
Kaars Aarden |

Was hoping Basil would post.
Kaars sighs and makes his way toward the door, opening it slightly and looking out past the men at the door. When he is sure they are not being chased by more undead he lets them inside. "Hurry and keep quiet dammit."

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Father Sir Krenlin |

Father Krenlin will mostly stay quiet and resting, but he will prop his shield against his cot at a wide angle and stuff a blanket under it, offering Lisdi a cozy, protected place to hide when the noises get too close.
The old paladin pauses several times throughout the day to offer up fervent prayers to the Inheritor for the safety of his young charge, and as many of the townsfolk that can be saved...

Kaars Aarden |

Perception to recognise who these people are: 1d20 + 7 ⇒ (10) + 7 = 17
"Were they chasing you? Better not have brought them with you." If they say they haven't then Kaars goes back to his corner and tries to sleep till the morning.

Crazy Will |

"Say Bill, do you know if there was any healer of sorts in town? Might be worth checking out if he survived whatever it was that happened last night." Will then hushed his voice and continued in a whisper, "I'm worried about the sergeant. Those wounds ain't looking pretty."

Crazy Will |


The Hob |

Endurance Feat. Also - +1 hp for resting?
When he realizes the extra bodies in the house he does a double take, then looks at his brother quizzically.
Who is here? Hob, brother, Kaars, Timothy, Basil, George and Elspeth... who else?

Crazy Will |

He wants to say more, but he swallows his words, uncertain how the others would react to his current train of thought.
I get that you don't want to go back, I really do. And if it were an invading army or some other trouble, I would not have looked back, might not have even saved you. When it comes to these things, I just can't. No-one deserves such a cruel fate.
Do I get it right, to get to the Shrine in Y22 on the map of Greenleaf, we would have to travel back north and pass somewhat close to the grounds again?

Kaars Aarden |

Nightmares of hordes of undead surrounding him had filled his sleep. When he startled awake finally he realized the sound of the moaning undead in his sleep were actually the horrendous snoring of the latecomers. Kaars checks to make sure nothing of his has been stolen during the night. He still had a little stale bread and cheese which he quickly wolfed down before anyone could ask him to share. Let them raid the pantry of the house. Hmm perhaps I should do that before anyone else gets the chance.
Kaars looks around to see who is awake and then tries to sneak off to the kitchen of the house. If he makes it there unmolested he looks for food that will last a while and tries to pack two or three days worth into his pack.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Stealth: 1d20 + 13 ⇒ (9) + 13 = 22

Timothy Fletcher |

Timothy awoke to the grumbling in his stomach. He realized that he really hadn't eaten anything to speak of the day before. Most of the others were still sleeping so he quietly wandered into the kitchen to see what was available. He hoped for eggs and perhaps a slice of some cured meat as he tip toed through the sleeping farmers who'd come in late.
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Stealth: 1d20 + 7 ⇒ (4) + 7 = 11

Father Sir Krenlin |

On the second morning, Krenlin lays a gentle hand on Lisdi's head, waking her as calmly as possible. "Good Morning, my dear. Let's see what kind of progress we can make, today."
Should have healed 1 hp, bringin Krenlin to a grand total of ...1! He'll try the Treat Deadly Wounds option again, spending two uses of the healing kit.
Heal: 1d20 + 8 ⇒ (11) + 8 = 19
and try again...this will have used 8 of 10 heal kit uses.
Heal: 1d20 + 8 ⇒ (13) + 8 = 21
"Ah! Krenlin exclaims, finally getting his needle through a particualrly nasty scabby bit on his shoulder and drawing the wound closed. Stitching that up allows him to finally have Lisdi help him to pull the dislocated arm straight. There is a loud 'pop' and a moment of agony, then much more motion to his arm. The old paladin flexes his arm as he smiles at his helper.
"Much better. Thank you. Now, lets pack up and see what we can see...

The Hob |

Hob signals his brother and does a quiet lap of the house, checking for intruders, watches, and signs of who might have been by.

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You manage to go around The Grounds, narrowly avoiding a knot of them...when you get to the edge of town, it's quiet at the moment...but there are definite signs of violence around the shrine itself. A couple bodies are just lying there...the stench is nasty.

Crazy Will |

Thinking it wiser to avoid the road, Will leads the group between the houses and to the back of the shrine, trying to find a window of sorts to peer in.
___________________________
idea is to go through the alley to the south of the Shrine. He has his morningstar in hand in case monsters come calling.
Stealth: 1d20 + 5 ⇒ (3) + 5 = 8
Perception: 1d20 + 6 ⇒ (12) + 6 = 18

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That's the idea...and the reason I asked for patience. This actually happens before your last post for Father Krenlin.

Crazy Will |

He whispers through the shutter slats, "Hey kid, is the pastor all right?"

Crazy Will |

He then whispers again to the girl inside.
"Can you open the shutters a little bit? I have a vial here with a potent curative in it. It should stop the hurting, all you need to do is get him to drink it."
One of my 2 potions of CLW, if she opens the shutters enough for me to give it than I will do so.

Crazy Will |

Wonder what happened with her.

Father Sir Krenlin |

With a hint of a cough, Krenlin's eyes spring open. He begins groping for his sword, then stops, taking in the new arrival.
"Forgive me...I...Sorry, Will, is it?" He struggles into a sitting position.
"What time...? Nevermind, not important. Are you alright, Will? Are there others still out there? I tangled with one of the Dead...near to took my arm off..." The old paladin trials off, flexing his arm and looking at the much smaller wounds in wonder, then, after catching sight of Lisdi, looks up at Will curiously.

Crazy Will |

"Bill, Sergeant, that you?", he said through the door. "Can't be to careful right now", he said back to Father Krenlin and the girl.
If he gets confirmation from the other side, he will let them in.

Father Sir Krenlin |

The chaplain's tone is calm and casual, but he has risen to his feet and is adjusting his armor, reaching for his sword and shield, pausing only to ruffle Lisdi's hair affectionately.

Crazy Will |


Father Sir Krenlin |

Now much more alert, Krenlin notices the sergeant's condition. He steps closer, draws the veteran to a seat.
"Forbes, you don't look so good. Have a seat and let me have a look at you."
heal check for diagnosis: 1d20 + 8 ⇒ (2) + 8 = 10
Well, the good Father might not just be as awake as he thought...
As he works, he talks to the group at large. "Lisdi's mother is in Drummond's Point, so I was planning to take her there before I had my little mishap with the neighbors. Does anyone know the state of our town or the roads south or west?"

Crazy Will |

When Will notices the father is checking Forbes' wounds he says,"Sergeant Forbes here got lucky we were passing by the grounds yesterday. He was fending of several when we saw him. Treated his wounds as best as I could manage with several of them on our trail."

The Hob |

Seeing Timothy with a loaf of bread he stops in front of him.
"No." Typical townie
"George gave us shelter for the night. George needs to understand what has happened. We must make him understand what has happened."
"George does not like me. Your words will mean more."
The Hob seeks out George and will try to grab Timothy by the collar to drag him along if needed, pushing up the stairs, through the door and into the house.
I think his brother would stay on guard outside

Timothy Fletcher |

"Wait, what? What're you doing? Put me down! Fine, I'll give the break back."
Timothy sets the loaf down on the table beside the door hoping that no one else sees it in his possession.
"George! Please calm down, we need to talk about what's happened in town. These people were looking for shelter last night just like we were. We helped them just as you helped us."
Diplomacy: 1d20 + 3 ⇒ (12) + 3 = 15 (Untrained)

Kaars Aarden |

Kaars follows along with Hob when he hears the shouting. This should be entertaining. He has already prepared his extracts today and is restless to do something. Seeing if the town is infested still or if they have gone somewhere else needs to be done. Maybe Artax the jeweller has survived. I should try to check on his house.