The crew begins to cut through the town. Moving around the buildings and between small alleyways. Eventually they come across the elevator; taking it down. It creaks and groans, as two of the crew turn hand cranks to lower down into the pit. The sound nearly kills their stealth, yet with two other operational elevators, people don't seem to care or even notice. Other elevators going down, bringing the few people that live here into the quarry itself.
They descend at least a good 50 feet down into the large excavated ground. A small lake sits in the middle. A refinement center connected to it, large cranks with ropes and gears that enable a water wheel to move and power whatever it inside. Rocks being readied for transport and carving. Other stones apparently being refined for whatever the flecks of metal are inside. It definitely appears that the quarry lead to some kind of mining operation.
Two sets of tracks with push carts leading into large openings (Entry A & Entry B). Above each of the openings are drawn warnings. It's all written in the local loxodon language, but the message is clear: Danger. Bring a torch. Next to the openings are a few crates of what is likely explosives, and a small station of hooded lanterns and some flasks of oil.
Another explosion can be heard from one of the tracks (entry B). A smaller Loxodon, covered in soot moving out and waving to a few of the others who are getting off the elevators or sitting around. Those in wait grab hard hats, as well as some picks and equipment before heading down that route.
Two other entryways seem to exist, but are currently blocked with large boulders (Entry C & Entry D). The boulders are also painted with that sign of danger. But the danger symbol is bigger. Brighter. Much more noticeable.
The crew, able to maneuver around, do find yet another opening in a different section of the bottom of the quarry. A narrow gap that a person could fit through. (Entry E).
With few people moving through, the Windhook Crew is still able to take up their hiding positions. Looking around, watching the commotion and activity. (A) seeming to be unoccupied. (B) having some people moving down into it. (C & D) are blocked, but the boulders could be moved. And (E), a narrow gap that also leads inside. In addition, a small series of Buildings & Refinery, that also have a few people in it.
Morgan says "Well we definitely don't want to do the popular ways, so maybe want to go the dangerous ways. The narrow gap seems to be the least dangerous but also the least likely to have loxodon in it."
The group squeezes through the crack, making sure nobody is noticing, as they slip into the cavernous complex...
<span style="font-size: 12px;"> </span>
Area 12
The crew of the Windhook moves through the small crack. It a difficult section to get through, at multiple tiems having to squeeze and bend. The sound of armor scraping against the wall seeming to ring out. Eventually they come out on the other side. A mid sized cavernous chamber; about 15 feet high. No light, save for the crack, is anywhere - casting the place in darkness.
The air feels stale, and has the slightest taste of mold to it. Sounds of liquid falling into a pool echoes, but the source is difficult to figure out.
One path heads towards (Area 1), while another in the opposite directions somewhat splits (3 & 14).
Morgan mutters to themselves, "When in doubt, go left..." and then to the crew, "I'm going to north, if I'm not back in 10 minutes... I don't know go south?" stealth16perception14 ((dark vision 60ft))
Morgan begins to maneuver around in the dark, but with the limited vision, is not able to see much. The area is massive. Again the ceiling is about double their height, but much more expansive than where they previously were. The air feels more acidic, though. A corridor continues further down (towards 17).
But, in your looking around, it's easily been 10 minutes, just from trying to be quiet and looking around.
Morgan looks Lafetha up and down, no understanding her meaning, "Nice of you to volunteer yourself for this no doubt perilous and super hot, super sexy mission, but I need you to stay here and... " Morgan looks at Abigail ((who is out of ear shot)) "... take care of everyone." Morgan leaves, and comes back and shares what they saw, "I say we see what's even more north... though I don't have a particularly good reason for wanting to... "
"Right, well, you had you fun Morgan, now it is my turn. I will check down south to see if there is any more reason to head that way... instead of further north."
Her limited darkvision makes it difficult to look around. The sound of things skittering and moving always in her ears, but, unable to actually see anything. She notices that the stone caverns head off (towards 11) and then over around a central column (towards 14).
As she begins to look, a low rush of air moves through the cavern. Rocks rumble before falling and collapsing down on Abigail.
10 DC 14 DEX SAVE for Half Damage If fail, pinned under a set of rocks. Will begin to get crushed / suffocate.
This post has potentially manipulated dice roll results.
Tarak moves down to the chamber Abigail went in using his dark vision to see ahead of himself. He will also assist Abigail if needed. Otherwise he will inspect the room
As Wilson lights the torch, those with dark vision come to a rude surprise. Inside the cave are eyeless insects; some darting along the ceiling. Others stationary, antenna and feelers sifting around in the air. Once the light fades from them, they return to being invisible to the darkness.
(Area 3)
As the remainder of the crew heads over to (pull out / check on) Abigail, they glance around. A large section of rocks having fallen, collapsing around Abigail. The cave continues around a pillar - heading over to (14), as well as leading around a bending path (area 11).
The torchlight is quite visible, making stealth impossible in the cave, if anything was to use sight. But it seems whatever may be living in here has adapted to being invisible to dark vision.
Tarak stealths along assisted by Lafetha.
Stealth 25
.
Lafetha agrees with Morgan on the 1st route. She cast Pass without Trace for the group.
stealth 29
Abigail's Stealth roll: 25
Wilson Stealth 29 (includes PWOT)
The crew begins to cut through the town. Moving around the buildings and between small alleyways. Eventually they come across the elevator; taking it down. It creaks and groans, as two of the crew turn hand cranks to lower down into the pit. The sound nearly kills their stealth, yet with two other operational elevators, people don't seem to care or even notice. Other elevators going down, bringing the few people that live here into the quarry itself.
They descend at least a good 50 feet down into the large excavated ground. A small lake sits in the middle. A refinement center connected to it, large cranks with ropes and gears that enable a water wheel to move and power whatever it inside. Rocks being readied for transport and carving. Other stones apparently being refined for whatever the flecks of metal are inside. It definitely appears that the quarry lead to some kind of mining operation.
Two sets of tracks with push carts leading into large openings (Entry A & Entry B). Above each of the openings are drawn warnings. It's all written in the local loxodon language, but the message is clear: Danger. Bring a torch. Next to the openings are a few crates of what is likely explosives, and a small station of hooded lanterns and some flasks of oil.
Another explosion can be heard from one of the tracks (entry B). A smaller Loxodon, covered in soot moving out and waving to a few of the others who are getting off the elevators or sitting around. Those in wait grab hard hats, as well as some picks and equipment before heading down that route.
Two other entryways seem to exist, but are currently blocked with large boulders (Entry C & Entry D). The boulders are also painted with that sign of danger. But the danger symbol is bigger. Brighter. Much more noticeable.
The crew, able to maneuver around, do find yet another opening in a different section of the bottom of the quarry. A narrow gap that a person could fit through. (Entry E).
With few people moving through, the Windhook Crew is still able to take up their hiding positions. Looking around, watching the commotion and activity. (A) seeming to be unoccupied. (B) having some people moving down into it. (C & D) are blocked, but the boulders could be moved. And (E), a narrow gap that also leads inside. In addition, a small series of Buildings & Refinery, that also have a few people in it.
What do you do?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Wilson makes some crude hand gestures indicating that he prefers entrance A & E .
If someone take the lead he will follow them
otherwise,
If no one makes a decision and starts moving he will take the lead and head to E and squeeze inside.
Morgan says "Well we definitely don't want to do the popular ways, so maybe want to go the dangerous ways. The narrow gap seems to be the least dangerous but also the least likely to have loxodon in it."
“I agree the narrow gap would draw less people but to a gnome it might seem the perfect place. He also said he didn’t go near the monster.”
Tarak takes the lead.
The group squeezes through the crack, making sure nobody is noticing, as they slip into the cavernous complex...
Area 12
The crew of the Windhook moves through the small crack. It a difficult section to get through, at multiple tiems having to squeeze and bend. The sound of armor scraping against the wall seeming to ring out. Eventually they come out on the other side. A mid sized cavernous chamber; about 15 feet high. No light, save for the crack, is anywhere - casting the place in darkness.
The air feels stale, and has the slightest taste of mold to it. Sounds of liquid falling into a pool echoes, but the source is difficult to figure out.
One path heads towards (Area 1), while another in the opposite directions somewhat splits (3 & 14).
What do you do?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Morgan mutters to themselves, "When in doubt, go left..." and then to the crew, "I'm going to north, if I'm not back in 10 minutes... I don't know go south?" stealth 16 perception 14 ((dark vision 60ft))
Morgan heads off to...
Area 1
Morgan begins to maneuver around in the dark, but with the limited vision, is not able to see much. The area is massive. Again the ceiling is about double their height, but much more expansive than where they previously were. The air feels more acidic, though. A corridor continues further down (towards 17).
But, in your looking around, it's easily been 10 minutes, just from trying to be quiet and looking around.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Lafetha chuckles at Morgan, "good luck! Sure you don't want some backup?" ((Volunteering someone else, and not herself))
Morgan looks Lafetha up and down, no understanding her meaning, "Nice of you to volunteer yourself for this no doubt perilous and super hot, super sexy mission, but I need you to stay here and... " Morgan looks at Abigail ((who is out of ear shot)) "... take care of everyone." Morgan leaves, and comes back and shares what they saw, "I say we see what's even more north... though I don't have a particularly good reason for wanting to... "
"Right, well, you had you fun Morgan, now it is my turn. I will check down south to see if there is any more reason to head that way... instead of further north."
With that, Abigail sneaks off south (Area 3).
Perception: 9
Stealth: 24
Abigail sneaks off to (area 3)
Her limited darkvision makes it difficult to look around. The sound of things skittering and moving always in her ears, but, unable to actually see anything. She notices that the stone caverns head off (towards 11) and then over around a central column (towards 14).
As she begins to look, a low rush of air moves through the cavern. Rocks rumble before falling and collapsing down on Abigail.
10
DC 14 DEX SAVE for Half Damage
If fail, pinned under a set of rocks. Will begin to get crushed / suffocate.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Morgan hears the rocks fall ((the surest sign that everyone dies)) and will rush after Abigail to see if they can help.
Lafetha hears the rocks fall in the direction that Abigail went towards. She turns and rushes behind Morgan towards her.
"Why does everyone rush off alone all the time...guess i'm guilty too huh, well this is gonna go badly"
Wilson Lights a a torch and heads after the other albeit not running as fast. Herding the gnome along with him. ((assuming he is still with us))
Once to Abigail he will assist in digging her out should she be buried.
Tarak moves down to the chamber Abigail went in using his dark vision to see ahead of himself. He will also assist Abigail if needed. Otherwise he will inspect the room
perception 14
As Wilson lights the torch, those with dark vision come to a rude surprise. Inside the cave are eyeless insects; some darting along the ceiling. Others stationary, antenna and feelers sifting around in the air. Once the light fades from them, they return to being invisible to the darkness.
(Area 3)
As the remainder of the crew heads over to (pull out / check on) Abigail, they glance around. A large section of rocks having fallen, collapsing around Abigail. The cave continues around a pillar - heading over to (14), as well as leading around a bending path (area 11).
The torchlight is quite visible, making stealth impossible in the cave, if anything was to use sight. But it seems whatever may be living in here has adapted to being invisible to dark vision.
What do you do?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour