conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: Psionic Dog: 50 years ago the zombies last rose.
  And now there back.
  
    Zombie Marathon  
  
    Danger: Do not feed the Zombies  
  
   a small sign posted in front of the portal solemnly reads. There the the local earl and county mayor shake each hand and hand you the "Rod of Closure" as they call it. After a refreshingly short speech is given ("Thank you for your help. There's a 30,000 gp bonus for the group if you succeed. Don't get eaten.") you step through the portal.
  
  On the far side you find a sparkling cavern with a faint hint of a glow from illumines fungi scattered across the cavern roof and walls. Pretty as it is, those of you who can't see by starlight (low light vision/dark vision) can't see much beyond your own light sources. In the dimmer areas cave mushrooms grow, and in the brighter patches moss and ferns have taken root. As caves go this one isn't so bad... or wouldn't be if it weren't for the the steady drip of water drumming out the time until undead horrors emerge from the unearthly mists.
  
  The Juicy Details:
   
   Spoiler 
  On days 1-5 the PC's face CR 7 attacks generated by combining three CR 4 groupings, with one attack in every second wave being CR 8 and made of two CR 5 groupings and a CR 4 group.
  
  On days 6-10 the PC's face CR 8 attacks generated by combining three CR 5 groupings, with one attack in every second wave being CR 9 and made of 2 CR 5 groups and 3 CR 4 groups.
  
  The CR 5 groups will remain a surprise to add dramatic tension to your early mini-boss encounters, but below is the CR 4 table for your planing convenience.
  
  {table]#|CR 4 Groupings
  1|1x Huge Fiendish Viper
  2| 4x Spider Swarms
  3| 12x Dire Rats
  4| 1x Vampire Spawn
  5| 1x L2 Kobold Sourcer Ghost*
  6| 4x Ghouls
  7| 1x Minotaur Zombie
  8| 4x Troglodyte Zombies
  9| 8x Human Commoner Zombies
  10| 2x Owlbear Skeletons
  11| 4x Wolf Skeletons
  12| 12x Human Skeletons[/table]
  
  *L2 Kobold Ghost Sourcer:
  HP 18 AC: 17
  [(6), 15, - , 12, 8, 19]
  Always Manifested, Corrupting Gaze (DC 15 Fort), Frightful Moan (DC 15 Will)
  Mage Armor, Magic Missile, Ray of Frost, Daze, Read Magic, Detect Magic, Resistance
  
  The Map:
   
   Spoiler 
   
  Each square is 10x10 ft.
  
  The Obsidian Road:
  Somehow they forgot to mention this feature: A 12 ft wide fussed obsidian once smooth road leading from the portal out into the black mists.
  
  Vegetation:
  Nothing grows on the road, but everywhere else has a 50% chance of having cave mushrooms in dimmer areas or cave moss and ferns if brighter areas. No where is the vegetation thick enough to provide anything bigger than a mouse with concealment.
  
  The Black Mists:
  The fuzzy purple bar on the left. The mooks appear here.
  
  The Pond:
  Sky-blue = shallow water.
  Dark-teal = deep water. The pool is 9 ft deep at the deepest point.
  
  The Berm:
  15 ft tall with a 10ft wide flat top and 10ft wide slopes. Once the berm may have been a slippery sandy-shale, but with time the gravel as fussed. DC 10 climb check required to scale, except at the stairs (C-17)
  
  The Grand Portal:
  Located at far right. If the portal opens and a mook walks through rocks fall and everyone dies.
  
  The Pedestal: (H-27)
  4 ft tall with steps on the western side. From here the Rod of Sealing can close the portal for 1 hour. Multiple uses over lap, so the villagers suggest you renew he seal every half hour to be safe.
   
  
  
  Tower blueprints
   
   Spoiler 
    The tower is actually only 35 ft wide, although it is the full promised 25 ft tall. The tower map is on a 5x5 ft square scale.
  
  Doors are marked by wide rectangles.
  
  Arrows slits are marked by narrow solid-dark rectangles. These arrow slits have been widened to allow for slings at the cost of only a +6 AC cover bonus to the defender. The arrow slits also come with 1/2" thick shutters that can be closed over them.
  
   The Front Door: 
  These double doors are together 10ft wide and 12 ft tall. The front door is built from 2.5" thick oak, and has 25 HP with a Hardness 5 when the double backing bars are set it has a DC 23 to break. The door is flush with the outer walls so that attackers will not have a doorway to take cover within.
  
   1st Floor (on left) 
  The ground floor has a 15 ft ceiling (less rafters) to accommodate large sized creatures. The walls are 3ft thick masonry with no windows on the ground floor, but there are 8 tiny barred vent for ventilation near the ceiling with wire mesh to prevent even a rat from slipping through. Vents are marked by the pale small rectangles.
  
  1: Vestibule
  At least, that's what it once was. Some paranoid renovator in centuries past added three arrow slits pointed at the door to make this room an extra line of defense.
  
  2: Stables.
  A place for mounts to sleep, and either a carriage or a large guest to sleep. The room contains two ruff stalls and two stale bales of hay.
  
  3: Storage room.
  Also contains stairs leading upwards. Someone left a short bow, 40 arrows, 40 torches, a flint-steel, and 5 days of firewood here.
  
   The 2nd Floor (on right) 
  The second floor outer walls are thinner (a foot thick) and contain 11 arrow-slits in the place of windows.
  
  4: Kitchen.
  This corner room has a small wood-stove, table, a small spice rack, and other basic equipment to feed 6-12 men.
  
  5: Common Room
  This room contains a pair of spindle chairs and a ladder bolted to the wall leading up to a trapdoor in the roof. A continual flame keeps this room perpetually lit.
  
  6: Office
  This room contains a simple desk, a modest chair, and a book shelf. All empty except for the odd cobweb.
  
  7: Officer Bedroom
  This room contains a simple tapestry, a small dresser, and a pair of bunked beds (no bedding) for the tower commander(s).
  
  8: Armory
  Nothing remains except for a weapon rack.
  
  9: Barracks
  Living quarters for the common soldier this has 3 pairs of bunked beds (no bedding), a broken cabinet, and a bucket.
  
   The Roof: 
  The flat-topped roof is 35ft to a side and surrounded by a low wall (2.5 ft tall, 1 ft thick masonry) and is accessed by a trap door with ladder. There is also a noted hemp rope coiled neatly in a corner with on end attached to an iron bracket in the roof.
  
  
  Interior walls and flooring are 6" thick masonry, and interior doors are 1.5" thick wood with simple locks.
  
  Doors: Hardness 5:
  Front: 25 hp, 23 Break DC
  Interior/Trapdoor: 15 hp, 18 Break DC
  Shutters: 5 hp, 15 break DC.
  
  Walls: hardness 8:
  Ground Floor outer: 360 hp, DC 40 break
  2nd floor outer: 120 hp, DC 30 break
  Interior/Floors: 90 hp, DC 25 break
   
  
   
  
  
  Current Time: T-2days
  Party Status:
   
   Spoiler 
  All healthy and rested.
  
  Old links lost.
  
  No expendables used.
   
  
  
  Old Map for Reference:
   
   Spoiler 
   
   
conversations.from: human
conversations.value: Wizibirb: Sam and dean were the first to show up carrying there supplies. They waited for everyone else to arrive.
conversations.from: human
conversations.value: Deathslayer7: Cassandra 
   Samuel 
   The S-Team 
   Cassandra 
  Cassandra walks into the portal not looking back. Her halflings rie the the mule and wagon into the portal carrying their belongings. She hums to herself as she taps a rod against her thigh in tune to a hum. She is right behind the young fellow in front of her.
conversations.from: human
conversations.value: sum1won: Tomas shows up, carrying his spiked chain, surveying the area as he goes.  He barks out orders to his miners and the friendly cleric.  He then heads south to build a wall connecting the bottom left corner of the tower to the cavern wall, up to ten feet high and a foot thick.  (He has a +15 stone masonry check, so I'm pretty sure that since he only needs 2 hrs of sleep a day, he can build it well within the given amount of time.)  Two of the kobolds join him to dig a 5' wide, 10' deep pit across the front of the wall.  They can do this in the first day.
  
    Two of the miners head off to help Jon with their digging prowess as he uses a combination of shape stone/stone to clay, and his general stonemasonry abilities to turn the berm into as steep an incline as possible- a wall, if he can.
  
  Extra rubble is dumped behind the south wall to create a combat platform behind it at row N.
  
  Other teammates are invited to help where they can.
  
  Finally, Tomas consults his teammates on where the hallow scroll should go.  He suggests putting it so it covers the tower, towards the front, so the melee types can fight.
conversations.from: human
conversations.value: Wizibirb: Dean and sam quickly finish unloading supplies... After the strategic placing of supplies they decide to go and help with any construction that they can.
  
  The ghost facers meanwhile immediately start helping with the digging and removal of rubble.
conversations.from: human
conversations.value: Psionic Dog: The Zombie Slayers examine their new surroundings with a sense of Déjà vu: it all seems so familiar somehow...
  
  Still, the feeling doesn't last long and the crew quickly sets to work.
  
  
  OOC Commentary
   
   Spoiler 
  Glad to see everyone found the IC thread.
  
  We'll be taking this game a at a slower pace so as to not loose anyone: I'll be updating at least once a week. Usually on the weekend, possibly sooner if everyone posts and I have spare time.
  
  Now, is Tomas &amp; Company going to be directing all fortification efforts with Dean &amp; Crew assisting, or am I reading that wrong?
   
conversations.from: human
conversations.value: Wizibirb: ooc -
   
   Spoiler 
  
  I agree that someone should take the lead over dean and co. because it would be better so as our efforts are concentrated.
   
conversations.from: human
conversations.value: sum1won: I assume that more or less the same will be happening- strengthening the berm, building a pit and a wall in the south, and later a few stone-to-mud spells to stop chargers.
conversations.from: human
conversations.value: Psionic Dog: Hmmm. Should I just through out the same map you used last time?
  
  
  Edit: Oh, I see the instructions. Will resolve as soon as time allows.