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Gilius joins the others near the doors and listens to everyone's comments.

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Lone_Scout: Argy scratches her 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!"
Gilius agrees and decides to accompany Argy onwards, making sure to scan the floor, ceiling and walls for potential traps or anything.

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aCyborg: "Guys there is water over that way. Maybe we should go to the water, not that I am biased or anything."
"Or... maybe we should move away from it ?"
As the corridor shudders, and Argy gets thrown to the ground, Grog'tial lurches almost instinctively toward her. ...But no, she's unharmed. Of course she is; she's sturdy and very capable of taking care of herself.
Still, he sticks just that bit closer to her, following in her wake as she moves onward, anxiously scanning the corridor for potential traps. Meanwhile, his multi-track mind goes over the riddles from the beings who want him to believe that they're Devin's agents. He knows this could very well be true - they had a distinct amateur-hour vibe about them, and fit what he's come to know of Devin - but of course any truly worthy adversary would know to pay attention to such details...

If any crew member manages to open a side door and enemies come pouring out, he'll join in the fighting, after wearily sighing and expressing disappointment at said crew members not heeding Argy's wise words.
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aCyborg: "Guys there is water over that way. Maybe we should go to the water, not that I am biased or anything."
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Pouyou-pouyou: "Or... maybe we should move away from it ?"
"Doesn't smell misty enough to be anything like rapidly moving water. Like a rapids or a "oh no let's run away from a crashing wave in the tunnel" kinda water."

Kyp start towards where he smells the water with his sword ready and watching for any traps.
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
Post edited May 03, 2025 by bjgamer
[Note: this was supposed to be for the previous turn, was posted a couple of minutes late.]

Bellandra smiled. So it seems the shipkin somewhere beyond the left side door was a known friend. She communicated 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."

She relayed to the owl what else she knew of the crew's situation, and told the crew she had contacted the owl. She thought the owl's communication must mean there was either a way out in the direction beyond the left side door, or perhaps at least a way to see into the outside world, and she told the crew that. But it seems the other far-off shipkin, who had not responded, were a separate entity, and she resolved to still find them.

Then the room shifted, and she thankfully managed to keep her feet.

Bellandra planned to explore this new room carefully with her cutlass and crossbow at the ready, but keeping an eye out for traps if this new layout was as dangerous as the other recent ones. She suggested to the others that they could take one of the torches and explore the corridor, or the dark hole with some rope.

She also reached out with her senses again, to see if the distant shipkin was still where it had been before. It could also help reorient the crew to how this altered dungeon related to the previous one.
Post edited May 03, 2025 by DiffuseReflection
Kyp being disappointed with what he found returns to where he came from and joins the crew.

"Probably not safe to try teleporting to the water anyways since I do not know where the water is exactly, and I also wouldn't have a way to get back up"
Argy shares her cookies and apples with her weakened crewmates. "Take. ´Tis here will 'elp recover yer strength!"

Hmmm... A swirling vortex. What could go wrong?

Argy will flip a coin. If she gets tails, she will go through the vortex. If some other mates are reckless enough to go through it, she'll follow them too, regardless what the coin said.

Else she'll help Gilius find a way to disable or avoid the trap ahead (there's a switch after all... she can use the spiderclimb oil to reach it), and continue onwards.
Post edited 3 days ago by Lone_Scout
Grog'tial eyes the vortex with annoyance. Everyone in his extended family - excepting himself - seems to be using these portals as transportation. Not only was his half-brother pulled into such a portal by his ally, the shadowy figure, right as he himself was lining up the shot that should clear his path to the throne - his grandmother also recently conjured up such a portal in order to pursue this very same shadowy figure.

Why has his adversary placed this portal here? Is the first layer of the plan merely to make him feel inadequate? Is it designed to make him lose his cool, and be goaded into walking into a more subtle trap further down the corridor?

Grog'tial stands like frozen, his mind racing down the branching pathways of probabilities and possibilities, trying to ascertain what he can about the nature of expectations, which is made more complicated by not knowing which of his countless enemies is the prime mover behind the current situation.

If Argy starts to move to the portal, he'll instantly snap out of his mapping of the possible machinations of his enemies, and grab her hand to move through the portal together, holding on tighter than might perhaps be warranted.

If someone else moves to the portal, he'll inform them that there's no knowing where the portal might end up, and suggest that if they're set on going through, they should try returning immediately to let the group know what's on the other side, before going through a third time for real. (If he goes through with Argy, and is capable of doing this himself, he will indeed do so.)

Otherwise, if no one dares the portal, he'll eventually notice that he's the last straggler, and will swiftly hurry up to stay with the group, offering support where he can, keeping an eye out for traps and enemies and trying to make sense of it all.
Post edited 3 days ago by gogtrial34987
If traps are disarmed or there's a sure way around them, Count will carefully tread down the corridor (trying to avoid traps if needed).

If somebody is still trying to figure out the traps ahead during his turn (or they're simply left intact), he will finally decide to open the door on the left and see what's inside.

If the passage ahead is deemed unequivocally risky and there happen to be a conventional way out of the left room (i.e. a door instead of a portal or a chasm), he will opt for trying this way instead.

Just thinking aloud: is Rocky still with us? He could probably clear the arrow traps with no harm done. Unless they're repeatable.

Similarly, Count could perhaps make it through the corridor thanks to the shield, but only if the holes are asymmetrical (he should be able to see them I guess if Gilius can). If that's the case and there's no better method, he will volunteer to do that.

He doesn't consider going through the portal.
Post edited 3 days ago by ssling
Captain's Log: Mission 7 - The Tunnels, Turn 17
The Book of Armaments was very helpful in determining the proper ingredients to create an elixir of Hagsbane. Moonflowers, Graverot Mushrooms and a complicated grog recipe made with a special rum was what was required to create it. If brewed correctly it will supposedly render a Hag incapacitated by nausea for a very short amount of time but the book also said the elixir must be ingested. It was already going to be hard enough to find the ingredients but to also trick a hag into drinking this stuff was another problem itself. The drawings depicted what the Moonflowers and Graverot Mushrooms looked like but the grog recipe could be an issue. Argy was a skilled cook, she may be able to help with this part. I plan to share the information from the book so everyone would know what to look for. We'll figure out how to get the Hag to drink it later.

BenKii shares the information about Hagsbane with the crew. The ingredients, what it looks like, and where it would most likely be. And he'd show the grog recipe to Argy to see if she knew how to make that part of the elixir. There were too many paths to take to figure out where to go. Left, right, or straight? Which way was a side quest and which way led us toward the skull-thing and his book? Should everyone split up and risk getting lost in the dungeon? It's times like these that Captain BenKii had to make the tough choices and stick with it. The portal could be good or bad but he was willing to take a chance on it. "It may be risky, but I'm gonna take a chance on this portal and see where it leads." said the Captain drawing his rapier and musket, "Boy I hope I don't regret this.... GERONIMO!" and then he jumped into portal. If the portal disappears before he could go through it, then he'll try the left door instead. If the left door is locked, then he'll move forward avoiding the trap while also grabbing the torch.
Post edited 3 days ago by BenKii
Gilius immediately stops and prevents his crewmates from going forward, then shows the hidden pressure plate in front of him to all nearby. "Stop ! This part of the floor right 'ere will trigger the traps on the walls."

If Argy shows the switch on the wall, he will activate it (if he's tall enough). "This should disable the trap and allow us to go through unharmed."
Once activated, Gilius will step on the plate without going forward, just to make sure that nothing happens. If nothing happens, he will invite all to move and follow them.

Is Argy doesn't show it, Gilius will step on the plate while remaining as far as possible from the holes in the wall so as not be hit, and he will wait to see if the trap attacks repeatedly or not. If it does, Gilius will suggest going backwards, maybe through the portal. And if it does not, he suggests everyone to move forward.
Post edited 3 days ago by Pouyou-pouyou
Bellandra reported to the others what she sensed, that the owl shipkin is now ahead, past the trap Argy and Gilius are investigating, and the sensation of unknown shipkin-like beings is now past the right-side door, perhaps beyond that swirling portal.

She suggested to the others that before proceeding in any direction, they should throw a loose rock in all three directions - through the swirling vortex, down the tunnel and down the chasm - and see if anything responds.

If no information was gained to prefer one direction over another, she would prefer to investigate the trapped corridor as a first option, helping Argy and Gilius to defuse the trap. If none of them are tall enough to reach the switch, she would offer to shoot it with her hand crossbow to flip it, if it looks like it needs to be flipped in the direction where the bolt would push it.

As a second choice she would step through the portal, but holding out the scrollcase she had found out previously in a tight grip, so that it could be used as a lifeline to pull her back if whatever lay beyond was dangerous.

She lisitened to BenKii's description of the Hagsbane elixir. Useful if they needed to defeat the hag that had sent them on their mission.
If Kyp gets back and see the crew gone he will go through the portal, besides he must not dilly dally.

If Kyp gets back before crew leave through portal and sees them go through he will follow, if he returns and they are still there he will stick with them
Mission 7 - The Tunnels, Turn 18
*Turn Ends 9PM UTC, 9 May 2025.*

In order: Kyp, Argy, Count, Flying Skull, Bellandra, BenKii, Gilius, Grog'tial, Kyp, Count, Bellandra ... Argy/BenKii/Grog'tial/Kyp.

Kyp: (Weakened) Disappointed with what you've found, you return to the others by the doors. "Probably not safe to try teleporting to the water anyways since I do not know where the water is exactly, and I also wouldn't have a way to get back up," you say. Argy hands you an apple and a cookie to help you recover your strength.

Argy: (flip a coin) You return from the obvious trap and hand an apple and a cookie each to Kyp and Count. "Take. ´Tis here will 'elp recover yer strength!" you tell them. Then you turn to look at the vortex Captain BenKii has revealed. Hmmm... A swirling vortex. What could go wrong? You pull a coin out of your pocket and flip it. [GM goes to rummage for a coin to flip.] You look down at your coin. Tails. Hefting your pan and with one hand on your pepper grinder, you step into the vortex.

Count Karnstein: (roll dice*3) (Weakened) While Gilius is studying the trap ahead, Argy returns and hands you an apple and a cookie, telling you they should help you recover your strength. You look at the apple and cookie and consider how inconvenient and inconsiderate for the hag to pull you off the Ship before you could pack up your usual bloody meat sandwich.

Count, seeing Kyp return, nothing happening with the trap as yet and eying the vortex with suspicion, you turn back to the door on the left and don't see Argy enter the vortex. Finally opening the door, you are greeted by the sight of a glowing fiery flying skull barreling swiftly towards you down a small passage linking to another corridor, followed by two wights and many zombies.

Flying Skull (roll dice*5) The flying skull zips through the door overhead before Count can even react and drops the lit candle its holding in its jaw, which gave it the fiery glow. "Cancel that order on the female zombies, chief. Plan didn't work," it says to Grog'tial.

Darting over to Captain BenKii, it grabs the Book of Armaments out of his hand with its mouth. Whipping around quickly, it somehow flips the book open and holds it up to the two wights. The wights scream as they are suddenly bathed in a radiant light and sucked into the book. The zombies falter and shamble backwards a few steps, pausing before starting forward again. The skull drops the book back into BenKii's hands. "You might want to tear that page out and burn it," the skull says to him. "Time to book it out of here." With that the skull flies into the vortex and disappears, leaving the Crew deal with the oncoming zombies.

Bellandra: (roll dice*4) You report to the others what you sense, that the owl shipkin is now somewhere ahead of you past the trap, and the other unknown shipkin-like beings you sense are now past the right-side door, perhaps beyond that swirling portal. You suggest before proceeding in any direction to throw a loose rock in all three directions and see if anything responds. You look to see if one can be found while listening to BenKii's description of the Hagsbane elixir. Before you can find one, however, Argy goes into the vortex and disappears just as Count opens the left-side door and a flying skull zips through overhead, grabs the book out of Captain BenKii's hands and uses it to suck two wights into it, before dropping the book back to BenKii counseling him to burn that page. The skull flies into the vortex, leaving the oncoming zombies to you and the others. You move to where Gilius is still inspecting the trap, hoping to help him find a quick way to defuse it. *Fail* In the excitement and flickering torchlight, you fail to spot the small switch concealed in the shadow where the wall connects to the ceiling.

Captain BenKii: (roll dice*4) You quickly share the information with the Crew about the Hagsbane and a brief description of the ingredients and what to look for. You are planning to show Argy the recipe when she enters the vortex. Then Count opens the left side door and a flying skull comes through it being followed by undead. It quickly drops the candle in its mouth and grabs the Book of Armaments from your hands instead, somehow using it to hurt the wights and suck them into the book. The skull then drops the book back into your hands, advising you to burn that page before 'booking it' by flying into the vortex.

BenKii, there are several possible paths before you. There is a long dark drop, the trap, the oncoming zombies or the vortex. However when Argy steps into the vortex, followed shortly by the flying skull, your honor as a Starfleet captain and a gentleman demands you follow her. At least the skull seems to be familiar with Grog'tial and somewhat helpful. Since you don't have three hands and the Book of Armaments is a tome too big for your pockets, you tuck it inside your long coat like some sort of tactical vest plate and draw your rapier and musket, "Boy I hope I don't regret this.... GERONIMO!" you exclaim as you jump into the vortex.

Gilius: (roll dice*3) [Rocky, 2 Turns reserved] You immediately stop and extend your staff sideways to block your crewmates from going forward and triggering the trap. "Stop! This part of the floor right 'ere will trigger the traps on the walls," you tell them, pointing to the hidden pressure plate in front of you. As Count opens the door and a flying skull comes through sounding like it is being followed, you quickly realize you all might need an escape route and room to fight without possibly being driven into this trap. You step on the plate, remaining as far as possible from the holes in the wall so as not to be hit. *Success* The trap triggers, sending numerous hand-bolts from the holes in the wall. Most of them break against the opposite wall, but a few bounce off and slide further down the corridor. You wait to see if the trap triggers again, but it appears to be cleared now. You turn back around to find Argy and Captain BenKii are gone.

Grog'tial: (roll dice*3) Annoyed, you eye the vortex. It seems like everyone in your extended family except yourself is using these portals. Not only was your half-brother pulled into one by his ally, the shadowy figure, right as you were lining up the perfect shot that should have cleared your path to the throne, but your own grandmother recently conjured up such a portal in order to pursue that very same shadowy figure. Why has your adversary placed this portal here? Is it a plot to make you feel inadequate, to make you lose your cool or goad you into another more subtle trap further on?

Grog'tial, your mind races down too many branching paths of possibilities as you stand frozen. Then you realize Argy has flipped a coin and is heading into the vortex! You make a grab for her hand. *Fail* You curse your previous preoccupation with your thoughts as you are not quick enough and Argy disappears just as Count opens the left-side door. You recognize the flying skull that comes through it, telling you to "Cancel that order on the female zombies, chief. Plan didn't work." It's the same flying skull that snatched you away and delivered you to Clown School and your grandmother months ago! After dropping a candle, it snatches the book away from Benkii with its jaw and uses it to dispose of two wights. Then it drops the book back to BenKii, advising him to burn that page, and follows Argy into the vortex. Calling upon some foreign deity you've never heard of before, "GERONIMO!" Captain BenKii jumps in after them. Cursing again, with your crossbow ready, you rush to follow.

Kyp (roll dice) Seeing Argy, BenKii and Grog'tial enter the vortex, you swiftly leap after them, telling yourself you must not dilly-dally.

Count (roll dice), you are paying more attention to the five oncoming zombies (and yes, some appear to be female zombies), so only hear BenKii say "GERONIMO!" When you chance a quick glance back, BenKii, Grog'tial and Kyp have vanished along with Argy and that blasted flying skull.

Bellandra (roll dice), you are busy investigating the trap and making sure it is disarmed with Gilius when you hear BenKii say "GERONIMO!" You barely spin around in time to see Kyp leap into the vortex. Only Count, Gilius and yourself are left in the corridor.

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Argy, BenKii, Grog'tial and Kyp only: (The rest of you would not know this.)

With a blinding flash you step out the other side of the vortex. Your vision is blurry as you look around. It isn't too well lit, but there is enough light to see by. You've arrived in a semi-circlular room, the straight edge to your back. An empty mortuary slab stands in the middle of the room and there are several bookshelves along the walls, filled with books written in a multitude of strange languages, none of which any of you recognize.

Argy, you arrive barely before the flying skull comes through, followed by BenKii, Grog'tial and Kyp.

Grog'tial, seeing that Argy seems safe, you immediately turn around to try returning to let the others know what's on the other side. However you are greeted with a plain straight wall behind you where you stepped from. You see no vortex and no exits.

The skull flies between the bookshelves, laughing to itself. "Femmes. Women were the reason I became a monk - and, ah, the reason I switched back. What's up? I knew you'd be back, chief, finally realized you needed me, huh? Better talk quickly, who knows what mischief those idiots you left behind will get into without you, or when it all will change again." He turns around to regard Grog'tial. "What happened to the other outfit? Too pretty in pink?" The skull bursts out laughing.

[GM Note: Time in here is outside the dungeon time, but time is still ticking by inside the dungeon for the others. You'll want to ask any questions quickly during this turn.]

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Available: 5 regular unbroken hand-bolts (scattered in corridor trap area)

Dungeon tunnel (near trap, 2.5m/~8.2ft from doors): Bellandra, Gilius
Dungeon tunnel (near doors): Count [weakened]
Dungeon side passage, not yet to door: 5 zombies
Semi-circular room w/flying skull: Argy, BenKii, Grog'tial, Kyp [weakened]
Somewhere out in the World, near a brothel: Devin
???: Aylar, Cliodhna, Aeshma, Refyx, Rummyfangs, Baldbeard
Post edited 2 days ago by bjgamer
Argy feels some remorse for not having warned Gilius in time about the switch in the tunnel.

Anyway, she has other matters to pay attention to right now.
So, 'tis be the famous flyin' skull and his books... I should let Grog'tial do the parley. He seems capable enough and somehow involved in this mess... Maybe I should make sure BenKii stays quiet? -Shakes her head- Nay, that scurvy Ug'rialt, Og'rialt or whatever he be called was also famous for his weird (and occasionally brilliant) ideas. If they were mateys, the skull migh' actually like Cap'n BenKii

Argy will stay silent, posing with her most innocent look and smiling faintly, letting others do the talking. (While doing so, she'll covertly look around the room, looking for traps, doors, levers or any interesting book)
Post edited 2 days ago by Lone_Scout