Zombies and Crooks (DM:Mal Malenkirk Judge: Covaithe )

[sblock=timing]As the next part of the adventure begins when we seek it out, do we have time for an extended rest (i.e., night) before seeking out the Keepers of Light? Because if there's combat coming up, you know I'd hate to face it with just at-wills.[/sblock]
 

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[sblock=ooc]I think I will take the prudent option and bow out at this point so as to have more time my exams and assignments. Thanks for the fun, all, and I do hope that if the group is at all shorthanded in a month or so, One-Who-Waits can find an excuse to rejoin :)

IC, OWW will probably go back to the hospital to help out, intending to rejoin the group later, and get sidetracked somehow.[/sblock]
 
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[SBLOCK=OOC]So we will be 3 left (Jarel-karn, Tomalak, Montroya). We might go recruit one or two more. We already have a Defender, a Leader and a Controller. I don't know who is in the Tavern, but we might find one or two more.[/SBLOCK]
 

[sblock=OWW]Good luck for your exams.

But I feel bad; the Major Quest XP was going to be at the end, when Rinch is stopped for good(ish)!

We're talking lots and lots of XP!
[/sblock]

[sblock=OOC]It's not absolutely necessary to recruit more PCs at this point, you'll see. Yes, it'll still lead to the most epic fight in L4W to date. Just trust me.

It makes more sense to only have PCs with a vested interest in stopping Rinch once and for all to finish him.
[/sblock]

A couple of days later, the heroes are fully healed and rested. They have shrugged the last effect of the dreaded disease they contracted while fighting the Usruper's minion.

But in those two days, disquieting rumors have reached their ears. Some say that Rinch has risen again. The authorities dimiss this as a flight of fancy from gullible citizens but the heroes know better. Rinch kept his promise.

Following Montroya's advice, they head toward the Chapel of Dawn to meet with the Keepers of Light in the hope of discovering information that will helps stop Rinch and his cult once and for all.

The chapel is modest and unassuming, built in the outskirt or Daunton. It is very old and it's not quite clear how 'Dawn' fits with this construction.

chapel-le-dale-stleonards2.jpg


(Replace the cross by a sun disc in your mind ;) )

Knocking at the door results in an elderly looking dwarf opening the door and squinting in your direction. Behind him, a youthful and powerful looking human examine you suspiciously.

They both relax considerably once Montroya identify himself as a servant of Apoli. They explain their mission.

-''Well, younglings, not just everyone is allowed to peer into the light Forsaken codex. But the news you share are very disturbing. Very disturbing indeed. I must confess little knowledge of the Usurper. I am a gatekeeper, not a lorekeeper. And there is no way you will be allowed access to the Sanctum on such short notice unless nothing short of the apocalypse is upon us.

But I will do what I can. Fergus will see you seated. Give an hour or so and I should have some help to offer.''

The young man directs the adventurers to a small office and offers some tea. He is not a great conversationalist. One hour later, the old Dwarf, Brok, comes carrying an heavy pack. It soon becomes obvious he used a gate to reach the head quarters of the Keepers and retrieved several books from their library.

-''Here, you should find useful information in those books. Be careful! Sime are very old. I couldn't find anything on 'The Hearth of Darkness'. I did pass on the information that it is probably in the Bonded Warehouse. We can't have such a dangerous artefact lost in a government warehouse indefinetely.

But I did find many books that are related to 'The Usurper'. Hopefully the key to stopping this Rinch abomination is in there.''

[sblock=Skill challenge]
All right, even if you fail, you will find enough information to move on. If you succeed, you will find even better information. Really worth it!

4 success before 2 failures
AP can be used for rerolls with a +2 bonus.

Primary skills: Diplomacy (get help from Fergis (Brok is nearly blind and can't help), History and religion (do it yourself),

1 check per 'round' (A round is complete when everyone acted once).

You can aid the next check instead of risking a failure. Aid can be given even after the check is made (So if someone failed by 2 and you still can act in this round...)

Maximum of 3 rounds to complete the task.
[/sblock]
 

[Sblock=Strategy]I have no idea what the DCs are on these checks. My highest skill checks are 8 or 9. I can assist instead, if someone has a better check.[/sblock]
 

Jarel-karn quickly look at the books. "Unlikely... don't think so... maybe... good one... maybe not..." after selecting a few books, he hand it to Andrec "Let's start to read those."

[SBLOCK=OOC]I suggets you do an History roll (you have +8 after all). I can easily assist you I think, with my +5.

Aid another History (1d20+5=22)

Maybe I should have made the roll myself after all.[/SBLOCK]
 

Grabbing the top book off Jarel-Karn's stack, Andrec looks at the binding and closes his eye. After a moment of consideration, he opens the book near the back and begins looking briskly through the pages, as though clearly looking for something specific. "Here," he says placing the book flat on the table and pointing at a passage.
[sblock=ooc]History (1d20+8=21) Plus the +2 from assistance = 23. Lol! That leaves Montroya's roll for the first round.[/sblock]
 


Montroya combs through one of the books, hoping to find something that sparks a memory from one of his past lives.

[sblock=ooc]IC castle down, so Mal can roll for me. Won't be able to post again for 24 hours. Religion +12. If I fail, I'll use memory of a thousand lifetimes to add 1d6.[/sblock]
 

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