Fethril Support |
Ignoring the fact the inquiry was not for him, the mage still feels compelled to respond. With the patience of an adult reminding a child of an oft visited lesson, "Cultists? One of whom must be a wielder of magic. As to the rest, I would have thought your study of dwarven language would have provided you more insight to how a mine works."
James Rob-in-son |
James starts to speak but as he is cut off he looks at Fethril. When he finishes James says "A trap. I think at least one of these ways down is a trap, if not both. We need to be careful. After the trap the cultists will attack I think."
Kelris Bartel |
"I know about the cultists and the mage is yours to handle Fethril. Because I know the language doesn't mean I know about mines. I was taught young by a dwarf who lived in our village." Kelris casually responds. "I agree with the Trap, I would think tactically that both would be trapped and they would have a third way down."
Fethril Support |
Technical question for you Fez. Could we figure out a way to send both the carts and elevator down at the same time, but have one or the other unmanned? The logic being that if there is an ambush, it may split their defenses if they have to try and cover both cart tracks and shaft simultaneously.
GM Fez |
Yes you can. The carts are heading down on a chain and pulley system deeper into the earth. If you use the elevator the issue comes from the carts gathering speed and ending up at the base of the tracks faster than the elevator can safely carry you, which may negate your desired effects if the cult sees the carts are empty. If you use the carts the noise (they're still ungreased) is liable to draw all of the cultists to your position anyway, again negating your desired effects.
James Rob-in-son |
James thinks for a moment and then says, "I say we take the elevator down since they thing it's broken and send the carts down on their own as a distraction. What do you think?"
GM Fez |
Fethril greases the wheels of the mine carts, allowing them to glide smoothly without squeaking. Everyone steps into the elevator but the fastest person, Aura, who is sent to start the mine carts on their journey before rushing back.
As the elevator touches down on the floor below everyone begins sweating heavily. This is some of the worst heat you've experienced since the environmental training back at the Lodge. In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. DC 15 Survival: Gain a +2 bonus on all Fortitude saves against severe weather while moving up to half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15.
I need a DC 15 Fortitude save for the extreme heat or you take 1d4 ⇒ 3 nonlethal damage and become fatigued.
Fethril Support |
Reacting quickly, the elf craws a wand and starts tapping his companions.
Wand of Endure Elements. One, would this work? Two, would I have been able to protect everyone before it became too hot (avoiding rolls and fatigue)?
Fort: 1d20 + 5 ⇒ (11) + 5 = 16
GM Fez |
Yes and yes.
The sound of rattling chains and a resounding crash echo through the caverns. You figure that was the mine carts, but you're not sure why they crashed so forcefully. You start following the only path from the elevator, heading east and looking for a way back west when you stumble upon a large chamber. This would be an unremarkable cavern were it not for the metal tower that occupies most of the space and pushes against the fractured ceiling.
James Rob-in-son |
James points at the tower and says "Be careful. As strange as it seems that looks like a watchtower down here." He then looks carefully around this area to see if an ambush is set up.
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
James Rob-in-son |
James points to the top of the tower "The only reason the roof doesn't collapse is the tower. If our enemy is in there we can't destroy it or we all die."
GM Fez |
As you approach the tower with caution the door opens up. Inside you see a dwarf in the garb of an Ourat monk, waving for you to come in. "Hurry, hurry!" he hisses. The dwarf introduces himself as Bertrag and explains his story regardless of whether it is inside the tower or outside of it.
A week ago, Bertrag was patrolling the mountains when he was ambushed by the Doomsday Knights. Rather than escape, he offered to accompany the knights willingly, proclaiming he would rather be sacrificed properly than slaughtered like a desert animal. The knights believed Bertrag would make a most fitting tribute to Rovagug and agreed.
In truth, Bertrag hoped to pinpoint the cultists’ lair, study the group, and escape—a simple task for him. However, once he discovered that there were other prisoners being periodically sacrificed to some monster, he instead elected to stay and defend the captives as best he could. Unable to sneak the prisoners out, he instead activated his instant fortress and has kept everyone safe but ultimately trapped. The cultists have tried to breach the fortress ever since, while Bertrag guides his fellows through fasting and meditation exercises while awaiting a rescue party. Among his other abilities, Bertrag is capable of casting create water, and has used that to keep everyone hydrated and cool, albeit hungry.
He explains the basic layout of the mines the map, points out that there are three regular Doomsday Knights left, and that their leader is down below with some monstrous beast.
James Rob-in-son |
James moves inside with the dwarf. Once he hears his tale he says, "We will take care of this "knights" Which do you think is the best way to approach them?"
Kelris Bartel |
Kelris pulls out whatever rations he has on him and passes them out to those that have survived with no food. Listening to the tale, Kelris' blood starts to boil at the thought of people being kidnapped and sacrificed.
"Almost like back home." Kelris thinks.
"We will slay them and free these people, thank you for doing all you could to keep them save."
GM Fez |
The five of them pass the rations around and eat ravenously. Surviving for days on water and meditation has not been good to them. Bertrag nods gratefully and says they will wait for you here.
Leaving the monk and the people under his care you continue south and find what you expect is the Knight's camp. The southern walls of this messy campsite are covered in shaggy brown filaments.
You continue on east and look into a large cavern where three people in scale mail with shields and axes are inspecting a rather banged up looking mine cart, presumably the one you sent on its journey from above.
Kelris Bartel |
K. Dungeon: 1d20 + 6 ⇒ (17) + 6 = 23
"Brown mold, if you light it on fire it will get much larger, if we ice it, then it will shrink." Kelris says
"We should just attack now while they are distracted." Kelris whispers.
I cannot charge from a surprise round, as I can then only go 20'
*Aura* |
Aura moves forward, drawing a dagger and flinging it at Red Knight.
Attack Roll vs. Flat-Footed AC?: 1d20 + 5 ⇒ (19) + 5 = 24
Damage Roll+Sneak Attack: 1d4 + 2d6 + 1 ⇒ (3) + (3, 3) + 1 = 10
Confirmation: 1d20 + 5 ⇒ (12) + 5 = 17
Crit Damage: 1d4 + 1 ⇒ (2) + 1 = 3
GM Fez |
These guys aren't necessarily push-overs, but there is still one more encounter left - the boss.
The Knight that Aura injured stays back and begins concentrating intensely on the group. "No good," he says, "I ain't detecting anything here." Afterwards he pulls out a potion, and prepares to drink it.
The other two shrug and charge forth, aiming at Aura and James respectively.
Slash (A)!: 1d20 + 7 ⇒ (12) + 7 = 19
Slash (J)!: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d10 + 3 ⇒ (7) + 3 = 10
James manages to dodge the large axe heading his way, but Aura is not so lucky.
Order 1st Round
Aura
Doomsday Knights [R: -13, B: 0, G: 0]
Kelris, James, Fethril
James Rob-in-son |
James loses his cool and attacks the Knight on him.
Scythe Raging PA: 1d20 + 7 + 2 - 1 ⇒ (7) + 7 + 2 - 1 = 15 Damage: 2d4 + 9 + 3 ⇒ (4, 4) + 9 + 3 = 20
Kelris Bartel |
Kelris Steps forward to hold the line with James and Aura. Bringing his weapon to bear Kelris aims for the Man attacking Aura.
Halberd: 1d20 + 8 ⇒ (14) + 8 = 221d10 + 4 ⇒ (6) + 4 = 10
"we will not sit idly by and allow you to sacrifice people to your perverted God" Kelris growls
Fethril Support |
Realizing there is no more time to waste, Fethril takes a step away from the pack of combatants and calls for a blessing.
Casting Bless. +1 to hit and saves vs FEAR
Spellcraft: 1d20 + 8 ⇒ (17) + 8 = 25
Hmm..they were planning for zealots from the other side of the spectrum.