
Eianar Drudsson |

Eianar, his white hair beginning to show the sweat that is beginning to gather on his brow, as his concentrates on keeping the flesh eating guard at bay. Impatiently he calls back in a low growl, "For Gozreh's sake, take this creature down, before it takes me. Or give me a blade so I can finish it, my staff is useless against it!" He says that without once taking his eyes from the foe in front of him. Barring the way to his injured friend and others behind him, he takes a step back.
Same again, AC=19 .... Fight Defensively
If possible takes a 5ft step back to allow ranged attacks without taking the penalty for firing into combat, for rays and weapons. If its not possible he'll stay where he is ...

Damiano Delstrego |

[ Good idea , the 5ft step back would force the zombie to follow you and so he will need to move in the greased area
Otherwise , the dagger flies again
Hand of the Apprentice: 1d20 + 4 ⇒ (7) + 4 = 111d4 ⇒ 2
Damiano calls to Erland
How is he ?

Ingrit |

Blocking out all other distractions Ingrit looses another arrow, finding an opening as her allies move within the mad battle.
1d20 + 5 ⇒ (15) + 5 = 20
1d8 ⇒ 4

Domitian Olavsgaard |

I dropped the cold-iron longsword before engaging, in case someone wants to attempt some non-proficient slashing at the zombie. I assume we can tell that it has DR/slashing by now? Also, Dom is happily stable at -3 HP.

Black Tom |

As Ingrit's arrow sticks to the zombie without even slowing it down it becomes obvious that slashing weapons and magic are the best way to hurt it. Unfortunately it has thick skin and Damiano's dagger only grazes it. Eianar takes a step back and keeps alert.
Erland still to go before the zombie does.

Erland Frey |

"Well, that was a bad door to open. I cannot do any more for Domitian today, but at least I can patch up some of my own wounds. Is anyone else injured?"
Erland speaks a few words and his wounds begin to fade slightly.
1d8 + 1 ⇒ (3) + 1 = 4 HP Healed

Eianar Drudsson |

Eianar turn back to the Erland, "You fight well, I'm sorry I culdn't keep that thing off you for long. Are you well now. Tomorrow I can make some berries to feed and help heal the wounds. And how is our city gent?" he kneels by his side and sees the extent of his wounds.
Healing on Domi with guidance 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16 to see how badly injured he is.
Healing on Domi with guidance 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7 long term tending his wounds.
"We'd best not get caught out like that again, search the carriage there may be healing potions and elixirs of herbs to strengthen the body. The rogues and ruffians that stole from the Lady may have missed something." the druid says with gruffness, unhappy that they should be caught out by some unnatural abomination of the dead. "These omens aren't good, there is something unnatural being manipulated here. We must fight agin it."

Erland Frey |

"Well, I can handle my own, I suppose. I am not exactly a sword swinger, but this blade, my spear, and my bolts have served to keep me alive thus far. I managed to stave off his bleeding, and heal Domitian somewhat, but I can only use that magic on a person once a day. Foolishly, I did not prepare any additional curative magic, but that's a learning opportunity."
Erland sheathes his dagger and pokes around in the area, looking for clues or loot, while Fiske sniffs along.
1d20 + 3 ⇒ (17) + 3 = 20 perception

Ingrit |

Irritated at her poor shooting, Ingrit moves over to Domitian, reaching into her pack to retrieve a poultice and a few different herbs and tinctures. Taking her time she treats the injury, packing and bandaging the wounds with great skill.
Treat Deadly wound DC 20: 1d20 + 6 ⇒ (17) + 6 = 23
When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day.
Action/Time: 1 hour. Heals 1 hp

Black Tom |

You find a small jewelry box inside the carriage containing Lady Argentea’s signet ring and a pair of earrings worth 25 gp, a set of pearl-inlaid bracelets worth 90 gp, assorted gold and silver necklaces worth a total of 75 gp, and one sapphire pendant worth 50 gp.
Honestly, I think your best bet is to return to Heldren and ask Father Safander for some healing. It's just a two hours' walk.

Eianar Drudsson |

Noted that as a player going back is the best option, but given Eianar's previous insistence to get after the tracks, he will be consistent and continue to argue for that...
Is Domitian Olavsgaard conscious or still down?

Black Tom |

Still down. He can make a Con check at DC 10 (at -2) to regain consciousness each hour and since Ingrit spent an hour tending his wounds he can roll now.
Incidentally, are you all wearing winter outfits (or have cold resistance)? Otherwise you will need to make a Fort save.

Ingrit |

Both

Erland Frey |

"He's stable, and as well off as we can make him at this point. He's not any worse than if he took a whooping in a bar brawl, to be honest. At least back in town it's warmer, and we can get him into shelter, maybe find someone to heal him further."

Eianar Drudsson |

Eianar grumbles as his breath creates a cloud of tiny ice particles "City Folks out here, trying to get em selns killed. Taint no good, gonna slow us down, gonna loose em tracks if wes not careful." His white beard rises and fall in the cloud of hoary breath, as the incessant grumbling continues all the way back to Heldren. The grumbles take a turn against the farmstead you passed earlier, as his gripes are targeted at that and its recent history. The only difference in the grumbles between the carriage and the town, is the absence of the white cloud from his breathing.
Despite his grumbles, he takes his turn at shouldering the injured gent and carrying him back.

Domitian Olavsgaard |

Cold weather outfit + northern ancestry cold resist
Con check to wake up: 1d20 + 2 - 2 ⇒ (10) + 2 - 2 = 10
As Eianar hoists Domitian on his back, the city dweller begins to stir. "Woah, what just happened? Did the zombies get me? Here, put me down, I can walk well enough."
He walks around gingerly to test his legs, gritting his teeth to try and avoid showing how hurt he is. Finding himself quite unwell, he shakes his head. "I promise you, I am a more capable fighter than that. But in my current state, I'm a liability in combat. You should continue on in pursuit of the Lady. I'm well enough now to make my way back to town and report on what we've found thus far." He takes the borrowed cold-iron longsword and hands it off.

Eianar Drudsson |

As Domitian struggles to his feet from Eianar's shoulder, the young druid is surprised to see him conscious. Shocked, he listens to the young man speak.
When the last words leave his lips, Eianar replies, "Wha, ya think the critters round ere aint seen yous weakness. Just cos ya walkin, dunt mean some hungry animal won't push yous over an rip out ya throat." Eianar shrugs and just nods his head from side to side, his beard exaggerating the motion as a resigned sign leaves his lips. "Wees got yous this far, wees aint gonna let ours good works be mucked about cos ya wanna walk home alone!" He walks on in silence for a few steps, looking out of the corner of his eyes to see if the others in the party. "Os, best thank Erland and Ingrit, thems did much to stop yous dying and saving me the trouble o digging yous back into the ground."
A heavy silence descends upon him, until he can bear it no longer and the grumbling starts again as he treks back to Heldren!

Black Tom |

As you make your way back to Heldren, the children are first to spot you, some running ahead to tell the villagers while others follow you at a distance.
Father Safander and councillor Teppen both come out to meet you. They look concerned at seeing you back so soon. They listen to your story and Father Safander releases a couple of bursts of healing energy, enough to heal all your wounds.
"This is quite worrisome" mutters the priest. "We expected bandits and fey but not the living dead. Whoever did that to those guards must be quite powerful. This is dire news indeed. But come, stay. The night will soon be upon us and many of those creatures can see in the dark. Don't give them that advantage. Rest a bit and recuperate your strength and your magic. You can set out tomorrow morning if you still feel up to it."
You can sell what loot you have collected if you like and possibly buy some more equipment. Is anyone willing to take care of your treasure tally?

Damiano Delstrego |

What loot ? The jewelry belonging to Lady Argentea ? I think we must speak about it before selling anything
Father , what do you think should be done with the bodies of the dead. Do you think someone could come with us to the site with some horses and bring them back in the carriage which is still intact ?

Black Tom |

Yes, with your assistance. If you're sure that the area is safe, I'll come with you and we'll see to it that the poor people at least get a decent burial. We can get there and back before dark, and you'll still get a good night's sleep while we lay out the dead.

Domitian Olavsgaard |

There was the masterwork longsword. And a breastplate on the frozen man that Dom is now temped to take. That's about it.
As the group trudges back to Heldren, Domitian is embarrassed that he's slowed down the group by forcing them to return to Heldren. "I fear that my folly today puts Lady Argenta in peril. But I thank you for being stalwart companions to me."
Once in town, the typically talkative swordsman lets others do the talking. Instead, he is eager to retire. But he does issue a warning. "Be sure to bundle up before you head out there, and keep any horses warm. It is frigid, and we would not have fared so well without these clothes we just acquired from your town. Also, the frozen soldier had breastplate we should salvage. I had not wanted to resort to such things, but after today's battle I concede that I'll need to be better armed and armored, for everyone's sake. As for me, I simply need to rest."

Black Tom |

Father Safander brings together a couple of horses and a few villagers, and together you go to collect the dead and bring them back to Heldren, including Lady Argentea's carriage. Yuln is touched by your concern for his comrades, but he is also anxious for you to get going, you're told.
While the villagers arrange the bodies for burial, councilor Teppen has a word with you. "I understand that you are loath to sell the lady's jewelry, but here's how I see it. Either she is already dead and does not need it, or she is still alive, and then she would be happy to see it fund an expedition to save her. So if there is anything you need, I am willing to take the blame. I understand that you want to be noble about it but I am of a more pragmatic bent. So suit yourselves.
Not trying to influence your decision here, just to give you options. This is the councilor's position and you may well not agree with her.
At night as you sit cradling a mug of mulled wine before bed Xanthippe enters with a bundle of 10 cold iron arrows. This is what we've got so far, she whispers, almost shyly. She casts a glance at Domitian. Oh. I thought you were wounded. Then she collects her money and disappears.
Is there anything else you want to do before setting out the next morning?

Ingrit |

Yay! Those are a huge deal, now I just need to hit stuff.
Ingrit accepts the arrows with a smile and heartfelt thanks, handing Xanthippe payment. "I agree with councilor Teppen. The Lady's stuff is no good to her dead and small price if it saves her life."

Domitian Olavsgaard |

"We could use a wand that offers magical healing. We may have the funds to purchase a partially charged wand, at least. Is there someone in town who might sell such things?" Just seeing our options.
Dom will also buy a morningstar before setting out once more.
-Posted with Wayfinder

Erland Frey |

"If they have such an item,it might be worthwhile to get it now. Come tomorrow, I will have more healing magic to hand, and will probably keep them ready. Either way, I believe I could use this tool in combat a bit easier than my knife," Erland selects a sickle and tests its balance and weight. Satisfied, he pays the blacksmith with a smile.
"Back to the cold and dark, then?"

Black Tom |

Unfortunately there are no curative wands to be found in Heldren. You are offered a partially charged Wand of Magic Weapon and a scroll of Aid, but I suspect that's not going to help you much.
The next morning a few people are up to see you off. Besides councilor Teppen and Father Safander and a few others, you catch a glimpse of Xanthippe.
Some more snow has fallen since yesterday, but the trail of the bandits is still blindingly obvious. A number of men trekking through heavy snow isn't easy to conceal. As it enters the full expanse of the Border Wood, the trail passes through a small clearing among the taller trees before continuing uphill and out of sight. A large chest lies half-buried in the snow, apparently dropped or discarded by those who hastily passed this way.

Domitian Olavsgaard |

@Erland - may I get a spot of healing before we set off? Alternatively, I can also pay gold for some healing services if we want to save our spells.
"I agree - hard to imagine them accidentally leaving behind a large chest." Dom approaches with caution, looking to understand what might be going on. Perception: 1d20 + 4 ⇒ (19) + 4 = 23

Black Tom |

Sorry, I was a bit unclear there. Father Safander channeled enough energy to heal you all to full hp before you set out.
Your suspicions are confirmed as you study the chest closer and find a rope attached to it that runs through the undergrowth. Following it, you notice a large spiked log suspended up in the trees, rigged to wreak havoc.

Ingrit |

Ingrit gives the spell caster an odd look, shaking her head in amusement.
A little focus would go a long way towards not getting us killed
"Anyone have any ideas on dismantling this thing or should we just set it off? Bastards are pretty damn spiteful setting this up here."

Domitian Olavsgaard |

Dom seems to feed of Damiano's good humor. "Ha, no, what I really needed yesterday was a gorgeous nurse. A wounded man needs to be comforted!"
He checks out the trap while bantering. "Maybe it's just a matter of slicing this rope?" he suggests? "What do you all think?" If it seems safe, Dom will do that. Erland's plan also seems reasonable, and Dom would endorse that if simply cutting the rope is not sufficient.

Black Tom |

As you attach the rope to the chest and pull it from a safe distance, the log comes crashing down, smashing the chest and everything in its past. As you come forth to inspect the mayhem you find yourselves lucky: the chest was empty and buried beneath it was the bandits' stash. It looks like the weapons and armor they took off the guards.
Also you get 120 xp each for dealing with the trap.