Az Emberi turns into a spider and climbs up the east ravine and looks down both the northern and southern hallways. Once he has an idea what's down there he'll pick a hallway and turn human and affix a rope.
Az Emberi skitters up the wall of the cliff and peers down both passages.
The North passageway is barely four feet high and is obstructed by rounded boulders and pebbles. It might have been a streambed, though no water flows here now. It was probably the original, natural stream that was diverted to power the waterwheel in the Smelter Cavern. A loud BOOM echoes from it, and you sense that it leads to the noise's source.
The South passage is the cut channel that the water was diverted to and leads back to the Smelter Cavern.
Az Emberi affixes a rope to the top of the chasm on the Northeast side and lets it drop down to the floor.
Dirk climbs up without much issue.
I need 1 Athletics check from Absinthe and 2 from Fjolnir, Hymir and Dustfinger. DC 10 all around. A total of 10 or higher means success, 6-9 means you didn't climb or descend successfully and must roll another check, and a 5 or lower means you fall and take 2d6 bludgeoning damage, and must try again if you fell while climbing the East side. If you fell on the Western descent, congrats! You're in position to climb up the East wall.
Rollback Post to RevisionRollBack
-We are all just one failed saving throw away from someone else's fantasy...
Fjolnir stares at the chasm, yawning as it does, he sighs back. In the momentary case of labor v. injurious risk, the jury reported in, and the verdict was; "Eh Piss on it-" He skips back a several paces, dashes at a full sprint, leaps and holds his breath-aiming at Dirk across the divide, in an ultimate test of his new boots.
Absinthe bounds up the rope like he had a natural climbing speed.
Hymir starts moving down the West side, but can't get a good foothold to rappel down properly, and after a few seconds of struggling, he plummets to the bottom. "Ahh! Hymir we're falling!" Instinctively, he casts Feather Fall on himself and safely lands at the bottom. He shakes his arms out, getting ready to go up the other side. 7"HRRRRRRRGGGGH! Guys, I'm sorry, I just *WHEEEZE* really wasn't built for this." 10 He pants and it takes him a while but he finally makes it up high enough that Absinthe can reach down and pull him the rest of the way up.
This post has potentially manipulated dice roll results.
Az Emberi and the rest of the crew head through the tunnel. It's tight for Absinthe, everyone else has to duck with the exception of Fjolnir, who can stand full height. Outside of the tunnel, a narrow ledge overlooks a large cavern that houses a surging, seething body of water. The rhythmic booming heard throughout the mines is louder here. At regular intervals, a fresh surge of water funnels into this chamber and slams against the wall just below the ledge. The echo suggests that this cave might be one arm of a much larger cavern to the northeast. There is a cut passage to the South that is the exit of the waterwheel channel, and a natural pathway Southeast that leads back around to the Forge of Spells and the Wizard's Quarters where you fought Mormesk the Wraith.
Lined up along the narrow pathway are six zombies in single file that were just staring out over the water until Az Emberi entered the cavern. He didn't make a sound, but his less than subtle movement caught the eye of one of them, and it groaned alerting the rest. Initiative: -1 Absinthe: 21 Az Emberi: 5 Dirk: 11 Dustfinger: 12 Fjolnir: 5 Hymir: 8
3 Random Encounter? Yes 1 = Zombies 6 = # of zombies These numbers all changed around after I accidentally foolishly added more rolls in front of them. I promise you randomly got 6 zombies.
Dustfinger moves just north of the innermost curve of the cliff's edge and lashes out with lightning lure at the northernmost zombie, trying to pull it toward him... and over the edge of the cliff in front of it.
This post has potentially manipulated dice roll results.
Hymir pushes his way through to the edge of the tunnel and peeks around the corner. Suddenly, just past the first zombie a loud, sharp ringing sound violently cracks the air and the first 3 zombies in the line are caught in an angry burst of sound. Rocks and pebbles break away and splash into the water below. 14 (dam son) CON Saves vs DC 13: 9 / 12 / 6 Zombies 1 and 3 start to fall to pieces, chunks of rotted flesh slaw off their frames and land it wet piles on the ground.
Dustfinger moves to the edge of the cliff with a clever plot in mind. He moves a lot closer to the edge than he thought he had to in order to reach the first zombie, but he just barely catches him with a lightning-like whip that extends from his hand. It wraps around the zombie like a lasso and (STR Save vs DC 14:21) the zombie resists getting pulled into the drink. (sorry, man, that was a cool idea)
Dirk and Fjolnir are up.
23- Hymir 21- Dustfinger 20- Dirk 19- Fjolnir 13- Zombies 1) 1 HP 2) 12 HP 3) 1 HP 4) 22 HP 5) 22 HP 6) 22 HP 9- Az Emberi 5- Absinthe
I can move far enough due east with good line of sight I want to cast a violet faery fire on the lot, square centered on the middle group, probably off to the east a little for LOS. (Marked spell slot)
Dirk does exactly what he intended, and catches zombies 2, 3, 4, and 5 in a violet cube. DEX Saves to dodge glitter bomb vs DC 14: 8 / 11 / 14 / 1 Zombies 4 and 5 are lit up.
Fjolnir hits Zombie 2 but the arrow meant for #3 sailed off course. (Zombies 1, 2, and 3 are all at 1 HP, lol)
All 6 zombies get to shamblin'. They single file it to the party and get in each other's way, stumbling over one another in a completely uncoordinated advance that one would expect of such creatures. They end up in a clump between the front few of you and only zombies 1 and 2 have enough time to strike currently. Zombie 1 at Dustfinger: Attack: 16 Damage: 6 Zombie 2 at Az Emberi: Attack: 16 Damage: 3 Both of you easily move out of the way of the slow attacks.
Az Emberi and Absinthe are up.
23- Hymir 21- Dustfinger 20- Dirk 19- Fjolnir 13- Zombies 1) 1 HP 2) 1 HP 3) 1 HP 4) 22 HP (Faeried) 5) 22 HP (Faeried) 6) 22 HP 9- Az Emberi 5- Absinthe
Short rest: 5
Absinthe leaps off the cliff like a majestic Phoenix. (Slow fall reduces 20 damage) Lands like a superhero.
I clap excitedly. OOooo! So fun!
Rainbow....... Mooo....
Absinthe takes no damage from the fall. Total superhero landing. Dirk gets Deadpool levels of excited over it.
-We are all just one failed saving throw away from someone else's fantasy...
As the forward scout I'll defer to your direction until I have an objection otherwise.
Rainbow....... Mooo....
Az Emberi turns into a spider and climbs up the east ravine and looks down both the northern and southern hallways. Once he has an idea what's down there he'll pick a hallway and turn human and affix a rope.
Athletics 21. Stealth 7 . Perception 17
Rainbow....... Mooo....
Az Emberi skitters up the wall of the cliff and peers down both passages.
The North passageway is barely four feet high and is obstructed by rounded boulders and pebbles. It might have been a streambed, though no water flows here now. It was probably the original, natural stream that was diverted to power the waterwheel in the Smelter Cavern. A loud BOOM echoes from it, and you sense that it leads to the noise's source.
The South passage is the cut channel that the water was diverted to and leads back to the Smelter Cavern.
Az Emberi affixes a rope to the top of the chasm on the Northeast side and lets it drop down to the floor.
Dirk climbs up without much issue.
I need 1 Athletics check from Absinthe and 2 from Fjolnir, Hymir and Dustfinger. DC 10 all around. A total of 10 or higher means success, 6-9 means you didn't climb or descend successfully and must roll another check, and a 5 or lower means you fall and take 2d6 bludgeoning damage, and must try again if you fell while climbing the East side. If you fell on the Western descent, congrats! You're in position to climb up the East wall.
-We are all just one failed saving throw away from someone else's fantasy...
Dustfinger spits and swears at all this climbing.
Down 17
And then up 14
... but he makes it without incident.
-We are all just one failed saving throw away from someone else's fantasy...
Fjolnir stares at the chasm, yawning as it does, he sighs back. In the momentary case of labor v. injurious risk, the jury reported in, and the verdict was; "Eh Piss on it-" He skips back a several paces, dashes at a full sprint, leaps and holds his breath-aiming at Dirk across the divide, in an ultimate test of his new boots.
https://media.giphy.com/media/gFD5Ih0YI6Gbu/giphy.gif
-We are all just one failed saving throw away from someone else's fantasy...
Absinthe: 22
Hymir: 8 / 4 (lol)
Absinthe bounds up the rope like he had a natural climbing speed.
Hymir starts moving down the West side, but can't get a good foothold to rappel down properly, and after a few seconds of struggling, he plummets to the bottom. "Ahh! Hymir we're falling!" Instinctively, he casts Feather Fall on himself and safely lands at the bottom. He shakes his arms out, getting ready to go up the other side. 7 "HRRRRRRRGGGGH! Guys, I'm sorry, I just *WHEEEZE* really wasn't built for this." 10 He pants and it takes him a while but he finally makes it up high enough that Absinthe can reach down and pull him the rest of the way up.
-We are all just one failed saving throw away from someone else's fantasy...
I put up my hood, crouch down and go through the hallway
Stealth. 8
Az Emberi and the rest of the crew head through the tunnel. It's tight for Absinthe, everyone else has to duck with the exception of Fjolnir, who can stand full height. Outside of the tunnel, a narrow ledge overlooks a large cavern that houses a surging, seething body of water. The rhythmic booming heard throughout the mines is louder here. At regular intervals, a fresh surge of water funnels into this chamber and slams against the wall just below the ledge. The echo suggests that this cave might be one arm of a much larger cavern to the northeast. There is a cut passage to the South that is the exit of the waterwheel channel, and a natural pathway Southeast that leads back around to the Forge of Spells and the Wizard's Quarters where you fought Mormesk the Wraith.
Lined up along the narrow pathway are six zombies in single file that were just staring out over the water until Az Emberi entered the cavern. He didn't make a sound, but his less than subtle movement caught the eye of one of them, and it groaned alerting the rest. Initiative: -1
Absinthe: 21
Az Emberi: 5
Dirk: 11
Dustfinger: 12
Fjolnir: 5
Hymir: 8
3 Random Encounter? Yes
1 = Zombies
6 = # of zombies
These numbers all changed around after I
accidentallyfoolishly added more rolls in front of them. I promise you randomly got 6 zombies.-We are all just one failed saving throw away from someone else's fantasy...
Hymir, Dustfinger, Dirk, Fjolnir, you're up.
23- Hymir
21- Dustfinger
20- Dirk
19- Fjolnir
13- Zombies
9- Az Emberi
5- Absinthe
-We are all just one failed saving throw away from someone else's fantasy...
Dustfinger moves just north of the innermost curve of the cliff's edge and lashes out with lightning lure at the northernmost zombie, trying to pull it toward him... and over the edge of the cliff in front of it.
Strength save vs 14, or else
Hymir pushes his way through to the edge of the tunnel and peeks around the corner. Suddenly, just past the first zombie a loud, sharp ringing sound violently cracks the air and the first 3 zombies in the line are caught in an angry burst of sound. Rocks and pebbles break away and splash into the water below. 14 (dam son)
CON Saves vs DC 13: 9 / 12 / 6 Zombies 1 and 3 start to fall to pieces, chunks of rotted flesh slaw off their frames and land it wet piles on the ground.
Dustfinger moves to the edge of the cliff with a clever plot in mind. He moves a lot closer to the edge than he thought he had to in order to reach the first zombie, but he just barely catches him with a lightning-like whip that extends from his hand. It wraps around the zombie like a lasso and (STR Save vs DC 14:21) the zombie resists getting pulled into the drink. (sorry, man, that was a cool idea)
Dirk and Fjolnir are up.
23- Hymir
21- Dustfinger
20- Dirk
19- Fjolnir
13- Zombies
1) 1 HP
2) 12 HP
3) 1 HP
4) 22 HP
5) 22 HP
6) 22 HP
9- Az Emberi
5- Absinthe
-We are all just one failed saving throw away from someone else's fantasy...
Fjolnir trots over about 20 feet to the East and starts squealing arrows at the 2nd and 3rd revellers in the rotting conga line.
Longbow 17 Dmg8
Hordebreaker 21 Dmg6
I can move far enough due east with good line of sight I want to cast a violet faery fire on the lot, square centered on the middle group, probably off to the east a little for LOS. (Marked spell slot)
Rainbow....... Mooo....
Dirk does exactly what he intended, and catches zombies 2, 3, 4, and 5 in a violet cube. DEX Saves to dodge glitter bomb vs DC 14: 8 / 11 / 14 / 1 Zombies 4 and 5 are lit up.
Fjolnir hits Zombie 2 but the arrow meant for #3 sailed off course. (Zombies 1, 2, and 3 are all at 1 HP, lol)
All 6 zombies get to shamblin'. They single file it to the party and get in each other's way, stumbling over one another in a completely uncoordinated advance that one would expect of such creatures. They end up in a clump between the front few of you and only zombies 1 and 2 have enough time to strike currently.
Zombie 1 at Dustfinger: Attack: 16 Damage: 6
Zombie 2 at Az Emberi: Attack: 16 Damage: 3
Both of you easily move out of the way of the slow attacks.
Az Emberi and Absinthe are up.
23- Hymir
21- Dustfinger
20- Dirk
19- Fjolnir
13- Zombies
1) 1 HP
2) 1 HP
3) 1 HP
4) 22 HP (Faeried)
5) 22 HP (Faeried)
6) 22 HP
9- Az Emberi
5- Absinthe
-We are all just one failed saving throw away from someone else's fantasy...