"I think we need to get our rest here tonight, and head out in the morning. We don't know much about this area and there is no telling when we will actually get to rest properly again," Kaztor offers his opinion to the group.
You wake from a sleep plagued by unnamed nightmares, to a morning filled with dreary thoughts, and dreary atmosphere. As you ride away from the Weary Horse Inn the morning dawns with no sun in the sky, just the presence of a clammy and unpleasant mist that seems to cling to your bodies, and your souls.
During your journey, you see no travelers along the road.
Black pools of water stand like dark mirrors about the muddy roadway. A pall of thick cold mist spreads over the ground. Giant tree trunks stand guard on both sides of the road, their branches clawing at the mists. In every direction the fog grows thicker and the forest seems more oppressive.
"Well, this isn't creepy at all. Everyone keep your eyes peeled." Zirul says to the group. "While we're together now, and finally have a chance to talk a bit, why don't we introduce ourselves?" He asks. "My name is Zirul, born to a human priest and an elven seamstress. And perhaps, something else has managed it's way in the bloodline at some point, as is made obvious by some of my unique features. But that's no matter, I'm one of the good guys and, hopefully, someone you can rely on."
Ibram snorts derisively at Zirul's words. He pulls out an everburning torch in an attempt to ward the fog away and brushes his remaining hand over his weapon, feeling the feeling the cold of the metal seep through his gauntlets.
"Are you sure we're heading the right way pathfinder?" He calls out, while trying to make out anything beyond the thick cover of fog.
"Well, this isn't creepy at all. Everyone keep your eyes peeled." Zirul says to the group. "While we're together now, and finally have a chance to talk a bit, why don't we introduce ourselves?" He asks. "My name is Zirul, born to a human priest and an elven seamstress. And perhaps, something else has managed it's way in the bloodline at some point, as is made obvious by some of my unique features. But that's no matter, I'm one of the good guys and, hopefully, someone you can rely on."
"I'm Talib, and this" he indicates his quiver and suddenly a snakes head appears from the inside of it "is Sascha. A more loyal companion you will never find." he pad Sascha on her head.
You travel down the road, heading west, where Leesa informs you Barovia is but a days travel away from the Weary Horse Inn. Your journey is uneventful, if uncomfortable due to the fog. Towards the evening, with the fog starting to thicken noticeably, you all see something ahead on the road.
As you approach closer, you see up ahead, grey in the fog, high stone pillars loom up from the impenetrable woods on both sides of the road. Huge iron gates hang from the stonework, dew clinging to the rusting bars. Standing before the pillars are two stone statues of armed guardians with wicked polearms. Their carved heads lie among the weeds at their feet, neatly broken from the stone shoulders.
Leesa:
Spoiler:
The last time you traveled to Barovia, the statues were whole.
As Ibram gallops towards the gates, you all hear a loud screeching noise. All of you see the gates slowly start to open of their own accord. You do not see anyone else in the vicinity.
Ibram halts his horse for a moment when the gates start opening. He turns to the group and motions them forward with his torch. "We haven't got all day." He calls out impatiently.
Eh, I'll go with that. Ibram prefers going first, but will take second if Nish needs to go first. Since he's the guide.
And I'd like to remind people of Ibram's auras, the discussion page (or Nish's profile) has them.
You pass through the gates leading to Barovia, once everyone has cleared the gates, you notice the gates moving to close again, with a loud clang.
Once you pass through the gates, you see the woods surrounding the road recede from the edge of the road. As you follow the road further, you see your destination ahead.
It is close to nighttime as you arrive at Barovia. The gray mists that have accompanied you on your journey have deepened with the approach of nightfall. Tall shapes loom from the dense fog and the muddy ground underfoot gives way to slick, wet cobblestones. A dilapidated wooden sign reads ”Welcome to the Village of Barovia”. As you grow closer, the shapes resolve into tenements whose windows are boarded, broken, and lightless. Nothing moves nearby, although the fog does limit your visibility. Faint sounds, as of something groaning, echo hollowly from somewhere deeper in the settlement.
The streets are choked with mist, limiting vision to only a few dozen feet. The buildings here at the edge of town look abandoned, burned out, or barricaded. Garbage litters the ground, and the stench of carrion assaults your nose. Ahead, an overturned cart blocks the street.
As you approach the overturned cart, you realize that you are not alone. Emerging from the fog are several humanoid creatures that stat shambling towards you.
Knowledge, Religion checks to determine what they are.
DC 10:
Spoiler:
They are zombies.
DC 15:
Spoiler:
These zombies move a little faster than normal ones.
DC 20:
Spoiler:
These zombies look like they are infected with something.
You also see a couple of what look like a couple of over-sized rats also apporoaching you.
Combat has begun, Initiative checks please.
I am using a grid for this: columns are labeled A-P (left to right), and Rows are labeled 1-12 (up-down). The street runs in rows 5-8 (20’), and E-H(20’) in a 4 way intersection. The overturned cart is in squares E/F-4/5. There are entrances to building in K8, N4, N8. Also there is an alleyway from L4 running north.
The zombies are in squares E4, D6 (cover), and D7(cover). The rats are in E9 and E10
Please place yourselves in the following squares, O4-O8 and P4-P8, (Nish will pick whatever square you tell him to.) and declare your actions please.
Kaztor, despite the fog, kept his senses focused enough to notice the undead before the group.
Initiative 1d20 + 1 ⇒ (6) + 1 = 7
Know. Religion 1d20 + 11 ⇒ (17) + 11 = 28
"Be careful everyone, those are augmented zombies, and it looks like they are diseased," Kaztor announces after studying the creatues for a moment. "Torag, lend us your guidance against this evil," Kaz requests power from his deity.
Cast Prayer spell on the group. Kaz will move to square O4.
Ibram heaves his falchion aloft effortlessly at the sight of the approaching..things, and moves closer. Better to let them come to him, he thinks. A grim smile slowly forms in his mouth.
Ibram moves to L7 and readies an action to attack the first zombie or rat that enters his threatened space. Attack 1d20 + 14 ⇒ (8) + 14 = 22 Damage 2d4 + 13 ⇒ (4, 2) + 13 = 19
To All: Add a +3 to your initiative checks, and a +1 to attack and damage while I'm within line of sight. All untyped. (Includes you Torag)
Talibs lips curl up into a cold smile "I'll put you to rest.. Again" he says to the zombies as he rapidly pull out four arrows and let them fly towards three different zombies.
I'm at work right now, so i can't draw a map. Could someone please place Talib and choose wich zombies to hit?
Attack with rapid shot, many shot and deadly aim. +4 vs undeads
Zombie 1: 6 In E4
Zombie 2: 6 in D6 (total concealment0
Zombie 3: 6 in D7 (total concealment)
All of you are still mounted, so it will take a move action to dismount from your mounts. If you have the Ride skill, you can attempt to fast dismount DC is 20.
Talib, the zombies behind the cart have total cover now. There is still one you can see if you are in P8. Do you wish to dismount and fire at the one you can see?