| Kaars Aarden |
"True. We don't have much in the way of supplies. Together as a group we may be able to get some necessary equipment. Stay together, keep an exit to the river clear in case we need to run. I'll watch your back if you watch mine." Kaars thinks Basil's idea a good one.
| Basil Kettering |
"Agreed. I can get along in the wild well enough, but with an undead horde spreading out into the surrounding countryside, who knows how long it will be before we get a chance to resupply again? I would prefer to be as well-prepared as possible..."
| Bill Godfrey |
Bill runs around the cluttered but roomy shop frantically shoving different tools into his apron and pulling out several leather packs, tossing them to the table in the middle of the room. "Grab anything that looks useful." he says in a hushed shout that comes across as his normal voice.
| The Hob |
Sick? Or high? the concept on shambling dead does not even cross the Hob's mind.
trope
Townies, so probably sick. If we go to them we could get sick. If they are high there could be trouble - and the townies will blame us.
Let's go to the Rat Man. If they're sick he may be working on a cure. If they are high he is probably their dealer, and we might be able to talk him into paying us off.
The Hob gestures to his brother, and they start sneaking back away from the Graveyard. When the coast is clear they head towards Kaars' shop.
| Crazy Will |
EldonG
|
| Crazy Will |
| Kaars Aarden |
Yes he missed us just as we were leaving, his perception failing to see us
"Lead the way Basil, better to move than stand around." When Basil points the way to where he thinks is best to go to gather resources Kaars will go ahead as a scout, checking the forward route, looking around the corner of buildings and making sure nothing would take them by surprise.
Stealth: 1d20 + 13 ⇒ (10) + 13 = 23
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
| The Hob |
Hob silently points out the bites to his brother.
The way Townies treat their dead is alien to The Hob, but he knows enough to know they would not simply be abandoned here.
If something is killing Townies, and they are simply left to be gnawed on, then order in this place is gone. This is not some few inebriated or sick individuals. This is a town falling.
What is important is that when they fall they do not take The Family with them.
I sort of figure The Family has mild religious cannibalism of the dead and a radically different mouth structure.
When you say 'no animal' - Hob would look for human structure.
By very dead do you mean has taken a lot of damage, or has been dead for days?
Can Hob look around for tracks? Something must have dragged this woman here, right? Or her footprints would lead to this place? Either way there may be a clue as to what they are dealing with.
EldonG
|
Again...this blood is very fresh...perception, please...
| Crazy Will |
- materials to craft 30 arrows (should be 1 GP)
- 3 bear traps (or the materials to make them if not finding fully functional ones), which would be 6 GP (or 2 GP if as base materials). Is this good with you?
| Crazy Will |
He also takes the 3 bear traps Bill had laying in the racks of the shop. "You got everything?" he said to Bill, "Then lets move out."
Will moved more to the back and tried to hear if the way from there is clear. Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Knowledge(Religion): 1d20 + 3 ⇒ (14) + 3 = 17 Do I know anything about these "undead". More in the sense whether his morningstar or handaxe would be a better choice in a fight? And another question, does the sergeant have a name and does he have a weapon?
EldonG
|
The axe would work best.
.
| Crazy Will |
| Crazy Will |
| The Hob |
perception: 1d20 - 1 ⇒ (1) - 1 = 0
Aw man... that lack of a familiar really hurts!
She's freshly dead...as there is a lot of rather fresh blood...including a trail down the street. The bites...and scratches...do look like they could have been human, at that...and there are footprints following her blood trail...looks like two.
Again...this blood is very fresh...perception, please...
Hob's eyes open in Horror. Human bite marks? On a living human corpse? Only madness could explain such. Could that shambling gait of the figures in the graveyard be related? The corpse lying in the street? Footprints walking away where they let her fall?
His father told stories of this once. Stories of a town that fell something like this.A near mythical plague.
Family turned into animals.
Rabies.
"This woman not to be touched by you" he hisses at his brother.
"This woman was likely sick."
I know nothing of treating such a plague. The Rat Man must be found. He is the only hope for a cure for the Rabies.
Would he run or hide? A Rat will fight if cornered, flee attack and hide in a nest if not seen.
If the door is barred from the outside, he ran. If from the inside, he hides.
Is the door barred on the outside or inside? I don't think you can bar a door on the side you are not on, but my knowledge of medieval security systems is hardly encyclopedic so please tell me if I am wrong!
| Basil Kettering |
"Alright, we need to be careful..."
Is there any way to work ourselves around them? Failing that, is there anything in the direction *opposite* to the one we want to go, that I could shot to create some noise to distract them?
| The Hob |
The Hob: 1d20 + 2 ⇒ (6) + 2 = 8man... this dice roller hates me! Their attack I guess. Flat footed and spell-less, Hob has an AC of 12.
If the brother is a standard npc warrior he'd have an array of 13, 12, 11, 10, 9, and 8. I'd suggest con 15, dex 12, str 11, wis 10, int 9, cha 8. If that's true then he'd have an initiative of +1. Assuming studded leather, he'd have an AC of 14, 13 flat footed.
EldonG
|
Hob: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Brother: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Your brother snarls and attacks...stepping in front of you.
Attack: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d12 + 1 ⇒ (2) + 1 = 3
| Basil Kettering |
"Do you want to go back and see if we can help, or use this as an opportunity to escape, before more are attracted to the area?"
| Kaars Aarden |
"If they are attracted to loud noises it probably isn't the best idea to go toward it either." Kaars then thought of the woman who had messed up his front door. The sounds seemed to be coming from near the back of his place. He sighs, "If they slow us down we leave them, I plan to survive this night of madness." He heads back towards the noise...
EldonG
|
The one still standing goes after your brother...clawing hungrily...
Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
This time, your brother steps aside, and avoids the thing, and brings his axe up...
Attack: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d12 + 1 ⇒ (8) + 1 = 9
Confirm?: 1d20 + 2 ⇒ (4) + 2 = 6
The thing howls as he hacks deep into its abdomen.
| Kaars Aarden |
Hobb? What are you doing here? Kaars thinks before he scurries(charges) up behind one of the undead and swings at it.
Charge Attack(flanking?): 1d20 + 5 + 2 + 2 ⇒ (2) + 5 + 2 + 2 = 11
Damage with SA if flanking: 1d6 + 1d6 ⇒ (4) + (2) = 6
11 probly doesn't hit but hey maybe they have no dex or armour lol
"Not the best time for you to visit friend Hob, plenty of unfriendly types like these around."
| Timothy Fletcher |
I'm not sure if it's still pertinent but here's Timothy's perception check.
Perception: 1d20 + 3 ⇒ (14) + 3 = 17
Timothy quickly follows Kaars back to the shop, happy that he didn't have to argue with his new companions about trying to save any more people that they could for their little group.
He watches as the alchemist charges the zombies and chooses instead to stay in a more covered location and use one of his cantrips to help deal with the situation.
Disrupt Undead ranged touch: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 ⇒ 2