Posted May 14, 2025
Mission 7 - The Tunnels, Turn 20
*Turn Ends 9PM UTC, 16 May 2025.*
In order (fight): Count, Gilius, Grog'tial, Zombies, Bellandra, Argy, BenKii, Kyp
After Fight: Count, Gilius, Bellandra, Argy, Gilius, Grog'tial, Hag, BenKii
Count Karnstein: (roll dice*6) (Weakened) You are too shocked and awestruck by the shield suddenly acting up and the zombie dissolving under your blow to analyze the situation. With the feeling of the shield's aura around you, you surge forward, drawn on by the shield and determined not to waste any time proceeding to vigorously smash any remaining undead FILTH! Ignoring the zombies on the ground for the moment, you barely notice the shield battering the wounded zombie against the wall and down to the floor as you swiftly lunge for the one trying to shamble away. You are not familiar nor skilled with a warhammer, but how hard can it be to smash the thing? You swing it down on the zombie's exposed back. *Success* Once again the zombie is encompassed by silvery flames and vanishes! You glance at the shield suspiciously. The mannequin that previously held it seemed hell-bent on killing you, no doubt about that, yet it didn't seem to do much good for him. You recall jokingly thinking of becoming a paladin. Now you begin to be slightly worried that maybe you've caught the eye of some deranged deity, hopelessly fond of redemption arcs or some such bullcrap. Oh, come on, ol' fool, it's just an enchanted shield. Prolly didn't work before 'cause that paladin was, in fact, AN ILLUSION! Still ...
"Gilius, ye felt that too? This design mean anythin' to you?", you ask, turning back towards the dwarf and raising the still faintly glowing shield.
Gilius: (roll dice*7) [Rocky, 2 Turns reserved] Glancing swiftly at the shield, you don't recognize the symbolism on it. "I can see that ye're quite skilled with a shield! Not much me kind o' tool, though. Come on! Stop showin' off an' clean these zombies!" you reply to Count.
Gilius, taking advantage of the zombie's confusion and reaction to your Repel Zombies potion, you run forward to the two zombies trying to crawl back to their feet to smack them with your staff. *Success/Crit!* Expertly spinning your staff, you smash one back to the floor on its belly with the head of your staff, breaking its back. Then you sweep the other zombie behind its legs with the base of your staff, breaking its knees as it somersaults over onto its back on the floor. With both zombies squirming but fairly incapacitated, you move aside to give the others with sharp blades room to finish them by slicing off their heads.
Grog'tial: (roll dice*5) [crossbow; 1 reg + 1 exp bolt loaded] You can't help but smile inwardly at the treasure trove of information you've now stumbled upon regarding your half-brother's exploits and available assets. It's going to take many long nights of careful plotting to sift through it all, and design counters. The good thing, you reflect, is that the skull is obviously willing to make the switch to your team (for the right price of course, which you respect). You smirk at the thought that the next time your half-brother uses this "mirror", he'll be in for a surprise! Then you frown ... unless that's exactly what the Fish wants you to think? On second thought, you'd better guard against that possibility. And if this is all the work of the cabal after all...?
Grog'tial, with effort you stop your mind fully exploring those possibilities and remind yourself to focus on the here and now. The enemies that need dealing with are the more important priority. After all, you won't be exploring those possibilities and thwarting your half-brother if you're dead! Leaning your crossbow against a wall, you dare to use the battleaxe to attempt to cut off their heads. *Fail* Unfortunately you are unskilled with it and fumble the heavy battleaxe, barely missing cutting off your own foot. You swear it literally growls at you!
Zombies: (roll dice*3) The zombies fail their resistance to the Repel Zombies potion. The two of them Gilius hit continue to flail on the floor, while the one Count bashed down desperately tries to crawl away.
Bellandra: (roll dice*3) With only a few zombies pathetically remaining you laugh. "Ha! Ye call yourself a proper zombie horde? Well I suppose ye don't call yerself anything, being zombies, but if ye did I'd be doubting it." You see the flash from the portal and note the return of your crewmates. "Welcome back all! Just in time to finish these off. Better do so and then move out, so we are not caught dilly-dallying again eh?"
Bellandra, you quickly step forward as Gilius gives you room to finish off the nearest zombies. *Success* With your Cutlass of Double Strike you swiftly behead the two zombies Gilius has left incapacitated on the floor.
Argy: (roll dice*3) You step out of the vortex into the scene of battle. Seeing Grog'tial fumble the battleaxe and one of the zombies still trying to crawl away, you run up and wallop it with your pan. *Success* You bring your trusty pan down hard on the wounded zombies partially melted head, smashing it almost flat as you smoosh its brain down into its eyes. The zombie drops to the floor, stunned and blinded. After, when BenKii shows you a complicated grog recipe you take a look at it and calculate with your cooking and brewing experience that IF you can find all the ingredients you might be able to put it together in the field. [Will require dice roll.]
Captain BenKii: (roll dice*3) You arrive back into the tunnel right where you started to see Count Karnstein and others engaged in a fight with zombies. Now these are enemies you know how to deal with. "We're back gents!" you say, stashing your tricorder and pulling out your musket and silver sickle. "Be sure to save a few zom zoms for us."
BenKii, unfortunately the narrow passage and closeness of your crewmates doesn't allow you to use the musket without risk. Instead you bring the silver sickle to where Argy has smashed the head of a zombie down into a stunned mess on the floor. (Looking at it, you remind yourself once again not to get on the wrong side of this halfling cook's utensils.) *Success* While not entirely skilled with a sickle, it is close enough to some of your childhood farming tool experience that you are able to use it to sever the zombie's head with it. Afterwards you show Argy the complicated grog recipe.
Kyp: (roll dice*3) (Weakened) You get to your feet and make your way through the vortex, still a bit shaky. With your rapier, you double-check that the zombies are all beheaded and no longer a threat before you turn, prepared to follow Grog'tial and the others, hopefully out of this horrid place.
AFTER the fight ...
Count Karnstein: With the battle done and seeing the others having returned, you greet them. "Thank goodness! I'm so, so, so, so glad we don't 'ave come t'rescue ye! Is the deed done? Can we skedaddle?"
Count (roll dice*3), you scan the side passage, and find it connects to a larger main corridor running parallel to the narrower side one you've come from. To your left, in the direction leading back the way you came you see the tracks and several bodies of giant rats against the portcullis you previously pulled down and the room with the cauldron on the other side. In the other direction is a long corridor lit only by a single torch near a few more doors, two of which look opened. Further down you barely see where the main corridor ends in another lowered portcullis with broken chains, leading to a large dark space beyond. You aren't sure if you detect movement in that space. Seems like this is the true main corridor, from whence the skull with zombies came from, and you've been using a smaller parallel side tunnel. While the main path is likely more guarded and booby-trapped, on the other hand there's a risk of getting more lost or going in the wrong direction on a side path. But then again, is there such thing as right direction in this dungeon, seemingly transforming on a whim? You inform the others of what you see, then listen to what they have learned and tag along, noticing that your cloak continues to mend itself slowly.
Gilius:, once the zombies are finished you turn to the others. "The trap in the corridor has been dealt with and should no longer be a threat. We can proceed?"
Bellandra: (roll dice*5) You step up beside Count, your cutlass drawn and ready, to peer about and see the same thing as he has told you all. The bigger corridor parallels this smaller one with giant rat tracks in it. To the left beyond the rat bodies and portcullis lies the room you awoke in originally. To the right you can just barely see where the corridor ends in a lowered portcullis with busted chains and complete darkness beyond. There are three doors between Crew and the blocked corridor's right end, two of which are already open. You judge the owl gargoyle's presence somewhere in the direction of the trapped side tunnel you've been proceeding down encouraging, but perhaps the zombies had guarded something? You also attempt to sense the distant shipkin-like beings. You get only a vague feeling, enough to wonder if these might be the mannequins from the treasure room before. You have no idea if they've moved or if it was the altering of the dungeon. With the vortex gone there is only an empty room on the other side of the right door. "Did ye meet the skull? Did it tell aught that could help us navigate out?" you ask the returned crew.
Argy: (roll dice*3) You shake your head. "The accursed skull been not o' any 'elp. Useless parley and little advice. Besides, it been so close fisted with them books an' did nay give us any, so I 'ad to borrow one... Blimey, don't ye trust any skull unless it has crossed bones under it." You take a quick look at the 'borrowed' book. It isn't written in any comprehensible language you know. In fact, other than the fancy well tooled dark green leather, a silver tree with runes on the cover and strange symbol writing on the first few pages, the book seems blank. You offer it to Count Karnstein with a wink "Arr, matey! Aeshma might be able to read 'tis... a jolly gift fer such a lass, don't ye think?"
Gilius, seeing Argy offer the book to Count, you immediately recognize the runes and the silver tree. It is a druidic spellbook!
Grog'tial: You inform the rest of the crew that the objective has become to find the paintings which the female voices behind the door previously referenced. Haste should be made. You are about to set off down the new corridor when you hear what Count reports about the rat bodies and the room, the doors, and the lowered portcullis with the large dark space beyond. Unless you want to return to the original room, the doors lead to other passages or you can raise that portcullis, that way appears blocked. Gilius tells you all the trap ahead has been dealt with. Then a resounding BOOM comes from somewhere down the right side of the new corridor, and a cackling voice speaks from down the left side of it ...
Hag's Voice: "I know you've been to see the skull, I can smell it on you. We have a deal. I want that book! There's nowhere to run. Bring it to me or I'll come for you, dearies."
Captain BenKii: With the hag's demands still ringing in your ears, you quickly relay the information you've learned from the skull to the rest of the crew ... about the paintings and where to find the ingredients for Hagsbane. Suddenly your tricorder beeps and comes alive with odd old arcade style sounds. Taking it from your pocket you look at the screen to see a retro looking outline that reminds you of a very old earth game. What was it called again? Oh yes, Pac-Man! Only this one has a grinning skull proceeding down the narrower tunnel past the cleared trap to disappear through what your tricorder says is a hidden doorway ahead of you.
-----
Available: 5 regular unbroken hand-bolts (scattered in corridor trap area)
Dungeon side passage (opening to new corridor): Count, Bellandra
Dungeon inside side passage: Argy, BenKii, Gilius, Grog'tial, Kyp
Somewhere out in the World, near a brothel: Devin
???: Aylar, Cliodhna, Aeshma, Refyx, Rummyfangs, Baldbeard
*Turn Ends 9PM UTC, 16 May 2025.*
In order (fight): Count, Gilius, Grog'tial, Zombies, Bellandra, Argy, BenKii, Kyp
After Fight: Count, Gilius, Bellandra, Argy, Gilius, Grog'tial, Hag, BenKii
Count Karnstein: (roll dice*6) (Weakened) You are too shocked and awestruck by the shield suddenly acting up and the zombie dissolving under your blow to analyze the situation. With the feeling of the shield's aura around you, you surge forward, drawn on by the shield and determined not to waste any time proceeding to vigorously smash any remaining undead FILTH! Ignoring the zombies on the ground for the moment, you barely notice the shield battering the wounded zombie against the wall and down to the floor as you swiftly lunge for the one trying to shamble away. You are not familiar nor skilled with a warhammer, but how hard can it be to smash the thing? You swing it down on the zombie's exposed back. *Success* Once again the zombie is encompassed by silvery flames and vanishes! You glance at the shield suspiciously. The mannequin that previously held it seemed hell-bent on killing you, no doubt about that, yet it didn't seem to do much good for him. You recall jokingly thinking of becoming a paladin. Now you begin to be slightly worried that maybe you've caught the eye of some deranged deity, hopelessly fond of redemption arcs or some such bullcrap. Oh, come on, ol' fool, it's just an enchanted shield. Prolly didn't work before 'cause that paladin was, in fact, AN ILLUSION! Still ...
"Gilius, ye felt that too? This design mean anythin' to you?", you ask, turning back towards the dwarf and raising the still faintly glowing shield.
Gilius: (roll dice*7) [Rocky, 2 Turns reserved] Glancing swiftly at the shield, you don't recognize the symbolism on it. "I can see that ye're quite skilled with a shield! Not much me kind o' tool, though. Come on! Stop showin' off an' clean these zombies!" you reply to Count.
Gilius, taking advantage of the zombie's confusion and reaction to your Repel Zombies potion, you run forward to the two zombies trying to crawl back to their feet to smack them with your staff. *Success/Crit!* Expertly spinning your staff, you smash one back to the floor on its belly with the head of your staff, breaking its back. Then you sweep the other zombie behind its legs with the base of your staff, breaking its knees as it somersaults over onto its back on the floor. With both zombies squirming but fairly incapacitated, you move aside to give the others with sharp blades room to finish them by slicing off their heads.
Grog'tial: (roll dice*5) [crossbow; 1 reg + 1 exp bolt loaded] You can't help but smile inwardly at the treasure trove of information you've now stumbled upon regarding your half-brother's exploits and available assets. It's going to take many long nights of careful plotting to sift through it all, and design counters. The good thing, you reflect, is that the skull is obviously willing to make the switch to your team (for the right price of course, which you respect). You smirk at the thought that the next time your half-brother uses this "mirror", he'll be in for a surprise! Then you frown ... unless that's exactly what the Fish wants you to think? On second thought, you'd better guard against that possibility. And if this is all the work of the cabal after all...?
Grog'tial, with effort you stop your mind fully exploring those possibilities and remind yourself to focus on the here and now. The enemies that need dealing with are the more important priority. After all, you won't be exploring those possibilities and thwarting your half-brother if you're dead! Leaning your crossbow against a wall, you dare to use the battleaxe to attempt to cut off their heads. *Fail* Unfortunately you are unskilled with it and fumble the heavy battleaxe, barely missing cutting off your own foot. You swear it literally growls at you!
Zombies: (roll dice*3) The zombies fail their resistance to the Repel Zombies potion. The two of them Gilius hit continue to flail on the floor, while the one Count bashed down desperately tries to crawl away.
Bellandra: (roll dice*3) With only a few zombies pathetically remaining you laugh. "Ha! Ye call yourself a proper zombie horde? Well I suppose ye don't call yerself anything, being zombies, but if ye did I'd be doubting it." You see the flash from the portal and note the return of your crewmates. "Welcome back all! Just in time to finish these off. Better do so and then move out, so we are not caught dilly-dallying again eh?"
Bellandra, you quickly step forward as Gilius gives you room to finish off the nearest zombies. *Success* With your Cutlass of Double Strike you swiftly behead the two zombies Gilius has left incapacitated on the floor.
Argy: (roll dice*3) You step out of the vortex into the scene of battle. Seeing Grog'tial fumble the battleaxe and one of the zombies still trying to crawl away, you run up and wallop it with your pan. *Success* You bring your trusty pan down hard on the wounded zombies partially melted head, smashing it almost flat as you smoosh its brain down into its eyes. The zombie drops to the floor, stunned and blinded. After, when BenKii shows you a complicated grog recipe you take a look at it and calculate with your cooking and brewing experience that IF you can find all the ingredients you might be able to put it together in the field. [Will require dice roll.]
Captain BenKii: (roll dice*3) You arrive back into the tunnel right where you started to see Count Karnstein and others engaged in a fight with zombies. Now these are enemies you know how to deal with. "We're back gents!" you say, stashing your tricorder and pulling out your musket and silver sickle. "Be sure to save a few zom zoms for us."
BenKii, unfortunately the narrow passage and closeness of your crewmates doesn't allow you to use the musket without risk. Instead you bring the silver sickle to where Argy has smashed the head of a zombie down into a stunned mess on the floor. (Looking at it, you remind yourself once again not to get on the wrong side of this halfling cook's utensils.) *Success* While not entirely skilled with a sickle, it is close enough to some of your childhood farming tool experience that you are able to use it to sever the zombie's head with it. Afterwards you show Argy the complicated grog recipe.
Kyp: (roll dice*3) (Weakened) You get to your feet and make your way through the vortex, still a bit shaky. With your rapier, you double-check that the zombies are all beheaded and no longer a threat before you turn, prepared to follow Grog'tial and the others, hopefully out of this horrid place.
AFTER the fight ...
Count Karnstein: With the battle done and seeing the others having returned, you greet them. "Thank goodness! I'm so, so, so, so glad we don't 'ave come t'rescue ye! Is the deed done? Can we skedaddle?"
Count (roll dice*3), you scan the side passage, and find it connects to a larger main corridor running parallel to the narrower side one you've come from. To your left, in the direction leading back the way you came you see the tracks and several bodies of giant rats against the portcullis you previously pulled down and the room with the cauldron on the other side. In the other direction is a long corridor lit only by a single torch near a few more doors, two of which look opened. Further down you barely see where the main corridor ends in another lowered portcullis with broken chains, leading to a large dark space beyond. You aren't sure if you detect movement in that space. Seems like this is the true main corridor, from whence the skull with zombies came from, and you've been using a smaller parallel side tunnel. While the main path is likely more guarded and booby-trapped, on the other hand there's a risk of getting more lost or going in the wrong direction on a side path. But then again, is there such thing as right direction in this dungeon, seemingly transforming on a whim? You inform the others of what you see, then listen to what they have learned and tag along, noticing that your cloak continues to mend itself slowly.
Gilius:, once the zombies are finished you turn to the others. "The trap in the corridor has been dealt with and should no longer be a threat. We can proceed?"
Bellandra: (roll dice*5) You step up beside Count, your cutlass drawn and ready, to peer about and see the same thing as he has told you all. The bigger corridor parallels this smaller one with giant rat tracks in it. To the left beyond the rat bodies and portcullis lies the room you awoke in originally. To the right you can just barely see where the corridor ends in a lowered portcullis with busted chains and complete darkness beyond. There are three doors between Crew and the blocked corridor's right end, two of which are already open. You judge the owl gargoyle's presence somewhere in the direction of the trapped side tunnel you've been proceeding down encouraging, but perhaps the zombies had guarded something? You also attempt to sense the distant shipkin-like beings. You get only a vague feeling, enough to wonder if these might be the mannequins from the treasure room before. You have no idea if they've moved or if it was the altering of the dungeon. With the vortex gone there is only an empty room on the other side of the right door. "Did ye meet the skull? Did it tell aught that could help us navigate out?" you ask the returned crew.
Argy: (roll dice*3) You shake your head. "The accursed skull been not o' any 'elp. Useless parley and little advice. Besides, it been so close fisted with them books an' did nay give us any, so I 'ad to borrow one... Blimey, don't ye trust any skull unless it has crossed bones under it." You take a quick look at the 'borrowed' book. It isn't written in any comprehensible language you know. In fact, other than the fancy well tooled dark green leather, a silver tree with runes on the cover and strange symbol writing on the first few pages, the book seems blank. You offer it to Count Karnstein with a wink "Arr, matey! Aeshma might be able to read 'tis... a jolly gift fer such a lass, don't ye think?"
Gilius, seeing Argy offer the book to Count, you immediately recognize the runes and the silver tree. It is a druidic spellbook!
Grog'tial: You inform the rest of the crew that the objective has become to find the paintings which the female voices behind the door previously referenced. Haste should be made. You are about to set off down the new corridor when you hear what Count reports about the rat bodies and the room, the doors, and the lowered portcullis with the large dark space beyond. Unless you want to return to the original room, the doors lead to other passages or you can raise that portcullis, that way appears blocked. Gilius tells you all the trap ahead has been dealt with. Then a resounding BOOM comes from somewhere down the right side of the new corridor, and a cackling voice speaks from down the left side of it ...
Hag's Voice: "I know you've been to see the skull, I can smell it on you. We have a deal. I want that book! There's nowhere to run. Bring it to me or I'll come for you, dearies."
Captain BenKii: With the hag's demands still ringing in your ears, you quickly relay the information you've learned from the skull to the rest of the crew ... about the paintings and where to find the ingredients for Hagsbane. Suddenly your tricorder beeps and comes alive with odd old arcade style sounds. Taking it from your pocket you look at the screen to see a retro looking outline that reminds you of a very old earth game. What was it called again? Oh yes, Pac-Man! Only this one has a grinning skull proceeding down the narrower tunnel past the cleared trap to disappear through what your tricorder says is a hidden doorway ahead of you.
-----
Available: 5 regular unbroken hand-bolts (scattered in corridor trap area)
Dungeon side passage (opening to new corridor): Count, Bellandra
Dungeon inside side passage: Argy, BenKii, Gilius, Grog'tial, Kyp
Somewhere out in the World, near a brothel: Devin
???: Aylar, Cliodhna, Aeshma, Refyx, Rummyfangs, Baldbeard
Post edited 4 days ago by bjgamer