"Sturdy" Shodden Mahoen |
Sturdy enters the cabin after Aldric and takes a look around the place for himself. He's especially interested in the mounted deer's head.
Perception Check, 1d20+7=23
After his inspection Sturdy exits and stands watch motioning for the others to hurry up. Before leaving the cabin and returning to the tunnel, Sturdy motions for Aglaeca to come close to Sturdy as though he wants to whisper a secret in his ear.
I'm assuming we all want to return to the tunnel?
Quinn Ardensier |
Quinn remains outside and looks out into the forest, making sure no one is coming.
Perception: 1d20+9=18
"Sturdy" Shodden Mahoen |
Once we hear from DM Nixon if we find anything of interest in the cabin.
Sturdy leans in as though to whisper in Aglaeca's ear but instead plucks a long hair from the unknowing Tiefling's beard. "Sorry I had to do that if you had known then you may not have obliged." Sturdy places the hair in an inconspicuous place in the door jam shutting the door on it after everyone has exited. "This way if the hair has fallen we can tell if anyone has come or gone while we're clearing the tunnels."
DM Nixon |
Back from my trip!
In the cabin, you find a few papers and documents regarding more crates from grimmerzhul. Some of them describe large cages that are used to transfer large game, or lots of smaller creatures at once.
Nothing looks too off about the deer head, it is in fact real.
The hair stays perfect and in place, ready to alarm them to any passers-through.
Once the adventurers head into the tunnel they are greeted once again by many crates and a hand car.
Aldric Casternall |
Aldric takes a close look at the car. Does it look like it is pulled by humanoids, is there an animal harness, or does it appear to be propelled by some magical or mechanical means? Does it look like it has been used recently? Perception check 1d20+5=13, if a check is even needed.
DM Nixon |
There is very little information left laying about but one name that you do notice on some of the papers besides those of Grimmerzhul is one Anna Nir.
The cart in this room appears to be functioned by mechanical means, and when I say mechanical I mean a hand pumped lever that pushes the cart along the track.
As the adventurers of our story stand around the cave and inspect the carts, a faint screeching of metal can be heard in the distance. It sounds like it is approaching.
Karn Lathern |
Letting the tiefling take care of the bluffing, Karn wil quickly dive behind a barrel and once again, blend in with the cave wall as he quietly draws a dagger, ready to through in case Aglaeca needs help
Karn's slim frame is crouched behind the cart in G5
DM Nixon |
Suddenly the air is filled with a foul, stench. The stench of something rotting. The screeching from the tunnels grows more and more loud, It is possibly an echo but the adventurers begin to detect that there could be at least two carts moving down the tunnel.
Working on an updated map for you guys right now, should be up very soon.
DM Nixon |
Suddenly the screeching from the tunnels becomes almost unbearable when around the corner you see two carts barreling out of control towards you and you can see that the cart has been loaded up with undead. The cart smashes into the idle cart and sends undead flying into the room, most of them instantly turn towards the living in front of them. Aglaeca in particular, who appears as a welcoming party.
Verjack |
"Suffer the light of creation!"
Stand: Blades of Astral Fire on G7 vs. Refl 1d20+7=10, 1d20+7=23, 1d20+7=14, 1d20+7=22, 1d20+7=26, 1d20+7=8, 1d20+7=27, 1d20+7=17, 1d20+7=9; Dam: 1d6+6=8 radient dam, Crit dam on 7th zombie 12+1d6=17
Quinn Ardensier |
Quinn moves closer and shoots a single arrow at a remaining zombie.
Moving to J5 and using Jinx Strike: 1d20+7=15, 1d10+4=12
DM Nixon |
The burst of light instantly sears most of the mob of zombies coming down the tunnel.
Karn rushes forward through the dying zombies and stabs another of them with his dagger, making short work of him.
Quinn fires off a shot that moves just past the zombies as they fall and sticks one that is further back directly in the brain. He drops to the floor instantly.
I lost my map file but I will tell you that the zombie at e8 is the only remaining one currently
Round 1
______________________
Aglaeca is up
Aldric
Zombies
Sturdy
___________
Round 2
___________
Verjack
Karn
Quinn
Aldric Casternall |
On the off chance that Aglaeca missed, or the zombie is still standing, Aldric shifts to E6 and sends a blast of radiant energy at the remaining zombie.
Lance of Faith 1d20+6=20 for 1d8+5=10 radiant damage.
Disregard if all of the zombies are down at this point.
Aldric Casternall |
DM Nixon |
Aldric
It is not apparent who animated these bodies.
Aglaeca |
Aglaeca says, "They must be aware that we have dispatched bairwin, making the most likely answer, baring magic, is that bairwin was supposed to send some kind of signal to whoever is on the other end of this track, and as a result of the absence of that signal, they have assumed the worst.
This means that the foe on the other end of the track is both in league with the cult and knows that we are coming, I propose we follow these tracks, perhaps even using one of these carts for most of the way if possible, and destroy whatever necromancy using cretins are on the far side. Who's with me.
DM Nixon |
As you stare at the carts and track before you, you come to realize that there is some work to be done before you are on your way to whatever evil is on the other end of this tunnel.
This is a three tier skill challenge with 4 successes before 2 failures for each tier.
Tier 1: Getting the carts back on the track;
Major Skills: Athletics, Thievery.
Minor Skills: Dungeoneering, Perception
Tier 2: Getting the Carts Moving;
Major Skills: Arcana, History.
Minor Skills: Acrobatics, Endurance
Tier 3: Navigating the Tunnels;
Major Skills: Streetwise, Nature.
Minor Skills: Athletics/Acrobatics, Perception
The minor skills will lower the DC's of the primaries
Tier 1: Roll on.
"Sturdy" Shodden Mahoen |
Before attempting to move any of the carts, Sturdy does a thorough inspection of each to devise the best way to maneuver them back onto the tracks. Preception Check, 1d20+7=27
Sturdy attempts to put the first cart back on the track using the knowledge he gained during inspection. Athletics Check, 1d20+11=13
Logos |
DM Nixon |
Tier 1: Getting the carts back on the track;
Major Skills: Athletics, Thievery.
Minor Skills: Dungeoneering, Perception
Sturdy points out some key wheel locks and track alignment issues to help the group get things back on track so to speak.
Thievery DC lowered
Aglaeca takes note of Sturdy's advice and is able to open up the wheel locks so they can be properly placed on the track.
Heh you only just barely made that one thanks to sturdy
1 Success, 0 Failures
Perception can no longer be used to lower the primaries
Aldric Casternall |
Aglaeca |
Aglaeca spoting the idle folks in the crowd starts giving out orders, preparing the group of people to attempt to right the cart, regardless of academic pursuits.
(that's 18 to athletics check to aid another. Can we get a bunch more people aiding, and then get sturdy or someone to make the main check...)
Quinn Ardensier |
Recalling his past experiences, Quinn helps Karn realign the wheels onto the track.
Aid Another on the next Thievery check: 1d20+3=17 Note: Was originally a Dungeoneering check, but realized after I made it that Aldric made that check.
DM Nixon |
Tier 1: Getting the carts back on the track;
Major Skills: Athletics, Thievery.
Minor Skills: Dungeoneering, Perception
Aldric assists Sturdy by showing him the best place to get leverage on the cart, While Aglaeca does his best to help with the lifting. The Goliath uses his strength to lift one side of the cart successfully back onto the track.
Quinn, standing with Karn notices something about the way the track locks the cart into place once it's in the right location.
Ok minor skills are now out, you have successfully lowered the primaries as much as possible
2 Success, 0 Failures
"Sturdy" Shodden Mahoen |
Sturdy moves to the other side of the cart and attempts to put those wheels on the track.
Athletics Check, 1d20+11=16