Rusty stays on guard, Isari and Nayce going up to warn the Upper Halls. I'll give the others a little longer to chime in with anything they want to add to the mix, otherwise I'm going to work on the basis that you'll warn them and head down the stairs after Vianna.
Varden and Father Jappe take the mixed news grimly but act immediately to set a continual guard on the newly opened gate.
"You have our thanks," Varden's voice is distracted as he tries to juggle the need to provide a guard and keep the Upper Halls calm.
"We can hold off the derro, but the Hearthforges are the real issue for us now. Find Abelard and get see what's happened to the elementals. If you don't, it won't matter if the derro break through. We'll be dead anyway."
He pulls Isari and Nayce to one side and adds quietly.
"There are bad stories about derro. Whatever you do, don't let them take captives. Kill anyone who falls. You'll be doing them the best favour you can."
You get the distinct feeling that few things terrify Varden as much as the derro.
For those on guard in the lower chamber, there are no further incursions, but the howling continues - a thoroughly unnerving sound, warning of more trouble to come.
And on their return, you're ready to go again. Is Nayce doing a spot of scouting and if so, where? Please make sure hp/surges etc are up to date in profiles.
I'm open to scouting, but it sounds like at this point the best course of action may be to head down after Vianna and the injured dwarf. (Is that the same direction as the hearthforges?)
I'm open to scouting, but it sounds like at this point the best course of action may be to head down after Vianna and the injured dwarf. (Is that the same direction as the hearthforges?)
Why not do both? Have Nayce ahead being all shadowy while we follow a predetermined distance behind. If he finds something he can slink back to us halfway with a warning.
Having done all they can for now to protect the colony, the group gather their belongings and head into the darkness of the Great Stair.
Speaking of which, who needs a light source and who has one?
The path spirals around a great open shaft, then becomes more of a tunnel, turning posts and corners and quickly taking Nayce from your line of sight. Around the corners, the hum of the Shank is carried on gusts of wind cold enough to leave a hint of frost on beards and collars.
Nayce
Spoiler:
Scouting easily ahead, you see that the stairs are abandoned, but not empty. Vast halls and galleries stretch into darkness and show signs of old battles. Fragments of weapons, bits of shattered bones, and blasted marks of soot line the path. An eerie silence hangs behind the hum of distant gearworks.
Journey takes about 6 hours including short rests of food and so on. Is Nayce still scouting ahead?
"If Nayce is needin' somethin' to light his way, then perhaps ye should give him yer torch Rusty. It doesn't really burn so he could hide it under his cloak if need be. It's also not as glarin' as a sunrod."
Let's go with Quillan's suggestion. Nayce has the everburning torch, the rest of the gang have a sunrod.
Progress through the day is steady and undisturbed and your ears grow accustomed the steady, pulsing thud of the Shank. In a strange way, it seems almost to be Mount Rygar's heartbeat, although you know it is only the enormous pump mechanism that ultimately runs the machinery of the forges.
Nayce
Spoiler:
You arrive at the end of the gallery that leads up to the Hearthforges. The air is warmer here, and a sliver of dull, copper-coloured light glimmers up ahead.
Nor is that all. You can distinctly hear shouting, a terrible grinding sound, and screams of pain. It sounds like a battle is taking place up ahead.
"Right," says Quillan and starts quickening his pace, pumping his short, thick legs as best he can. "I'm not knowin' what to expect next," he says in between breathes.
You are approaching from the north. Tell me where you are and roll init. Unless Nayce got close enough to take a look, you don't yet know what you're facing.
Where on the map are we allowed to place ourselves?
As far as your move will take you from the north corridor down into the room (A8/A9 is the first step). Once you get to the entrance, you'll be able to see more clearly what is going on. For now, you just have the impression of battle, moving figures, lots of grinding and crunching sounds.
As Rusty advances down the corridor he sees a rough barricade surrounded by many derro and dwarf corpses. Behind the barricade, he can make out a strange golden xorn battling a group of wild, golden-eyed dwarves over the bodies. Two of the dwarves appear to be operating a jury-rigged metal sprayer, one pointing the hose at the xorn, the second frantically pumping the bellows.
Note that the hatched area around the barricade represents difficult terrain caused by lots of bodies and bits of broken weaponry and wood.
The barricade provides cover.
The pink dot is the metal sprayer.
There are no derro among the living. The bolters, hammerer and goldspawn are all golden-eyed dwarves. You can see 15 derro bodies and 8 dwarf bodies among the wreckage.
Note that the hatched area around the barricade represents difficult terrain caused by lots of bodies and bits of broken weaponry and wood.
The barricade provides cover.
The pink dot is the metal sprayer.
Gold dragons, gold xorns, gold-eyed dwarves, I'm beginning to think this is all related to gold fever![/obvious] Anyway, Initiative and Arcana, what can I tell about the xorn, and Nature, what can I tell about the dwarves:1d20 + 5 ⇒ (15) + 5 = 20
Dungeoneering for the xorn. Read Nayce's spoiler for the dwarves, plus the following:
Spoiler:
Dwarves acknowledge Moradin as their creator but they revere other gods as well. Among mountain dwarves, many venerate Volund, Moradin's forgemaster son, who taught the first dwarves the secrets of smithing and the forge. Dwarf clans often live together in heavily defended mountain strongholds, clashing with orcs and goblins over mining rights.
Where would you like to be placed, Isari?
Note that the hatched area around the barricade represents difficult terrain caused by lots of bodies and bits of broken weaponry and wood.
The barricade provides cover.
The pink dot is the metal sprayer.
Xorn are creatures from the Elemental Chaos that feed on metal and minerals. Their appetite for rare gemstones makes them open to bargaining. However, they have been known to engage in diplomacy while using the time to set up an ambush. As creatures of the earth, they move through it as easily as mortals move though air.
Rolling for Amenephus. I'm out for much of today, but will update late UK time.
Note that the hatched area around the barricade represents difficult terrain caused by lots of bodies and bits of broken weaponry and wood.
The barricade provides cover.
The pink dot is the metal sprayer.
The bolter turns maddened eyes on the advancing dragonborn and screams, bringing the attention of the rest of the dwarves to the party. It is abundantly and immediately clear that no conversation is possible.
In response, Rusty swings and hits hard.
Crossbow bolts thud across the room towards the fighter.
1d20+12=24 - G3 v Rusty. Hits. 9 damage.
1d20+12=15 - G4 v Rusty. Misses.
9hp damage to Rusty.
Note that the hatched area around the barricade represents difficult terrain caused by lots of bodies and bits of broken weaponry and wood.
The barricade provides cover.
The pink dot is the metal sprayer.
Dorvin hustles down the corridor and clobbers the dwarf bolter next to Rusty.
The xorn chomps at the dwarf next to it, eyes gleaming with lust for precious metal before shifting greedily towards the alluring metal sprayer.
1d20+13=24. Hits.
2d6+5=14 damage to Hammerer
Note that the hatched area around the barricade represents difficult terrain caused by lots of bodies and bits of broken weaponry and wood.
The barricade provides cover.
The pink dot is the metal sprayer.
Isari dashes out into the room, places his aegis on one of the dwarves and pulls another dwarf to him with a bolt of lightning.
Move to J9, Aegis on G3, and using Lightning Lure on G2, pulling him to K8. I don't really want to find out what the metal sprayer does just yet.(vs Fort, range 3, pulls target to adjacent space, and I get 2 temp HP if it hits)1d20 + 11 ⇒ (17) + 11 = 28
Lightning wraps around the goldspawned dwarf's throat and he chokes instantly, vomiting up a small pile of gleaming orichalcum in his death throes.
2 temp hp to Isari.
Note that the hatched area around the barricade represents difficult terrain caused by lots of bodies and bits of broken weaponry and wood.
The barricade provides cover.
The pink dot is the metal sprayer.