius looks closely at the floor. Meanwhile Kyp says something about smelling water, but specifies it smells more like a river, not like rushing rapids or a wave about to flood the tunnel. He goes the opposite direction of
Argy and Gilius, back to where
Gilius had come from, to check it out.
Grog'tial: (roll dice*2) As the corridor shuddered and
Argy was thrown to the ground you lurched instinctively toward her, but are relieved to see she is unharmed.
Of course she is, you tell yourself,
she's sturdy and very capable of taking care of herself. Still, you decide to stick just that bit closer to her. Then
BenKii opens the door to reveal
a swirling vortex of many colors. It looks exactly like the portal that Og'rialt vanished into long ago. More magic! As you stare at it your multi-track mind also goes over the riddles from the beings who want you to believe that they're
Devin's agents. You know this could true, they had a distinct amateur-hour vibe about them, and fit what you've come to know of
Devin ... but of course any truly worthy adversary would know to pay attention to such details. You turn to see that
Argy and Gilius have stopped only a few meters ahead. While
Argy is looking at the wall near the ceiling, Gilius is staring closely at the floor and
Kyp has gone back the way you came saying he smells water.
Bellandra: (roll dice*4) You smile as you realize
the shipkin somewhere beyond the left side door is a known friend. You communicate back to the owl-gargoyle, "We be underground methinks, in a maze of traps and odd creatures. A witch has set us to get a book from a floating skull. Some foes here be trying to deceive us. And we have limited time, there is a ticking sound and a voice here has warned of punishment for dilly-dallying."
Bellandra, the dungeon shifts again, but you thankfully manage to keep on your feet.
You tell the Crew of your contact with the owl, and your suspicion that the owl's communication
must mean there is either a way out in the direction beyond the left side door, or perhaps at least a way to see into the outside world from there. Or at least there had been before the dungeon changed. It seems the other far-off kin, who have not responded, are a separate entity, and you are still resolved to find them. You plan to explore this new room carefully,
your cutlass and crossbow ready, while keeping an eye out for traps. Whatever this new layout be, it is probably as dangerous as the other recent ones. You suggest to the others to take the torches to explore the corridor, or what looks like a dark hole with some rope ... if only Crew had any. Meanwhile
you concentrate and reach out with your senses again, attempting to see if the distant shipkin is still where it was before. It might help reorient the crew to how this altered dungeon relates to the previous one.
*Success* You faintly sense the
owl shipkin, now further away somewhere ahead of you, while the unknown kinlike ones are no longer ahead of you, but
somewhere past the right side door and somewhat behind you. However ahead of you
Argy and Gilius have stopped, looking closely at what may be another trap. And
Captain BenKii has opened the right side door to reveal
a swirling vortex. A portal?
Crew As
Captain BenKii opens the door, you all see a
a swirling vortex of many colors just like the portal most of you (except BenKii) used to escape the underground cavern months ago.
Argy and Gilius have stopped after only going a few meters forward down the tunnel, investigating what may be a trap.
Kyp has returned back to where
Gilius came from, where the rabbit room used to be. He stands at the edge of a sheer drop over a dark chasm. Down below is the smell and faint sound of water, but it is too far down for him to see anything but blackness.
Situation: So there is a trap in the tunnel corridor ahead of you, a dead end with a steep drop into a dark chasm you don't know the depth of and possibly water behind you, a swirling vortex to one side and a closed door to the other side.
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Dungeon tunnel (near trap, 3m/~10ft from doors): Argy, Gilius
Dungeon tunnel (near doors): Bellandra, BenKii, Count [weakened], Grog'tial
Dungeon tunnel (at chasm edge, 12.2m/40ft from doors): Kyp [weakened]
Somewhere out in the World, near a brothel: Devin
???: Aylar, Cliodhna, Aeshma, Refyx, Rummyfangs, Baldbeard