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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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

Doon, please tell me this "sanctuary" is a mite safer than it looks? Ark murmured quietly.

Can I see any other exits from the room on a quick scan?

perception: 1d20 + 1 ⇒ (17) + 1 = 18

Turning back to the entrance, Ark grabbed the trio of young ruffians from the cart repair team and thrust his sheath of javelins to them. Take these an' stay behind me -- Grr an' I'll take care of any that get through the door, jus' need you to make sure none get behind me. Now let's see if I can at least distract them a bit -- don't fret yourselves at the sound.

The gnome narrowed his eyes briefly in concentration, and the sounds of several panicked people arose just outside the entrance before moving around the side of the keep.

ghost sound on the other side of the carts, hoping to decoy at least a few zombies in the wrong direction.

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|

"Hold them off as I figure the workings of this mechanism. Here is safer than outside, don't you think? Setup that barricade and hold off the uglies. I'll work on this. Buy me that time."

Doon will exmaine the panel.
Perception, search for traps of how the mechanism works. 1d20 + 6 ⇒ (6) + 6 = 12
Disable Device, Figure out the workings. Using Inspiration. 1d20 + 5 + 1d6 ⇒ (20) + 5 + (4) = 29


Doon slides a wedge in and force the housing open. Inside are two chassis with the lever set to operate both. One has high tension cable running up while the other has it running down. It will take some work but you feel you can disable one of them, but it's hard to tell what does what because of the nature of the devices cables.

It's possible that both could operate a counterweight ether below the surface or placed above the ceiling.

That amazing disable device roll will allow you to disable the device in one rounds rather then five but it's not gonna help you figuring out which does which.

Ark looks into the darkness and sees a twin pair of stares lead up to the second floor where he sees some windows that seems to have shutter placed over them. The second floor also has a few doors which appear to be barred from this side.

While looking around Ark notices a woman dead on the ground. Her eyes are bloodshot.

heal check: 1d20 - 2 ⇒ (3) - 2 = 1

Maybe she had a hangover? Though Ark notices her hair cut off between the tiles on the floor. On closer inspection he sees that it isn't cut but has been pulled between the tiles. So have thin bits of cloths and anything else small enough to fit.

The thoughts swirl in his head as he takes his place at the doors.

The front of the pack responds to the sound sending them into a mass of previously untouched mines, but the sounds of explosions are drowning it out for the rest.


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 nudges Doon and points to the dead woman. Once ya finish up with that, take a look at the floor over there? Might be another trap?

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|

Perception with Stonecunning 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Intelligence Check, not having Knowledge(engineering)1d20 + 2 ⇒ (19) + 2 = 21

Doon doesn't answer his full concentration on the workings before him, his minds races as he tries to figure out which one would operate which.
Based on his intelligence Check, Doon will choose the one most likely to enable him to close the doors.

He takes a deep breath and reaches out for the one he believes is the key as explosions ring the air.............


OK the bump with stone cunning and the combined engineering should get you most of the way there.

Doon looks down at his feet. The tiles run across the entire room. He can see the tiny space between each tile. The space between runs deep, going down. The craftsmanship is impeccable.

It hit him what the room is now. The room isn't here to just create an airtight chamber. That air tight chamber can be turned into a vacuum. Doon could imagine how it would work, much like the stories of ancient tombs but on a grand scale.

Below the tiles would be a huge slab of stone or iron and below that a long tunnel leading down. The trap would force the stone down through the tunnel dropping the air pressure in the room rapidly.

He heard horrible stories of sea elf divers who dived too deep too quickly. The rapid change caused you veins to pop, killing you horrifically.

He was able to jam a wedge into the chassis with cable leading downward and activate the lever.

The door slammed suddenly with an impressive crunch. Crushing a few zombies who had just then managed to make it to the doorway. Their arms still dangling from the cracks.

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|

Perception 1d20 + 6 ⇒ (9) + 6 = 15
Sense Motive 1d20 + 2 ⇒ (1) + 2 = 3
Knowledge (local) 1d20 + 6 ⇒ (20) + 6 = 26
Survival 1d20 + 2 ⇒ (12) + 2 = 14

Doon leans against the wall. His blood punding through his ears as he looks around him, taking in the survivors. Do they look as exhausted as he feels?

The doors were shut but the task of getting the people out still remains. His work wasn't done yet. Only pure desperation fueled his inspiration as he managed to find the right steps and figure out the workmanship. It was an incredible piece of craft and he would like to study it once more under better circumstances.

He tries to remember if the layout was included in the texts decribing this he had come across or if they time they were built corresponded to similar buildings. He would need to find a way out but he needed to take a breath and take stock of their situations.

The people around would need checking on.

The gnome. Where was he? Was he trapped outside?

Doon wipes away the sweat running down his forehead.


The room has become pitch black. The door clips together and cuts off the room from any outside air. Though you probably have enough in this hall to last you. The other effect is that it goes pitch black in the room, not even enough for the gnome to make out anything. Only Doon can see the room.

Though he realizes this is not the first time he has seen it. He was saw it in a set of paintings from a traveling merchant as part of a collection. Realizing this he pieced together what he knew from the other paintings.

Up the stares were the kings chamber and the grand Vault.

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|

In a situation like this, there's no need to panic.

Doon calmly lights a torch.

"Does anyone else needs torches? I have about 10. I also think I know that way."

Distributing out the torches to ensure the people have enough light, he moves to the front.

"Ark?"

Perception with stonecunning (+2) where applicaable, searching for traps. 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24


The room lights up. Everyone seems relieved, except the blacksmith. He watches the smoke pour off the torch.

"The smoke is just going straight up. There is no wind. First rule of setting up a shop for a smithy is to test ventilation. As much as I like to see I don't think it's a good idea to keep it lit or light any more at least."

The pounding on the other side of the door is barely audible. The huge stone door look like they will hold.

Up the stares are the kings chamber and the vault each on opposite sides of the hall.

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 nods.
"Douse the torches, I'll scout up ahead and get back to all of you then."

Turning to the blacksmith, Doon gives him a assuring smile.
"Calm heads will prevail here. You're in charge until we're back. Those doors will hold back an army if not opened."

Finishing as the room plunges back into darkness. Assuming the torches are doused.

Doom strides up the stairs while searching for traps, remembering the legends.

Perception, Searching for traps and nasty surprises. 1d20 + 6 ⇒ (5) + 6 = 11
Disable Device, if needed. 1d20 + 5 ⇒ (2) + 5 = 7
Yep ran out of high rolls.....


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

As darkness dropped once more, Ark settled in, hoping to settle the refugees' nerves with some distraction.

Hold back an army they will -- these doors are good and stout. Reminds me of that time we were holed up in a old caravan post on the border of Belkzen. Barely made it inside before the orc berserkers were howling at the gates -- I took two of them down before we got to shelter -- and holed up for six days before taking them by surprise and making way to safety. Those gates were not nearly so stout as these, and the orcs much more cunning than a few zombies, so we should be just fine in here, no problem, eh?

perform oratory: 1d20 + 6 ⇒ (6) + 6 = 12

Meanwhile, the gnome listened for any sign he might be wrong about the strength of the door like most of what I'm blathering right now; that orc was runty and half-starved, and stumbled his way into a full Lastwall patrol.

perception: 1d20 + 1 ⇒ (18) + 1 = 19

I'll be ready to cast dancing lights in lieu of torches when Doon gets back, or if I hear anything dangerous / suspect


The doors are stout, even the sounds explosions barely register through it. Then they die down. Though in a few moments you realize you may be grateful for what little sound there was. The room is completely sealed. Voices absorb into the walls, the air pressure if off causing your ears to ring a bit but other then that their is no noise. The darkness has the humans in a sort of paralysis, like being in a sensory deprivation chamber that druids use to commune with ancient spirits.

group will save: 1d20 + 1 ⇒ (3) + 1 = 4
Ark's will save: 1d20 + 1 ⇒ (12) + 1 = 13

Ark is shaken (Shaken: take -2 on checks, attacks and saves) this will not be the last save, as you can see this can start to compound easily. Being in deprivation too long can lead to madness.

Ark looses his sense of space. Memory of the size of the room drops away. Instead it feels as though there are no walls or floor or himself, like he is a conscious adrift- no... falling. Up and down become meaningless as Ark struggles.

Ark cannot tell what the humans are up to.

It will take a spellcraft check to cast dancing lights DC11. I'll let you decide what to do and how you react to it. Go ahead and make your own rolls for this.

More bodies lay in wait for Doon as he ascends the stares. To the right is the kings chamber. Peeking in he can see the scene, preserved by the airtight vacuum. At the far end of the room, which is thoroughly trashed and ransacked, is the kings bed. Laying in it is a body with the bloody mangled pillow where a head should be.

On the other is the vault door. Closed but key still wedged into it, dangling.

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|

Perception, Take 10+6 for total 16
Stealth, Take 10+5 for total 15
Disable Device if needed, Take 10+5 for total 15

Doon knows well he is nervous, wincing at every step that sounds too loud and looking at the bodies doesn't help.
Muttering a prayer for the dead towards the King and an apology for disturbing his rest.
"May the afterlife be pleasant for you your majesty, your history will not be forgotten. I beg your forgiveness for we are beset and have come here in search of succor and escape from undead foes."

Doon remembers that the King was assassinated and that the pirates bought advanced climbing equipment scaling the entire back wall with that.
Hopefully he could find those.

He moves into the room cautiously ignoring the vault for now. He could always come back later and check if the traps were still active.

The people first. He had to get them out first.


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 struggled to maintain his cheerful story. So then the orcs...then the orcs...orcs...orcs?! To lead these people out of the zombies' clutches just to have them set upon by orcs in the dark would be truly cruel -- I can't let that happen! But I need light if I'm going to fight. He checked to make sure his sword was in its scabbard while trying to concentrate.

spellcraft: 1d20 + 1 - 2 ⇒ (2) + 1 - 2 = 1

Struggling and failing to remember the words to his spell, Ark called out to his mount, trying to avoid panic -- Grr! The dwarf, Doon, find it! Find it!

handle animal: track: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17

Grr survival w/ scent: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26

The gnome listened as his wolf began snuffling in the dark before setting off -- he could only hope in the right direction to find Doon, and that the dwarf could get back to them before the orcs attacked! He fumbled behind himself with his sword hand, holding his shield up in the dark while he tried to position his back against a wall.

Now, I've just got to stay very very quiet, he told himself aloud, so that I can hear the orcs coming.


The kings room has long since been looted for anything valuable. Tables are toppled, dressers broken apart, and paintings ripped off the wall and torn apart to reveal any hidden vaults.

Dark vision wont allow you to really see what's on the paintings. some of the texture of the strokes can give you an idea but you can perceive the color or tone.

The king lays still, rigor mortis capturing his final moments like a photo. His hands outstretched, as if to hold off his attacker or beg.

His palm catches Doons eye. He can see the fizzel of a spell on it. Like a dying ember it glows and recedes. It appears to be an illusion spell that is now wearing off due to time, revealing a rune placed onto the king's palm.

Just them Ark's wolf came bustling in, sniffing at the flood until its head butted up against 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|

Startled by the sight of the wolf, his hand drops to his hammer at the side by instinct before he realises who it is.

"What's wrong boy?"

Doon studies the Rune, etching it into his mind for future reference and then giving the wolf a pat on its head, proceeds to look for the way out.


Grr butted his head against Doon in the dark, then lay down on the floor.

Found dwarf. Found dwarf. Good boy. Master distress. Worried. Master distress. Found dwarf. Stay with dwarf. Worried.

Grr whined as Doon continued to search the room, getting up to follow the dwarf and butt at him again occasionally while continuing to whine.

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|

The butting must mean something, Doon reasons it out.

"Ok boy. Have it your way. Let's see what Ark wants."

Doon makes a quick descent down towards Ark.

"You sent your pet to find me. What's wrong? I think I may have found a way out but may involve climbing and I need to find where to start so quick spill out what you want to say."


Doon find the group scattered across the floor, some in the fetal position while others have their arms stretched out as if trying to cling to the floor.

Ark seems to be pretty bad off but not nearly as terrified as the humans.

Stepping back into the room Doon notices the effect of the acoustics. He can hear his blood pumping and he has a difficult time hearing the difference between the words he says out loud and his internal monologue.

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|

Taking a long look inside, noting everyone's position. It looks bad.
Damm, How long was I gone?
Does Doon Know if the King's room has air or does he know exactly where the back walls are so that he can lead everyone back up.


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 cast his gaze around in the dark, extending his hand and trying to muster up calm.

Doon, thank Sarenrae! I think I might be able to get some lights on as soon as I can figure out where m' head is in this mad place!

Sure would be a cruel trick if th' voices in my head are starting to sound like th' dwarf -- I just hope whatever takes my hand still has a pulse.

Considering how badly my previous spellcraft failed, I assume I have no clue whether I've used up my dancing lights in the try, or just didn't successfully cast it, so am going to try again as soon as I can grab hold of Doon for stability.

spellcraft: 1d20 + 1 - 2 ⇒ (11) + 1 - 2 = 10


Doon as a dwarf has an acute sense for air pressure and cave-like environments. This isn't a problem with air, unless it were something orderless.

The humans lay on the ground mumbling and moaning like scared children. Their eyes spread as wide open as they can go, as if it would help them see anything.

Doon can feel the effect the lack of ambient noise is having on him but at least he had his vision to ground him.

Ark is starting to wonder if he had cast the lights or if they had just been sucked up by the darkness. His memories get twisted with his imagination, each seems just as real.

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 Grabs Ark and slaps him.
"Get a hold of yourself. Make yourself useful!!! Gather them all up and hold their hands. Yes hold hands, it seems like most of you are suffering from cave fever, without sight the least you can do is at least have touch. Now do so. Don't make me go around slapping every single one of you. My hands will hurt. Don't make me hurt my hands cause Ah'll Use Mah Hammer!"

On the other hand, Doon will take a sniff to see if the air is doing anything, finding nothing wrong with the air at all. Smells like any cave he's being in.
Perception, Checking air 1d20 + 6 ⇒ (2) + 6 = 8
Survival, Check to see if air if anything is wrong with it. 1d20 + 2 ⇒ (7) + 2 = 9

"Tell them to breathe through their scarves, sleeves, headbands or something. It'll give them something to think about. I'm heading back up to get us an escape route and maybe some freash air."

Finishing, Doon makes usre that Ark is at least starting to gather the people before he heads back up in search of the back wall, the bandits used to climb. Hopefully there'll be fresh air and something to let them see and take their minds of their current situation.


Doons rousing speech gives everyone new will saves

group will save: 1d20 + 3 ⇒ (3) + 3 = 6
ark will save: 1d20 + 1 ⇒ (5) + 1 = 6

and then that happens

Doon's voice echoes off the walls, crashing back and forth. The humans seem lost. Surface creatures need the light, and it seems like the only thing that will bring order.


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

Doon's voice crashes in Ark's head, and he perks up momentarily, until silence descends once more. Stars and colors beginning to swim in front of his eyes, the gnome goes slack and slumps to the floor.

A trick of th' mind, then. Grrr didn't find the dwarf. We're lost in here.

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|

There's no choice then. Doon grabs a torch and lights up.
"Are ye all alright?" His dwarven accent becoming thicker.


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 blinks in the startlingly bright light of the torch, as the dwarf's face looms over him.

I...Fine, yes, completely, he blusters.

bluff: 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4

Realizing Doon is unconvinced, the gnome tries to pull himself together and scramble up off the floor.


The humans all stir. Most seem confused but after a few moments they come to, like waking from a dream.

The blacksmith looks up to the large vaulted ceiling "Perhaps a little smoke wont hurt us."

The fear effect dissipates but the wisdom damage stays. If this goes on for long enough the smoke may become a problem but for now it is negligible.Though it is more noticeable upstairs.

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|

"Hold this yer dang fool. Had me worried"
The dwarf turns around and then heads back upstairs intent on finding that elusive back wall used to scale.


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 took the torch, somewhat sheepishly, and assembled the survivors to follow Doon up the stairs.

As the dwarf continued to search the room, he leaned over the body of the headless king in fascination. What's this on his hand, then?

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|

"For the love of the gods, don't ye go touching anything striking your fancy. I don't know what could happen in here."

Doon looks back as he continues searching for the way to bring them out.


Inside the kings room now lit up by lights the paintings can be seen. The king always smiling self confidently showing off his castle and its features. In one painting he camanding the great doors of his castle to open wide, in a larger then life stance, with outstretched hand raised into the air.

Another he is standing in front of the vault, the door cracked open just enough to reveal a pile of treasure.

perception Ark: 1d2 + 1 ⇒ (2) + 1 = 3
perception Doon: 1d2 + 6 ⇒ (1) + 6 = 7

The king has a wickedly wide smile on his face, like a child that knows something you don't.

Along the wall of his room you can see shattered glass. Behind the blast shutters that sealed off the air was probably a set of windows that the pirates used to get in. Releasing the seal would open this up but also allow the zombies in.

Though no climbing equipment can be found in this specific room.

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 peeps through the cracks of the blast shutters seeing if he could detect any zombies outside, failing which relying on what his own guesses on this particular castle's layout, he seeks the back wall reasoning that with that and the river, he could perhaps find a way to bring everyone over the wall then.


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

"I'll give the ol' guy this," offered Ark, glancing over the paintings, "'E's got style. Always with that pose. Open the gates--boom! Behold my riches--boom! Clear the path to the royal chamber pot--boom!" The gnome strode around the room, aping the king's pose in front of each painting and thrusting a palm out in mock majesty, in hopes of keeping the crowd diverted from their situation while Doon found the way out.

"Not that it seemed to work out for 'im in th' last, poor guy." Ark shook his head sadly, contemplating the headless corpse. "See? Still trying that same thing. Begone from my castle--boo--hurk! Sometimes waving a hand in the air is no match for a warhammer; p'raps sire should have invested in a shield."

Realizing his commentary may have gone a bit dark for the occasion, Ark tried to refocus, his eye falling on the vault door. "Er, ahem...Now, here's a fine riddle: we're to believe that our fine fellow opened every door in the place just by waving 'is hand in the air. So what's 'e need a key in this one for?" The gnome started towards the vault door confidently, forgetting Doon's earlier comment about not touching anything in his eagerness to put the lie to the king's portraits.


Doon can still hear a slight hum through the doors leading out to the zombies. He can surmise that the kings chamber is in fact along the back wall of the castle and that the broken window glass was probably from the window facing out.

Ark found the vault door, and imposing 9' tall '8 wide mass of steel. On one side it looked like someone tried to break through the wall just at the end of the door, some brickwork broken off only to reveal more steel under it.

At its center was a thick plate with a keyhole placed predominantly. With some lettering scrawled in around it, the language was hard to make out it looked both primal yet sophisticated, each character had so much detail that it seemed like this language was not meant to be written so small.

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 attempts to figure out what is needed to open the blast Shutters and guessing that there might be unpleasant surprises beyond it calls out for Ark as he fiddles with the Shutters.

"Ark? I might need you here to deal with any likely zombies. I'm opening the windows and this might be our ticket out!"


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

The gnome's ears perked up at Doon's call, and he left off inspection of the vault door, loosening his sword as he strode over to the dwarf.

"Let me at 'em! Sure you don't want to take a look at that vault, though? Might be something left in there, eh? I can't make heads nor tails, though."

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 gives his companion a withering look.
"First get out alive. Get everyone out alive. Then we can come back alive to check it out. Good enough?"

Turning to the blast shutters, he proceeds to figure out out to open it up.
Disable Device I think, to open up the blast shutters. 1d20 + 5 ⇒ (16) + 5 = 21
Perception to check for anything else Doon may have missed out on.1d20 + 6 ⇒ (20) + 6 = 26


Doon works his tools around the edges but there is no space between. Finally he is able to make an estimation on where the release mechanism should be and he chips away at the stone to get to it. triggering it the butter releases from it rigidity. Doon is able to lift it up and it rolls back into the ceiling. The air bellows in through the opening, finishing the pressure equalization.

Looking out Doon see the vast forest beyond the castle, looking down he see the river as it winds its way in feeds into the moat. It would be a streight drop down into the moat from here. Roughly 8 stories high.


Monkey

"...unless th' place is also infested with zombie sparrows, I suppose we're safe for the moment. But i certainly didn't pack a ladder this long. chuckled Ark, standing down from his readied pose.

"i don't see any climbing gear,either. Did you say the thieves got trapped in the vault? maybe they've got it with them?"

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|

"They climbed out but how?" Doon answering Ark's question absentmindly. Trying to spot handholds and estimate how hard it would be for everyone to climb down and also hot to get everyone down safety."[/b]


Perception, attempting to spot for anything unusual. 1d20 + 6 ⇒ (16) + 6 = 22
Climb, estimating on how hard it would be to climb. 1d20 + 6 ⇒ (8) + 6 = 14
Intelligence check since I don't have knowledge (Enginneering) on whether I could duplicate the same kind of climbing equipment the bandits possibily used. 1d20 + 2 ⇒ (20) + 2 = 22


Doon spys indents into the castle wall where pitons had rested. Doon could see now how they had rested right on the edge of the open area and the blast shutters had closed with such incredible force that they had broken away, driving some of it into the stonework while the rest probably fell off into the water.

Though without proper preservation the rope probably would have been useless due to the time it had sat in the elements.

Clibiming up this wall would be a nightmare, its sheer face left no room for rest on the way up and the wall itself was sturdily built. Doon had to imagine that they had a caster help with the initial line set up for the climbers.

Clibing down could be easy if they had the gear to repel, the sheer face made going down fairly safe. Though the merchant with the lightning burn would have to have special accommodation.


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

Reluctantly accepting the wisdom of Doon's plan, with one last longing look at the vault, Ark set to helping with preparations.

"Good smith, we'll need some sort of pallet for the injured--and Grr. Could you and your apprentice help fashion something from some of this furniture?

"Doon, perhaps the wolf and I should head down first, followed by one or two of the able lads, to make sure the landing is secure? Once we're all down, we can make a wide circle back to the road and begone of this place."

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 nods to Ark's suggestion as the dwarf frantically begins testing everything hoping to find a good anchor point for what he's about to try and create. He had rope, the king's bed could do as an anchor point and now all he needed was .....well anything and everything....

He needed the blacksmith and his appretience for this. He needed strong arms and a knowledge that he did not have. The blacksmith he hoped did or maybe some of the villagers. He couldn't let them all down, he brought them this far, he'll be dammed if he gave up now.

Now for the tying up and crazy stuff.
Knowledge (Enginneering) untrained. Max 10. 1d20 + 2 ⇒ (13) + 2 = 15
Intelligence check to create rigging1d20 + 2 ⇒ (15) + 2 = 17
Diplomacy to have Blacksmith and apprentice help in creating it 1d20 - 1 ⇒ (15) - 1 = 14
Perception to spot an other dangers below. 1d20 + 6 ⇒ (2) + 6 = 8
Craft Improvised climbing rig with blacksmith sing rope, wagons and king's bed. Other items that can be used within the room will be used.
Checking on man with burns. 1d20 + 1 ⇒ (20) + 1 = 21

To Ark:
"Ark, your idea is sound, gather who you'll need but keep in mind that we'll need strong arms for this to work the rig. If we can't make a pallet, we'll tie them with ropes and lower them down. Do you have any rope? It'll make it easier for us to do something with it."

To Blacksmith:
"Sir, your help would be invaluable in this, I'll need to setup a rig of some sort to help us all down, our freedom is near but we have one final obstacle to overcome. Using the wagons, the ropes we have, the king's bed and your skill, can we make a rigging to climb down?"

To the people at large:
"Good people, we're near to freedom, please stay calm and help out where you can. We'll need everyone to get out of here and to our freedom so please I beg you give what aid you can. Thank you."


blacksmith: 1d20 + 5 ⇒ (3) + 5 = 8
Helpers: 1d20 + 2 ⇒ (8) + 2 = 10

The blacksmith and his team drag the heavy bed over to the window, each strains and they inch it closer and closer. The sheets are made of silks which help create a harness to carry down the people.

Everyone works together, each helping to prep people to make the drop down. Finally the ropes are set and makeshift harnesses are ready.

Ark is first to be sent down, as he would be easy enough to pull right back up if it were unsafe at the bottom. All of the strongest are set to help with the lowering of him down, rope is run around the bedposts to make a make-shift pulley.

Ark reaches the bottom, fining a patch of rocks to rest safely on. Strangely enough the water is incredibly shallow here, deceptively so. The rocks just under the water have a flat top and jut up.

Ark perception: 1d20 + 1 ⇒ (6) + 1 = 7

They run all the way to the other side of the moat. Ark is able to signal the rest to come down as well.

Slowly but surely all make it down. The injured merchant is more difficult but finally he is lowered to the bottom where waiting hands whisk him away to the rest of the group.

Doon takes one last look around the crypt that is the kings room. A gloomy reminder that no height is too far to fall from, with that he looks down a descends.

Doon hits the bottom

Doon's Perception: 1d20 + 6 ⇒ (11) + 6 = 17

Doon understands the stone, it's in his blood. This isn't natural. Doon's eyes follow the under-water steps to the other side of the moat and then back. They had to lead from somewhere. Doon feels the rock-face, finds the crease, presses a release and a door slides open, air wafts down. Death.... and smoldering fire.

A shrill groan from the injured man beckons attention.

He is laying in the field. Drained of color.

"Dwarf! I hold no animosity for what happened. You asked of me and I took the risk. I am a cripple now, I cannot complete my job. I ask only of you what you asked of me." He hold out a letter. "Please... He is a dear friend that needs help. He would not ask if it were not imperative."

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|

With tears in his eyes, Doon moves besides to the stricken man and clasps the offered letter.

"I'm so sorry, I'll take this up in your place for that is what I can do best. We just need to get out safety and hopefully a priest can help to you."

Doon knows that the words are hollow just as he's sure the man in front of him knows it too. He's dying and there's nothing he could do about it.

Doon hated it. The feeling of being helpless. He hated it so much.


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 stares at the secret door in the rock face, blinking in stunned disbelief for a few seconds before reaching a hand out to the point Doon had and hitting the release to close the door again.

"Let's...not leave that open too long, shall we? Best we just get away from here."

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 Nods.

Turning to lead the others away and to safety, he glances at the letter in his hands and widens as he see who the sender is.

"What?"


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

"Hmmm?" asked Ark, seeing Doon's jaw drop. He hopped up on Grr's back to peer over the dwarf's shoulder at the letter, and exclaimed, "Why, Professor Lorrimor of Ravengro! Haven't seen his signature in a while -- what's he say?!"

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