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Blind, fools and witless... Who tole you she came here? The innkeeper? Bah - he's one o' em I reckon! People disappear from town, an' come back all wierdified, if' they come back at all - tha's where yer friend be... Be vanished an' taken.
He seems genuine in his contempt.
Survival can be used to check for fresh tracks
Party has initiative. If you haven't updated the map yet, thats where you are. If you haven't healed then thats something you need to worry about
The first of the dead lumber into view - skeletons. Behind them, in their wake you can hear screaming and shouting... evidently some of the people of Ravensgro were too curioius and are paying a terrible price.
You must be tired because a heavy drowsiness leads to sleep in short order after dinner and whatever drinks you have, yes even water. Perhaps it's the country where most everyone goes to bed at nightfall.
You awake mid morning all in your beds (or barracks cot) refreshed and ready to face the day... All of you except Mala - her room is completely empty, though the bed is only roughly made.
Jaru Toth wrote:
Was confusing it because Elidal also has it - if there is one spell you'd bank on clerics having, its that. Maybe Elidal and Simeon with Jaru helping at holding the line... you still have a few more rounds left to heal up as well
The faith of Sarenrae is not oft practiced here in Ustalav... not sure that it is the right tract to plow down but its your call. In any case my role in all this so I'll leave you all with my best wishes for your success. Send a message or two when you can, and with that the Judge leaves.
Tolvars investigation provides some additional information. The preferred entertainment of the wealthy of the province seems to be elaborate hunts, ranging from staged hunts of local fauna to hunts where exotic, and often dangerous, imported beasts are released and then hunted across the land.
Ascanor Lodge is an exclusive private hunting compound for wealthy and noble individuals. In an area that has its fair share of lycanthrope related fatalities, Ascanor has not had any mishaps in quite some time - testament to its security no doubt.
Bring a small cask of ale and a haunch of some smoked meat and we'll talk, the old mans last words.
Leaving you to descend into darkness.
The Tavern is just as gloomy as you left it. Only two farm hands talk quietly and the innkeep seems to around just in case you need anything before he retires to his bed for the night.
The judge shows up with your paperwork.
You will be 'Lady Pertrice Hauber-Blotten', fortunately such a person actually exists and is somewhat known for her particular brand of manners that should fit you Anna, reasonably well. We've asked the true Lady Pertrice to spend time on one of the Orders estates while you play with her name a bit. Please try not to damage it or her reputation
The rest of you are her retinue. For ease I've left your names as they are. Sir Oathar, you are her 'Man at Arms', Kimberly, you are her young serving maid, Tolvan, her advisor, Dancia... you provided some difficulty so we have decided on 'Childhood companion'... it can have many meanings in certain circles and should hold if you are, close but... err... discrete when around 'Lady Pertrice'.
She clears her throat and continues.
The Shudderwood has an unsavory reputation. It is rumoured to be lair of Scarnzi bandits, criminal families of the Varsians, as well as the hiding place of fell creatures. Stories of shape changers, werewolves, abound in the area, more so than other parts of Ustalav. Wild and Wicked Fae are also spoken off.
The Shudderwood lies in the province of Lozeri, like Canterwall it too has thrown off its hereditary rulers. You'll need to pass through the capital, Courtaud before pushing on to your destination. Please keep a suitably low profile.
A few stragglers are about... some run to the temple - some stay on their porches, watching.
The dead appear to be making their way to the center of town. The road they are using is relatively narrow allowing Emmett and Elidal to set up a bottle neck... assuming they don't tear into someones house! The Gazebo would provide a fine shooting platform for Jaru and Simeon.
What actions taken, healing given etc
Harried by the the dead you make your way back to Ravensgro as fast as you can move... while the undead maintain a single relentless pace but stay together as a single group.
You figure you have 2 or so minutes before the walking dead enter the townsquare. The alarm ring has drawn people out of their houses, curious but Grimburrow starts organising them to run into the church as soon you stagger in.
Father Grimburrow has but a pair of Holy Waters on hand in the temple... and casts a pair of healing spells. One he uses on himself, the other on Elidal.
Elidal: 1d8 + 4 ⇒ (5) + 4 = 9
Do your best... I, my acolytes and the law men of Town will be the last line of defense if you all should fall.
You have about 10-12 rounds before the dead arrive... map to go up soon
Yer kin stay outside! I ain't got enough t' feed you all! I'm bloody old don'tcha know
Strange event an all eh? Disappearances an' such aye? Not bloody surprising - there's a cult a slithering through the people here, yes there is and nobody really sees it but me... I see plenty from up here, yes I do - come back tomorrow. We'll see what you are made of after all that poking around.
Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Well girl, whats yer problem?, says Borden down playing that he too senses something.
Still, Lads, I've learned to trust her... female intuition, that's why I still hire her despite her not being able to finish every job I give her. We can conduct business here I trust? Come to an arrangement? If not? I'll go lookin' for 'Specials' elsewhere. If you want cash in advance? I'll lay 50 coins down right now for two of yer best or three of your normals and the promise of half the collected fee if we can move durin' all this argy bargy so my interests ain't hurt.
You trek up the hill in the gathering darkness...
The narrow trail winds among majestic elms, at times disappearing into thick shrubbery. The bushes between the trees are dense, rising to a height of eight or ten feet. The elms themselves average 75' tall, and they are the only trees here. They are widely spaced, allowing some of the dying sunlight to pour between their ancient boughs.
There is a ramshackle cottage on the far side of this small grove. A small rodent, a weasel, watches you curiously from the small woodpile next to the cottage before ducking into the timber.
Elidal misses her attack and the skeletons close.
1d20 + 2 ⇒ (4) + 2 = 6 and 1d6 + 2 ⇒ (3) + 2 = 5 damage if hit.
1d20 + 2 ⇒ (17) + 2 = 19 and 1d6 + 2 ⇒ (3) + 2 = 5 damage if hit.
1d20 + 2 ⇒ (2) + 2 = 4 and 1d6 + 2 ⇒ (5) + 2 = 7 damage if hit.
1d20 + 2 ⇒ (19) + 2 = 21 and 1d6 + 2 ⇒ (4) + 2 = 6 damage if hit.
1d20 + 2 ⇒ (6) + 2 = 8 and 1d6 + 2 ⇒ (2) + 2 = 4 damage if hit.
1d20 + 2 ⇒ (20) + 2 = 22 and 1d6 + 2 ⇒ (1) + 2 = 3 damage if hit.
1d20 + 2 ⇒ (14) + 2 = 16 and 1d6 + 2 ⇒ (2) + 2 = 4 damage if hit.
1d20 + 2 ⇒ (1) + 2 = 3 and 1d6 + 2 ⇒ (6) + 2 = 8 damage if hit.
1d20 + 2 ⇒ (20) + 2 = 22 and 1d6 + 2 ⇒ (2) + 2 = 4 damage if hit.
1d20 + 2 ⇒ (11) + 2 = 13 and 1d6 + 2 ⇒ (4) + 2 = 6 damage if confirmed. Confirmed! He stays up but sways dangerously.
The skeletons around the Senior Acolyte continue to tear at his body. He's dead
And finally Nalun
1d20 + 2 ⇒ (16) + 2 = 18 and 1d6 + 2 ⇒ (4) + 2 = 6 damage if hit.
1d20 + 2 ⇒ (7) + 2 = 9 and 1d6 + 2 ⇒ (5) + 2 = 7 damage if hit.
With the Skeletons done, Father Grimburrow channels energy with a shout!
2d6 + 3 ⇒ (1, 5) + 3 = 9
Even with a save they cannot resist and the skeletons fall apart, but there is another wave in the shadows beyond your light! And they are coming...
I can channel no more says a worn, beaten and weary Father Grimburrow, his skin ash grey with pain from the clawed attack that shredded his clothing and drew blood. His injury is grave but not yet life threatening.
End Round 3
From your position on the street you can see a grove or copse of trees atop the small hil that dominates the side of town you rode in on... However it is now late afternoon and the shadows have grown during your talk with the mayor.
It would be a 20 minute climb - doable before night fall to be sure but depending on when you departed you may well find yourselves walking back at night.