Heligar is pale and gasping....emptying out her waterskin to wash down the flavour of the wolfsbane. She croaks bitterly: Whatever this "man" was before...it is what it is now...and it will stop at nothing to destroy us or turn us into one of its ilk. And I should hope dear Alma will slay me if he sees me become a such an evil thing! I vote that we kill it!
Heligar heeds the calming words of old Kaym. She takes a breath and decides to focus on the business at hand. "Well I might as well not stand around like a lump. I can at least first check around to see if these beastmen have left a trail or clues. I I'll join you then afterwards Malaswyn - at the herbalist's?" She locates her haversack and retrieves a battered old bullseye lantern. After lighting it she circles the church and the property around it for clues. Focusing on the northern areas where she spotted a crossbowman. The corner where the church was set alight. Look for clues. How many additional assailants were there? Which way did they go? Did they leave anything behind? Etc. Survival (tracking) 1d20 + 6 ⇒ (14) + 6 = 20
Ouch! That bolt smarted all right. Heligar glances into the darkness to the North and East, wondering where the assailant is. She sees the creature to her left - and lets fly another silver-tipped arrow. Heligar only shoots at clear targets. If the creature is already down - select another lycanthrope. Arrow shot to A18 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23 Damage 1d8 + 2 ⇒ (8) + 2 = 10
fort 13 1d20 + 4 ⇒ (4) + 4 = 8....uh oh... Thanks for catching the Flatfooted error - I corrected it. Can Heligar see what's in the grass? If she can see it clearly she will fire at it. If she has no clear shot she will fire at the "sleeping" wolf instead. Silver arrow. 1d20 + 2 ⇒ (15) + 2 = 17 Damage 1d8 + 2 ⇒ (8) + 2 = 10.
Heligar rushes out to the South building, and runs in. She looks out the windows - focusing on the west. If the coast is clear she'll climb up from the West window's sill and with some struggle - pull herself up onto the roof.
A note of panic wavers in Heligar's voice. We will not see this beast in the dark and my precious arrows will stray! We should have put up fires 'n torches and lured the beast to the ground of our choosing. Irina, can you light up some space when it gets here. Perhaps Alma can challenge the beast and keep the light with it. We'll stay behind cover and fire on it. Is there a steeple or a rooftop from which to fire? Perhaps the buildings to the South. Are they tall? What would it take to climb one? If feasible, Heligar will run out and climb to the roof. Is there a window facing the church entrance?
"Sir. Before you leave. There is something else I wish to ask of you...to show you.." Reaching into her sack, Heligar pulls out a wooden disk and holds it up for the old man to see. Others may view it if they wish:
The disk is 3 inches in diameter. On one side of the disk is embossed a vulture hunched over its carrion feast. On the other is a strange foreign character (foreign to Heiligar) "Can you tell me what this disk is, and what it signifies?"
Initiative roll 1d20 + 2 ⇒ (5) + 2 = 7 May I assume that Heligar had a chance to hunt and/or gather some food while on the journey? During her stay at the shrine of Erastil, Heligar prays at the altar. She also brings a sacrificial offering of some food to the holy site and makes a donation of 5 silver pieces.
And if there is a temple, there may be a holy woman or priest who might know of this place and the tale of its sinking. We can also go to the farm and look for clues...or ask the towsnfolk about Grays. Heligar jumps down from the wall and approaches the gnome. So Derig, where I hale from we do not mince words...so I will be blunt. You are a coward. You broke faith with our company by withholding the truth about your brother. In my opinion, you have no claim either to our service or to the fruits of our labour. Yet I am not sure what to do with your sorry ass. ...and I still think you are holding back the truth. What do you have to say for yourself? What would you now do?
Heligar retrieves the rest of her gear from outside. She looks around. The silence is unsettling. "The silence is unsettling. Did you guys here what they said about someone or something called "Grays"? They collected fabric from our clothes....perhaps to provide a scent for something to track us. I think we are not safe here... Heligar stands watch by the entrance. Is there a high point or a wall nearby with a vantage point over this place or a view over the terrain?
Much appreciated TotH The highland warrior finds an opening in the action, weaves her way through the traffic, and then - with a grunt of exertion - drives towards one of the zombies with the point of her sword. Move to G38. Greatsword attack. 1d20 + 4 ⇒ (13) + 4 = 17. Damage 2d6 + 4 ⇒ (2, 4) + 4 = 10.
Heligar hisses....
She descends to the lower level, slings her bow onto her shoulder and then draws her old Greatsword. She moves in behind Cullen to provide additional support. I am not sure who is where. Is Malaswyn with us down here?
Someone's been here recently....or is here occupying the fort. See those prints here in the muddy ground? Someone needs to keep watch over Derig as Irina or Malaswyn tend to him. There's a small shelter in my haversack. You can rig it up if you need to and can't find no shade. I want take a gander around the building to get a good look at the place and understand the tracks before we decide what to do next. Who's with me? Circle the perimeter along solid ground. Look for more clues and signs. Where do the tracks lead? May I suggest that Malaswyn, Alma and Irina stay with the gnome for the moment and look for shade. The rest would join Heligar and move counterclockwise toward the west side to inspect the entrance using Perception checks as needed.
Depositing her haversack and staff on the ground, Heligar draws out her longbow and arms it. She approaches the fort, looking for any signs of activity, or traces of any person or creature that may have been here recently. Move towards the fort to around M13. Survival (track) to look for signs 1d20 + 6 ⇒ (3) + 6 = 9
Hang on a there Warren. We can't go spending our money on just anything. We gotta know where we're goin' first. Little friend, you say this place is in a marsh....is it -like - under water a bit? Is it surrounded in muck? Or is it like a moat? Can we get there with horses - foot? Why can't you get in? Isn't there another door? Is it a stone fort?
Alma wrote: Thinking too himself, "Well I do like mazes". Leaning back in his chair observing his companions interest. "I think we should help our friend out here. And I would recommend that we not take his 100 gold, as he clearly needs it for clothing and food. Especially considering that there is bound to be vast amounts of riches if we are able to open the door that has prevent Derig from going further. Are we agreed?" Heligar hastily interjects.. ...if it wan't of course - for the bare minimum of 100 gold we will need to outfit and feed ourselves properly before we set out on a potentially dangerous job...I am sure that is why Derig here is fronting the cash, right my little friend ? You are so thoughtful. Now, is there something particular you are looking for in the place?Heligar gives the gnome a warm smile as she gives Alma a kick in the shins beneath the table. In case a Diplomacy check is needed during the haggling process...Diplomacy with charm 1d20 + 4 ⇒ (4) + 4 = 8
Dropping 3 silvers for her meal reluctantly, Heligar hears the gnome conversing with Alma and Warren. She moves her way to their table. I couldn't help but overhear. So if there is some money to be made, little gentleman, I might be interested in your scheme. Please tell us more...although I would like you to explain what it is that makes it so ..unbelievable.. to the other folks in here? My name sir, is Heligar.I can vouch for these men too, even if they look silly.
Clouds roll over the Yoke and a new gust blasts over the ridge from below. Bells tinkle. A little boy frolics in the pen with the goats, making a mess of himself. A father's distant laughter in the late sunshine. Dark clouds loom. A horn echoes off the mountain wall. She arrives with a bucket of cold water from the stream, her strong arms flexed. The pen is empty. The laughter now lost in the howling of wind over the ridge. Heligar opens her groggy eyes and coughs slightly. She remains there staring at the table glumly until she notices the proprieter scowling at her. She motions to him "An ale - some soup". She gets up to stretch...and in spite of her haggard condition - bags under her eyes - she still has plenty of highlander vigour and beauty. Checking her pouch for funds she grimaces ...not much left. Rolls: Initiative 1d20 + 2 ⇒ (5) + 2 = 7 No training in knowledge skills. Perception #1 1d20 + 5 ⇒ (7) + 5 = 12 Perception #2 1d20 + 5 ⇒ (14) + 5 = 19 Perception #3 1d20 + 5 ⇒ (19) + 5 = 24 Perception #4 1d20 + 5 ⇒ (19) + 5 = 24 Perception #5 1d20 + 5 ⇒ (20) + 5 = 25 |