Carrion Crown: Forked Path

Game Master gabboge

The path has forked and one group will follow their path and we will follow ours. Fate conspires against the enemies of the living.


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Gerald did rescue breaths until the heartbeat had stopped. From the textbooks he understood that heart compression was only to be performed on those who had no pulse.The second her heart gave out Gerald stepped in as a surrogate heart. He hands compression her chest which in turn pumped life blood throughout the body.

Then more rescue breaths. Though as the adrenaline began to wain he slowly started to realize more and more that each rescue breath had his mouth butting up against her fangs.

Inside the lanternworld the coldness had completely encompassed Izorshi. She felt like she was becoming a dream that someone else had been dreaming and soon they would make up forgetting her and casting the dream aside.

Her father looked on, pleased. The darkness inside of her was eating at bits of the lanterns darkness.

Then a warmth hit her. From her chest and, surprisingly, her lips. It was a feeling she could hold on to. Like it carried an emotion, caring. She could have almost mistaken the feeling coming from her father except his face had now turned sour. As the beating returned, erratic and less frequent.

The darkness lulled as tendrils of living matter like muscle stretched over the darkness absorbing it and then forming back into the shape of a beating heart. The heart absorbed the darkness, allowing it's blackness to flow into the cells.

"What did you?-" His words trailed off. The look of outrage vanished and one of cold detachment took its place. "There is noting to be done about this... I can no longer help you. If you decide you want to shuck off the shackles of your mothers influence then find me. The whispering way will lead you."

He turned his back and faded away. Go ahead and retroactively post if you say anything to him as he fades

The lantern seemed to loose interest as well. As if it was no longer able to detect the darkness.

Izorshi woke to find an older man (Though no where near as old as herself, but old then she looked.) Furiously pumping her chest over her heart with a genuine look of concern. This was in stark contrast to how her father had seemed.


Female Dhampir (Dayborn) Cleric 2

Izorshi coughed awake, trying to make out her surroundings.
"Wha-"
"Who-"

Slowly, the lantern world faded away, and Izorshi could focus on the real one.
"You...I saw you earlier--you were the one with the bird, weren't you? What happened?"

What did the whole sequence with her father mean? Was he actually nearby? Or...or could he just...Izorshi shuddered:
Can he just kill me remotely whenever he wants? Then...what is stopping him?


Female Dhampir (Dayborn) Cleric 2

Slowly, her breathing became more regular. She thought for a minute about what her father had said.
The Whispering Way? What does that mean? Knowledge (religion) check? Izorshi felt around in her pockets for the Pharasmin dagger that had stabbed her.

It became evident to Izorshi that the person in front of her was just as stunned as she was, and with a good reason.
Turning towards the strange bird near him, she asked
"You're the talking bird from earlier, aren't you? Do you have any idea what just happened here?"


Male Human Wizard 2
Stats:
HP 11/11, AC 11, T 11, FF 10, Fort +1, Ref +1, Will +4, CMD 11, Init +9

"I... I...", Gerald started, stuttering.
"A... A-Are you okay?"

Shocked and shaken by the events, now he'd started talking, Gerald suddenly found it difficult to stop. "I followed you.
I mean, not you, the man, the one with the lantern. I was supposed to find out how he did it, but I sort of forgot, so I came here to try again. But I had a charm and it snapped and it said there was danger and evil and it looked like he was going to do something to you. And you're not evil, or well, partly maybe, but mostly good and I needed to help but I didn't know how. So I shifted in and ran as quick as I could to get the lantern away from you but then... it was like reality shattered or something, I think the old man's dead, he shattered with it. And the lantern, it's not of this world I think. And you were dying, so I... Oh, I'm so sorry. I didn't mean to kiss you, I mean, I didn't! It's not kissing, it's a technique I learnt from a book and I think maybe it got you breathing again and your heart beat..."

He stopped at the realization that he'd touched her chest, too. The shock might have been greater than that of seeing reality shatter.


Female Dhampir (Dayborn) Cleric 2

"It's okay...whatever you did, it worked."
Slowly, Izorshi stood up, then allowed her goddess' energy to flood through her and the wizard. channel energy to heal.
"I do not know exactly what happened, but I think the lantern created a sort of demiplane, and trapped me inside. "
She shuttered for a moment, thinking of what she had seen.
"In any event, I think it best that we take leave of this place."


Male Human Wizard 2
Stats:
HP 11/11, AC 11, T 11, FF 10, Fort +1, Ref +1, Will +4, CMD 11, Init +9

Is the lantern still there? Does it look the same?


Female Dhampir (Dayborn) Cleric 2

The lantern...is it broken? It almost seems as if it will be gone in a moment. Perhaps...perhaps it is merely a trap.


From the darkness around Izorshi and Gerald comes a rumbling, churning into low growls. As the sound get closer words begin to take shape. Sharp and guttural with an air of otherworldlyness. From the shadows step two hideous creatures, both of which Gerald has seen before.

Abyssal:

"Look at it! You ruined it! I told you that this wouldn't work. It's leaking all over the place, and the thing has been tainted inside by something. This was supposed to be pure!"

"Calm down! Perhaps these things ruined it."

"What? What are they called anyway? Pigs?... or, um"

"Humans you dolt!"[b]

[b]"How could a human possible do that the can't even really interact with it proper!"

"Well, I think they did."

"Then kill em! At least we can have that!"

"Wait... Look at them carefully! Expand your perception and wisdom and look deep inside. They will do us far more if we send them back."


The other creature looks unimpressed but then he squints and gets a shocked look on his face
Abyssal:

"Wow, who would have known! I'll prep, make sure they don't scurry, if we have to kill them and bring them back as servants we won't get the same result."


Male Human Wizard 2
Stats:
HP 11/11, AC 11, T 11, FF 10, Fort +1, Ref +1, Will +4, CMD 11, Init +9

"I don't know if you understood that.", Gerald whispered to the woman beside him, "But in case you didn't: These are the, uhm, very powerful beings that created the lantern and are slightly upset we apparently broke it. But I think they just agreed that just letting us go is the best course of action, for some reason."

He tried to remain as motionless as humanly possible. "So, uhm, I think it's best we just stay quiet and still and hope they don't change their minds."


Female Dhampir (Dayborn) Cleric 2

"I understood, I taught myself Abyssal long ago," she whispered back.

"I do not think they will let us go without doing....something...first. May the Queen of Graves protect us."

Izorshi braced herself, ready to strike, or to turn and flee if called for.


The creature standing closest looked confused.

"Are you sure they are OK? Their just standing here. Can they see us? Can their eye perceive enough spectrums of light in order to see us?"

He scratched his rear. The other scratched his head a bit.

"uh, they should be able to pick out the spectrum from violet to red if I am not mistaken."

"They can only see three colors? What a bleak world they live in! but that should be enough to see us. Are you sure they will help bring her to their world?"

"Nothing is certain, but all signs point to that...Finished!"

One of the creatures smiled wide, revealing three rows of sharp teeth. "Bye bye, go be good little seeds!"


Female Dhampir (Dayborn) Cleric 2

"Wh-"

Izorshi trembled. Speaking in Abyssal, she asked
"Who...what are you?"


"Oh it can talk!"

The creature mulls the question, finally retorting.

[b]"Impossible. How would you explain yourself to a fish? Human don't even understand themselves let alone the complexities of the... This is all lost on you. Just scurry on, and just think of us as..."

He looked thoughtful.

"The farmers, there is a time to plant seeds and there is a time for harvest." He chuckled at his own words as if they were a joke.

Then he chanted his spell, and the world broke away, like it was made of shadow and someone finally turned on the sun to reveal the real world, taking the creatures along with it.

A small raven sat on the ground next to them. It slowly turned. It startled and backed up.

"Where did you come from!?"


Female Dhampir (Dayborn) Cleric 2

"I walked in the door." Her reply was cold--she had had enough trouble today.

Turning back to the strange man that awoke her, Izorshi continued
"The danger here appears to be gone. I think it best that we take leave of this place...there is nothing stopping us now."


Male Human Wizard 2
Stats:
HP 11/11, AC 11, T 11, FF 10, Fort +1, Ref +1, Will +4, CMD 11, Init +9

Shaken and feeling very small indeed, a pale-faced Gerald couldn't bare looking up from his feet, his only reply quietly mumbling "Not a bad idea... Not bad at all."

An empty look in his eyes, he shuffled after Izorshi in a zombie-like state.


Female Dhampir (Dayborn) Cleric 2

Izorshi walked out with a slight bounce in her step. Quite unlike Gerald, what she had seen had strengthened her. The worst challenges lay ahead, but Izorshi felt ready.


The raven looked up.

"Hold on, boss is sending something."

The raven began to hack and wheeze, vomiting out a rolled up piece of parchment.

"That's a note he received, though copies were sent to you Gerald, as well as who knows else. There all exactly the same except for the addressed names been changed..."

Letter:
Gerald, I know it has been long since we last spoke in person but I have need of your skill and expertize. I am beginning to grow suspicious of those around me. I need people I know I can trust.

I fear The Way will catch on to my research soon.

-Petros

"The court will be sending some people to clean up this mess, since you know this Professor you have been tasked with investigating. Try not to rip people in half, you-"

The raven pauses, conversing with its master.

"...Hold on... What?... I will not go with-......Well, it looks like I'm stuck with you as well."


Dead End

As far as Arkivolld could tell there were only 20 of his group left, gathered in a dark corner of the old castle. He had taken the lead through the tunnels but the threat had come from behind. The situation had been manageable until a wizard got grabbed by one of the zombies, rather then submit to that end he had set off a fireball. The tunnel shaped the charge incinerating half the group, and collapsed some stone cutting off the rout back.

The zombies had flooded into the outer-wall of the abandoned castle, finding every crack they could flow through. Only the inner castle remained and the outside world seemed all but cut off.

The abandoned castle was supposed to be a pit stop for caravans that knew about it. A great place to hold up if the nights got too snowy. Arkivolld had been tagging along in rout to his next adventure when the adventure found him.

It was unclear how it had all started, the camp had been made inside the outer township of the old castle but in the middle of the night came the screams, then the horses ran, then it was everyone else's turn to run.

Doon, who in the chaos that unfolded had joined up with Arkivolld's group, had been at the edge of the fireball's explosion. The man just behind him had been caught in the fire, he was not doing well. His moaning would become a problem soon, the zombies seemed attracted to the noise.

Doon could see that everyone was looking to the gnome at the lead for answers. Clad in heavy armor his presence was dominating. He was perhaps the only experienced fighter in the entire group.

The group stopped at a fork in the path. A shaft led up and out of the tunnel they had found. Everyone seemed pretty sure that they were in the inner courtyard but then again the zombies could have found their way there was well.

The other option was to continue following the tunnel, though the walls seemed to look less finished as the path continued, going from brickwork to a rough carved out granite tunnel.

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

Heal Check: 1d20 + 1 ⇒ (16) + 1 = 17
A flurry of movements slient as they are , Doon attempts to ease the poor man's suffering. He wishes he had more tools but what he has, has to suffice for now. Finding a wad of cloth for the man to bite in order to stiffle his moans. He comforts him and whispers encouragment.

Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Glancing out and straining to hear any other unusual noise, while easing the injured man's wounds, he tries to discern if they are still being persued.

Survival: 1d20 + 2 ⇒ (6) + 2 = 8
Checking his own supplies doubting that he would have enough to feed everybody else if they're to come under siege. He decides to move up to the Gnome.

Diplomacy: 1d20 - 1 ⇒ (20) - 1 = 19
"Sad state of affairs isn't it. I've done what I can for the injured but unless we have some other plan. These people here might just panic and it'll be worse. Couldn't have expected a zombie plague now don't you think?
I'm Doon, sometime investigator and now fugitive"

Knowledge (local): 1d20 + 6 ⇒ (14) + 6 = 20
Doon attempts to search his memory of where they could be and any other possible exits they could use.


Male Gnome Cavalier (Order of the Cockatrice) 1 | hp 12/12 | AC 18, t 11, ff 18 | CMD 12 | Fort +4, Ref +1, Will -1 (+2 vs illusion, fear) | Percep +2

Ark bit his lip and waited a beat for somebody else to step forward. command? But that's so limiting, so, so...responsible. but...at least it's an audience, neh? He snapped his fingers and began striding confidently among the group.

Well! The cave-in'll get us some time, and wecan get y'all to safety in no time.

He scans the group, looking for any who would know the proper end of a sword to stick at a zombie -- If they had swords, which depressingly few do.

Settling on Doon, dwarf, hammer, good, good think'ye could take a looksee up in the courtyard, see if that way's clear? I'd myself, but-- he raps on his armor --idea's to not draw attention, eh?

The rest o'ye find a friend and keep'm close, eh? You're smarter'n they're, I'd hope, and can distract any't get too close so your partner can get past.

hoping that's an okay explanation of how using tactician to give this lot Escape Route works, if the time comes.


Male Gnome Cavalier (Order of the Cockatrice) 1 | hp 12/12 | AC 18, t 11, ff 18 | CMD 12 | Fort +4, Ref +1, Will -1 (+2 vs illusion, fear) | Percep +2

eep, sorry, delay from write to post

Doon, eh? Good to make yer acquaintance -- I'm Arkivolld of, well, we'll save that for after this. Glad to see somebody else here can handle himself! You didn't happen to get the layout of this place before the attack, didja?


Noises emanate from behind the rocks. The zombies are relentless in their direct assault and more troubling you hear new sounds coming from directly below the collapse. It's not the rough churning roar of a decayed zombie but the wet throaty roar of a fresh one

There is little to be done for the burn victim. You estimate that he has endured burns on over half his skin. He is going into shock. Right now the adrenaline is still in effect, but when that wears away there will be the screams and then eventually death.

Doon:
You have herd stories of escape tunnels in such castles. Unfortinatly it is likely that you are in it right now and that it was supposed to lead out the other way. You likely found it because it had been used and then abandoned when the castle fell.

Speaking of which: This castle fell nearly 110 years ago. You remember as a young boy hearing stories of it. A small force of pirates had been goaded into attack by the lord who fancied himself a tactition. The lord had set up a series of traps for any invading force. Unfortunately for him the entire set-up was bypassed.

A small black vessel carrying the pirates best men had slipped in along the river at night, the men had bought advanced climbing equipment and scaled the entire back wall. They assassinated the king in his own keep and then drove everyone else out. It was over before it began, the pirate quickly stole everything of value only loosing a few men in the process who had gotten trapped in a booby-trapped vault, or so the legend says.

Doon was almost certain that they were below the courtyard and that the tunnel led further down into mines.


Monkey

Ark glanced at the rubble and said, winking, Panic indeed -- hope you can 'fugitive' us out of here!

Raising his voice to address the crowd, Okay, listen up! Doon here's an veritable walking wayfinder, 'n' he'll lead us out o' here. Stick close, stay quiet. Ark drew his scimitar with a flourish and tapped it on his shield. Grrr and I'll hold'em off here until you're clear -- it'll be just like that time we kept those Hellknights at bay for half an hour, eh Grrr?

Perform(oratory): 1d20 + 6 ⇒ (3) + 6 = 9

Turning so the crowd couldn't see his face turn grim, Ark whispered to Doon, Don't know that I can promise more than about 10 seconds, to be sure, so get these folks out of here. If that man's beyond saving, I can at least do him the mercy of not waiting to be eaten.

Assuming the crowd heads out:

Ark crouches by the burned and dying man as the tunnel clears, whispering, I am sorry for this, sir -- if there are any I can send word of your death to, I will tell them you died valiantly.

Listening a moment for an answer until the others are out of sight, the gnome stood and raised his sword --

Coup de grace w/pwr attack: 2d4 + 8 ⇒ (1, 4) + 8 = 13

-- before hastening to follow the group.


The man stops moaning. He is able to bring his pain into focus for his last moments. Like he suddenly remembered who he was. The crowd moves on with Doon, following his orders.

"I have no family... But if anyone asks, just tell them the truth." He stares Ark in the eyes, there is no whimper, no panic, he never looks away even as the blade comes down.

His head comes cleanly off. Settling on the floor.

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

Sense Motive: 1d20 + 2 ⇒ (3) + 2 = 5
Wondering if the crowd buys it, Doon simply tells the nearest person
"Stay here and don't move. Stay silent and wait for my return as I'm scouting ahead."

Stealth: 1d20 + 5 ⇒ (18) + 5 = 23
Climb: 1d20 + 6 ⇒ (13) + 6 = 19
Taking care not to make any noise, Doon scales up the tunnel hoping that he'll see that the coast is clear and that there is no undead.
perception: 1d20 + 6 ⇒ (1) + 6 = 7
While Climbing he listens out to see if Arkivold has done the deed for his intention is clear.

Survial: 1d20 + 2 ⇒ (18) + 2 = 20
He starts thinking how to the options of either leading everyone through the courtyard or through deeper through the mines.

Once Doon reaches the top, he'll lay low first to attempt to hear any passing creatures before peeking.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24


Doon tells the man, he doesn't seem reassure but he puts on a brave face and convinces the others around him. In the end they have no real option but to follow his order.

The ladder is old, missing rungs, and made for a human but Doon is able to monkey his way to the top.

He opened the latch and saw that he was pretty much exactly where he thought he was. The inner courtyard. He could see the thick door that led from the outer court to the inner was being pressed against. The door had a small chip take out of it, not big enough for a full person but crawling across ground wasn't exactly a full person.

One of the zombies had pushed himself through it, loosing a whole side of its ribcage, along with its pelvis and legs. It crawled by its arms forward to the keep door.

The zombie crawled across a bar patch of ground were no plants grew. Suddenly a rune lit up below it and set off an explosion.

2d6 ⇒ (2, 4) = 6

The explosion filled the ribcage causing the whole corpse to light up for a brief moment before it sent the zombie careening through the air in a rag-doll.

It looked like the old kings traps were still in place. If they could be bypassed they could provide a powerful defense, or they could do to everyone what they just did to the zombie. The wall wouldn't hold forever.

Going down could run them into more dead-ends, darkness, and there was always the possibility of running into methane pockets or stagnant air. Though it was a curiosity that mining tunnel existed, in none of the stories were they ever mentioned.

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

Doon frowns as the choice seems to be between getting blown up or torn apart.

Well in this case, I'll risk the explosion more than the zombies.

Doon quickly moves silently Keeping his previous stealth and studys the trap to see if he could somehow bypass it and enable the rest to do so as well. Disable Device with Inspiration (1 use): 1d20 + 5 + 1d6 ⇒ (18) + 5 + (6) = 29

He'll also take a quick look around to see if there's anything he can use to brace the door as well.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18


The rune is purely magical but it does need time to recharge after each use. After tossing stones at it for 20 seconds it reactivates and goes off again. You are to get a sense for where each one is at because the runs seem to have killed all grass around them. They are mostly clustered around the big doors leading to the keep. It would be tight but you could probably get everyone through the field.

Though who knows what awaits you further in.

The door already has a thick bar laid across it. They wont be able to brute force break through it. Instead they are chipping away at the edges and cracks, slowly making them bigger.

The only materials that seem to be left behind are some overturned hey carts and what appear to be long dead soldiers, they have been left so long that all that is left is a skeleton. If they are reanimated it appears that they do not have enough tissue to move. Five of them sit clutching their weapons, which are horribly rusted.

One of the other survivors pops his head out of the hole. Taking a peek around.

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

Turning to the survivior.
"Quick get the the others up here and I need 5 strong men to help me block the gate. I may have found a way..

Moving towards the hole, Doon knots a rope and lowers it down after securing it to something that can hold the weight. Hopefully I can make the climb easier for everyone else.

While waiting for the survivors, Doon will smash the skeletons and collect their rusty weapons. He'll also attempt to move those over turned hay carts to act as a temporary barricade.

Alright, I think I got the sequence, I need to time this right and hopefully get everyone through as those zombies attempt to break through that wall. Send the gnome and 5 men through, send the rest in after that. If I can somehow bring in the hay carts....that's it!!! I'll barricade those doors with the carts. I just need some help and time.


Male Gnome Cavalier (Order of the Cockatrice) 1 | hp 12/12 | AC 18, t 11, ff 18 | CMD 12 | Fort +4, Ref +1, Will -1 (+2 vs illusion, fear) | Percep +2

Arkivolld backed up the tunnel, following the refugees and keeping an ear out for any sign the zombies had made it through the rubble, keeping Grrr by his side.

Perception: 1d20 + 1 ⇒ (15) + 1 = 16
Handle Animal(heel): 1d20 + 6 ⇒ (19) + 6 = 25

If no zombies make it through before getting to the exit, how hard's the way up out of the tunnel? Hard enough to worry about a Climb:

On reaching the rope, he urged the last few up out of the tunnel, urging, Once ye get to the top, take good hold of that rope and make ready to pull!

Lashing the free end to Grr's barding for a makeshift climbing harness, he stage whispered And pull! Continuing to watch down the tunnel until his wolf was clear, he sheathed his sword and started to clamber up himself to take the lay of the land.

Climb: 1d20 - 3 ⇒ (18) - 3 = 15 (...thank Desna for the rolls, but my kingdom for some skill points...)


Everyone makes it up to the top of the ladder without incident. Between the rope that Doon let down and the one Arkivolld sent up he is hoisted up by a makeshift crew of people.

The survivors gather around the passage they came out of, unsure of where to go. Most heard explosions and are skittish. A few are keenly eying their surroundings.

The strong ones are easy to pick out. One is a blacksmith and the other his apprentice, them seem cool under pressure and ready. Three are a group of ruffians, probably about 15 but may one day make for a group of headstrong adventurers if they get the right training. There are other adults you could probably use but these kids are obviously stronger.

Put the kids in danger or risk using weaker adults?

"What now?" says the blacksmith towards Doon. Letting everyone else know that his support was with Doon.

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

Doon Grins and gives out instructions rapidly.

"Ark you and these 5 strong men overturn those wagons and push them in. The blacksmith and these 3 fine young men. Pointing out to the blacksmith, his apprentice and the 3 young thugs. Remember my warnings and follow my lead, I'd figured out how to bypass the traps but I need all of you to listen to me. Work quickly and silently, We'll get out of this alive only by working together. The rest of you gather and let me put you in groups. At my command run in through the doors, following my dirctions."

Doon proceeds to divide up the masses as equally as possible.

Ark and the wagons to be first. They'll be used to barricade the door once everyone is inside.

Followed by the groups and finally by himself as last.

Doon will activate the traps in a set pattern ensuring that the traps keep recharging and not harm anyone else going in.

He'll also ensure that the people stay clear of the radius.

Weapons will be given to those 5 with instructions to use it when needed and pointing out that there are no other weapons usable if complains come in.

Doon will also poitn out where the traps are so that no one will blunder into one.


Male Gnome Cavalier (Order of the Cockatrice) 1 | hp 12/12 | AC 18, t 11, ff 18 | CMD 12 | Fort +4, Ref +1, Will -1 (+2 vs illusion, fear) | Percep +2

Ark flipped a cheerful salute to Doon and began trotting towards the nearest cart. You heard the man -- with me! and, motioning back towards the mouth of the tunnel, Grrr, guard!

handle animal(guard): 1d20 + 6 ⇒ (3) + 6 = 9

Reaching the first cart, Arright, the smith in the middle, my good man, and you, lad, there, and you there, and altogether now, heave!

Strength -> aid another (the smith): 1d20 + 2 ⇒ (12) + 2 = 14

They quickly repeat the process with two more carts - What kind of shape are these in? Can the six of us push all three carts to the keep at once, 2 men per cart, or are we going to have to go back and forth?


Most of the carts show an incredible amount of decay. Wood creeks and buckles. Some of the carts however appear to be brought in more recently, perhaps by other trade routs or locals before they discovered the mines.

The newer looking carts also seem to have the distinction of having at least one wheel blown off of each, only one remains intact.

The smithy scratches his head while looking at the other carts "If ye can get me a spare wheel then I can fix up one of da carts."

Fixing the wheel will take more time but you will be able to get a better cart through. You can start pushing one of the older ones right now, which are lighter but may be prone to breaking and work less well as a barricade.

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

"Oh for the love.....Yes DO fix it my good man, My gut tells me We're gonna need it. Glancing at his rather ample gut. Yes. MY gut sure tells alot. So Fix as many as you can. Two carts would be best or more if you can manage it.....The rest of you start moving and beware the traps and please for the love of the gods above, do follow my instructions."

Doon continues to guide the people in, stopping the rest as appropriate and trigering the traps once more to allow safe passage.


Groups flow in while the blacksmith sets off the traps to clear a path. The noise was bad enough from as far back as the first time Doon set one off but up close like this in quick succession was causing his ears to ring... and driving the zombies behind the wall into a frenzy.

They scraped and crawled desperately. The zombies no longer tried to push themselves through the cracks but were pushed from behind. The first few only had heads that made it through, then heads and torsos. The more that pushed through the bigger the cracks became.

Three zombies got shoved through loosing only legs. They crawled towards Ark and his group.

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

Doon upon seeing the danger picks up a fist sized stone and belts it a the zombie.
Attack roll with Improvised weapon: 1d20 + 1 - 4 ⇒ (10) + 1 - 4 = 71d4 + 2 ⇒ (2) + 2 = 4

"Pelt them with what ever you can get your hands on. They're helpless while away from all of you."
As calmly as he can while picking up another pieces of debris telling those people still with him.
Diplomacy: 1d20 - 1 ⇒ (9) - 1 = 8


Male Gnome Cavalier (Order of the Cockatrice) 1 | hp 12/12 | AC 18, t 11, ff 18 | CMD 12 | Fort +4, Ref +1, Will -1 (+2 vs illusion, fear) | Percep +2

Keep at it -- I'll keep them off'n ya! Grrr, after me!

Ark quickly double-checked the ground between himself and the half-zombies for rune-mines as he drew his scimitar and shield and made ready to charge the first who approached the smith's group.

perception: 1d20 + 1 ⇒ (11) + 1 = 12
initiative: 1d20 + 2 ⇒ (3) + 2 = 5

On one hitting charge range (30ft), do so:

charge w/ power attack, damage: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 91d4 + 4 ⇒ (4) + 4 = 8

EDIT: And, to be clear, if cart repair wraps up before a zombie gets too close, I'll follow the cart as rear guard instead of charging. Impulsive, but not dumb. :)


The crawling corpses do little other then panic some of the crowd. They get pelted with heavy stones by the mass of humans.

Doon is able get to his fist group to the keep doors. They are massive and imposing. Doon understood what these doors were for from the legend. There is a large turn-crank for opening the door. Doon had to make a split second decision. Did he stay to advise this group, or try to make a mad dash back before the first traps reset?

Ark had problems of his own as the crack widened, allowing a zombie with a single leg through. Two more torso Zombies also lumbered along side the now tri-pod like zombie.

The blacksmith finished the second cart. He began to order the kids to get the next one flipped over. Though this one would need two wheels replaced.


Monkey

Ark looked back and forth between the zombie floodgates and the smith's progress.

Let's be making for the keep, if you would -- we can stay ahead of these hunks o' meat, no fear, but we're not gonna get that second cart up before those doors break. Heave to! Raising his voice to call across the courtyard, One cart's coming your way, Mr. Doon, and make the best of it!

Ark followed the progress of the cart, continuing to keep an eye on the zombies' progress and looking for opportunities to put rune-mines between him and a potential zombie charge.

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

Thank you Ark for making this decision easire

Doon lunges back to the waiting group while yelling to the first group on how to use the large crank in opening the door. He had to get the other group across as well, he knew where the traps were but the rest didn't.

He smiles when he hears about the cart.

"My thanks Ark. The rest of oyu keep at that crank and use it to open the doors. I'll be back as soon as I can."


Actually 2 carts are ready so you can make the final push.

The blacksmith stops in his tracks. Realizing he got caught up in his own fervor. "Oh yea, lets get this in." The boys look relieved as they push the two finished carts in, the blacksmith and his apprentice take one and the three ruffians take the other. The wounded, elderly and enfeebled climb aboard.

This provides enough maneuverability for the cart to enter in the minefield from the side, avoiding setting off the first row of mines, leaving them read for zombies.

As the rest of the group is making a break for the door another survivor is turning the crank... Something inside the door clicks.

reflex save: 1d20 + 1 ⇒ (3) + 1 = 4

The merchant who was turning the crank looks down with resignation. "Well Shi-"

2d6 + 2 ⇒ (5, 2) + 2 = 9

A steam of electricity arches out. Ripping through the front of his shoulder and exploding out the back. He falls to the floor, his wound already cauterized by the serge. His eyes wide and his mouth agasp

For his efforts the large carved stone doors are cracked open about six inches.

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

Doon curses.
Of course the crank would be trapped. He's an idiot and another will pay the price. He hates himself for what he must do.

"I'm sorry. I'm so sorry."

He guides the rest in seeing the carts ready before turning his attention to the crank.

Perception with Trapfinding: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Disable Device with Trapfinding: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Heal check for the injured man: 1d20 + 1 ⇒ (14) + 1 = 15

With a heavy Heart, Doon opens the doors, hoping that time is on his side.


The man is going into shock but you are able to save his life. His arm will be useless until he can get serious treatment at a temple and it will cost him.

You can see behind the crank is a set of coils, when the crank is being turned the coils compress and move closer to each other completing the circuit. Doon is able to jam a knife back into the coils, forcing another surge.

The crank brims will brilliant lights as the electrical charge pours out. Eventually it runs dry.

Doon cranks the door, getting minor sparks off of handle.

sparks: 1d2 - 1 ⇒ (2) - 1 = 1

The zombies hit the first round of runes.

Zombie crawler: 2d6 ⇒ (4, 1) = 5
Zombie crawler: 2d6 ⇒ (3, 2) = 5
Zombie tripod: 2d6 ⇒ (3, 3) = 6

Explosions ring out and only the tripod zombie is left standing- er... em... hopping. Though even it looks raggity.

As the carts reach the door the cracks the zombies have been coming through finally give way, splintering against the weight. Some zombies get trampled as the horde pushes in.

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

Yelping at the sparks... Doon works the crank furiously, dwarven arms pumping in adrenaline as he works the doors open.

Once open, he screams out to the people to get in and hoping against all hope that Ark is able to hold them off, the gnome had better live through this.

The man will live that's what counts. He can complain against me later. Doon thinks.

Once the doors open, Doon will direct everyone to get in as fast as they can, his hammer readied this time.


Male Gnome Cavalier (Order of the Cockatrice) 1 | hp 12/12 | AC 18, t 11, ff 18 | CMD 12 | Fort +4, Ref +1, Will -1 (+2 vs illusion, fear) | Percep +2

Welp, this should be interesting, Ark thought, giving his sword a twirl as he gritted his teeth. What I live for, right?

The gnome charged, slashing at the hopper's kneecaps -- er, cap -- while trying to gauge how fast the horde would cover ground...and whether any live runes remained in their path.

power attack w/ charge: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 181d4 + 4 ⇒ (1) + 4 = 5
perception: 1d20 + 1 ⇒ (11) + 1 = 12


The zombies head departs from its shoulder, the zombies eyes stay focus on Ark even as its head flies to the ground.

Karma Check: 1d20 ⇒ 12

Landing behind the zombi on to a rune, setting it off just as two other zombies run by.

2d6 ⇒ (2, 6) = 8

The explosion clears out all three zombies in a messy wet splatter but more charge in, leaving Ark mere moments to get away.

The door is open enough to get the survivors through. Inside is pitch black, only the reflective marble floor can be seen with its checkerboard pattern.

Doon's perception: 1d20 + 6 ⇒ (10) + 6 = 16

Doon hadn't noticed it before but as he steps through the door he can feel the air rushing in. As he enters he feels the rapid pressure change in the room as it equalizes with the outside atmosphere.

Doon Knowledge Local: 1d20 + 6 ⇒ (19) + 6 = 25

Doon knew this phenomenon from stories of grave robbers and scavengers. When they cracked open long sealed tombs sometimes they found that the air pressure of the room was drastically lower. The air had literally been sucked out of the room to preserve the dead.

Everyone outside, seeing the zombie horde approach needed no motivation to surge into the room. The pushed and shoved making their way into the dark hall. The carts just barely making it in lengthwise.

Grand Lodge

Male Dwarf Investigator 2 | HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|
Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

"Ark come on!! We can hold them off at the doors!!"
Doon prays that they'll find no more undead in this room though he makes sure to keep that knowledge to himself so as not to startle the crowd. Things were hard enough as it is.

He desperately looks for a counter lever or crank to close the doors back in as well as making sure there are no further traps.
perception1d20 + 6 ⇒ (7) + 6 = 13


Male Gnome Cavalier (Order of the Cockatrice) 1 | hp 12/12 | AC 18, t 11, ff 18 | CMD 12 | Fort +4, Ref +1, Will -1 (+2 vs illusion, fear) | Percep +2

Ark gave a whoop of glee as the zombies exploded into goo. That'll be one to tell the grandkids -- er, if'n I live that long!

Blowing a kiss to the oncoming horde, the gnome turned and raced for the door, waving to his mount to get inside and taking a hasty glance around to make sure none of the living were left in the courtyard. Ducking underneath the carts, he popped up behind to help push them against the doors.


Everyone gathers inside. Flipping the cars on their sides to block up the entrance. The zombies are getting torn to shreds by the explosions but now some are making it further through, soon the saturation of zombies will be enough to push through.

Doon sees the release lever for the door. It hangs out, obvious and painted red. It's hard to tell what it will do. The lever itself doesn't seem to be booby-trapped but it does have a complexity about it that wouldn't be warranted on a simple release.

You could take the time to remove the paneling to get a better look. or you could set up your barricade and run on. It's probably going to take about 5 rounds to work the face off. In that time a handful of zombies will make it through. What condition they face you in is up to the dice.

Ark can see back into the cavernous room. His eyes finally adjusting. Figures are sprawled out on the ground. Dead and curled up into a fetal position all facing towards the doom. Some have outstretched arms reach for the door. None show any signs of battle. Most are maidens and what looks like castle staff.

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