Before leaving, HDP will cast minor illusion (cantrip) several times to create some kobold type footprints at the dead bodies, and leading back into the water. Ian will help try to conceal the party's tracks. Both hoping to throw off anyone that may find the bodies.
The party watches as Gruxx climbs the wall of the rift like a human spider. Once up top, one of the spikes and ropes Glynquinal gathered from the other side are thrown up, and Gruxx secures the rope for the others to use to climb up. At the top, Herr Doctor Professor pauses to cast his illusion on the other side around the corpses. Glyn pauses to admire the bard's craftmanship and gives the half-elf a pat on the shoulder before the group enters the southern tunnel on the eastern side of the rift.
The walls and floor of this tunnel are smooth and almost assuredly hand-carved. It almost immediately doglegs to the right and into another cave. A blast furnace and a mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal are piled nearby, along with carts full of unrefined ore. The waterwheel sits in a ten-foot-wide dry channel cut into the floor of the room (which the party is walking in). Two more passages exit to the south and east. The empty channel continues and exits to the east.
Many withered corpses are scattered around the room still wearing the remnants of armor. However, the most interesting feature of this underground room is the green flame-engulfed floating skull hovering just on the other side of the cold furnace. As Gruxx enters and pauses to look around, the skull turns its empty eye sockets on the barbarian.
Ian and HDP move into the room, taking it all in. Upon seeing the flame skull, Ian looks around the room for more enemies. HDP is more intrigued by the corpses. Is there anything he can roll to try to figure out how they died? Like, did the skull do something, and can HDP figure it out by perception of the corpses?
As the party cautiously continues a few more paces into the space, eight of the corpses get to their feet. All eight of the dwarf-sized zombies turn and glare at the party.
Combat begins!
Initiative rolls: 114
The party checks the grips on their weapons as they mentally evaluate their chances against this undead army. Unfortunately, the new threat has distracted them from the flaming skull until their hear it laugh manically. As all of their eyes turn at once, they notice the flaring streak of light heading their way. They have only a fraction of a second to prepare before ... BOOM! right in their midst.
I'll let you all roll. You need to roll a DC13 DEX saving throw or suffer 31 fire damage. You suffer 15 if you succeed.
Ian, seeing the dire straights the team is in, holds his rapier at the ready but doesnt act. Instead, he yells out to the skull " Skull, whatever you are, whoever you are, our quarrel is not with you! We seek answers, not death. Please, please have mercy on us. Perhaps we can help you in some way. If not, please let us be on our way with no further bloodshed!"
Gruxx looks at the gloves then back to the skeleton.
"Those gloves must be very special if they have lasted all this time when the rest of the skeleton faded to bones."
There are five exits from this area:
Gruxx looks toward "door 3".
"That way looks as good as any."
Rock will go with Grux
Ian and HDP will follow Gruxx as well.
Before leaving, HDP will cast minor illusion (cantrip) several times to create some kobold type footprints at the dead bodies, and leading back into the water. Ian will help try to conceal the party's tracks. Both hoping to throw off anyone that may find the bodies.
Gruxx athletics: 25
The party watches as Gruxx climbs the wall of the rift like a human spider. Once up top, one of the spikes and ropes Glynquinal gathered from the other side are thrown up, and Gruxx secures the rope for the others to use to climb up. At the top, Herr Doctor Professor pauses to cast his illusion on the other side around the corpses. Glyn pauses to admire the bard's craftmanship and gives the half-elf a pat on the shoulder before the group enters the southern tunnel on the eastern side of the rift.
The walls and floor of this tunnel are smooth and almost assuredly hand-carved. It almost immediately doglegs to the right and into another cave. A blast furnace and a mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal are piled nearby, along with carts full of unrefined ore. The waterwheel sits in a ten-foot-wide dry channel cut into the floor of the room (which the party is walking in). Two more passages exit to the south and east. The empty channel continues and exits to the east.
Many withered corpses are scattered around the room still wearing the remnants of armor. However, the most interesting feature of this underground room is the green flame-engulfed floating skull hovering just on the other side of the cold furnace. As Gruxx enters and pauses to look around, the skull turns its empty eye sockets on the barbarian.
Rock will back up Grux
Gruxx freezes in his tracks staring at the Green Flame-Engulfed skull.
Gruxx raises his hand above his shoulder.
"Hold..." Gruxx says lightly.
"There is danger I think... It hasn't attacked yet but it don't look happy to see us."
Gruxx grips his glaive tightly.
"It might be guarding something. Be easy."
Gruxx will slowly enter the room to try to make room for the others.
Does Gruxx see if the skull is floating above something? Or Guarding a door?
Perception: 5
Ian and HDP move into the room, taking it all in. Upon seeing the flame skull, Ian looks around the room for more enemies. HDP is more intrigued by the corpses. Is there anything he can roll to try to figure out how they died? Like, did the skull do something, and can HDP figure it out by perception of the corpses?
As the party cautiously continues a few more paces into the space, eight of the corpses get to their feet. All eight of the dwarf-sized zombies turn and glare at the party.
Combat begins!
Initiative rolls: 114
The party checks the grips on their weapons as they mentally evaluate their chances against this undead army. Unfortunately, the new threat has distracted them from the flaming skull until their hear it laugh manically. As all of their eyes turn at once, they notice the flaring streak of light heading their way. They have only a fraction of a second to prepare before ... BOOM! right in their midst.
I'll let you all roll. You need to roll a DC13 DEX saving throw or suffer 31 fire damage. You suffer 15 if you succeed.
Glyn's save: 6
Light blue zombie's save: 2
Glyn falls unconscious. The zombie is toast.
DEX Saving 18
Rock is fire RESISTANCES
Gruxx Dex Save: 15
OK, so Rock takes only 7 damage, and Gruxx takes 15 damage.
Ian DEX save: 14
HDP DEX save: 25
HDP is also unconscious
Glynquinal death save: 14
You may post in this order: Ian, Rock, Gruxx, and then HDP. Glyn and HDP have fallen unconscious. Gruxx and Ian aren't far from it.
Ian, seeing the dire straights the team is in, holds his rapier at the ready but doesnt act. Instead, he yells out to the skull " Skull, whatever you are, whoever you are, our quarrel is not with you! We seek answers, not death. Please, please have mercy on us. Perhaps we can help you in some way. If not, please let us be on our way with no further bloodshed!"
Rock, you're up! Then, Gruxx!
Rock will rage, and attack the skull with great axe
to hit
Great Axe 18
damage
Great Axe 8
Rock, perhaps the map isn't clear for you. You are at G7. The skull is at F18. You would have to move 50 feet to be in melee with the skull.