DM Scavion |
It happened quickly and without warning. The sick grew sicker and attempts to cure them made it worse. When they died they rose again to devour the flesh of the living and spread the sickness. Magical attempts to cure the victims backlashed and spread the disease. The faithful of Sarenrae found their prayers unanswered while the other deities lacked potent enough answers to the epidemic. Another god had been slain, but unlike Aroden's demise, the death of the Goddess of Healing and Light had a more drastic effect on the world as we knew it. Though we did not know it at the time, She Whose Name We Dare Not Utter had dealt a mortal wound to the forgotten goddess. Her blade was poisoned with necromantic power that corrupted the goddess from within, turning Light to Shadow and Healing to Disease. She took her place beside Her and Her power beyond our comprehension was magnified further. The Eternal Night fell on our fair world and the horrors have never ceased since then. Civilization as we knew it had ended with only small pockets of last bastions remaining. The denizens of other planes lost interest in our world as the mortal races dwindled as many deemed the Material Plane as lost or unprofitable to venture to. It's been a hundred years since then and the mortal races have more or less accepted their lot and make of it what they can.
_______________________________________________________________________
The old scribe finishes his story to those coming of age who would become another group of Skimmers. It's a story you've heard before, when you came of age wherever you did, someone has always made sure to pass the story down though its often embellished differently. You are, of course, a Skimmer yourself now. An unlucky soul whose ancestors hadn't the sense to bunker down in one of the more defended bastions(If they're even around anymore, reliable communication died out long ago) or lived in a bastion that fell but escaped. Regardless, you've made yourself useful and this particular group of Skimmers hasn't thrown you out. They're currently based in what appears to be a small underground base in the cellar of a decrepit barracks. The area had been expanded to accommodate the growing numbers of the Skimmer group and there's talk of attempting to establish a settlement or even culling the ranks to survive. The hideout features a few underground tunnels that lead to critical supply routes and living areas.
The Eldest calls a meeting of the more veteran Skimmers whom you are one of. It's some time off however and you're free to mingle in the hideout.
DM Scavion |
Suddenly, a frantic man bursts into the room shouting, "Someone help! Torrel was grabbed by ghouls on our way from patrol!"
The immediate gravity of the crisis is apparent. Should Torrel be allowed to turn, he could then reveal the location of the hideout to any undead.
"We were out by the eastern route when a ghoul grabbed him from a sewer grate. If we hurry we might be able to save him!" The patrolman says, though his voice cracks slightly as his last statement is most likely impossible.
Kristeva of the blessed moon |
Kristeva was half sleeping when the man entered shouting. Without thinking it twice she checks the edge of her sword and prepares herself to Rescue Torrel...Or destroying him...
Puzzler Waldorf |
Waldorf looks up from his Puzzlebook and adjusts his glasses, "Oh dear, I do hope it's not another trap," sighing and jumping down from his workbench to gather his books.
DM Scavion |
I apologize for the delays.
The Patrolman guides the makeshift group together out the Eastern Patrol Tunnel.
When you reach the open air, after the Patrolman unlatches the secret entrance, you find yourselves staring up at the empty, dark sky amidst the ruins of an old building. The season appears to be fall, with the humidity being of uncomfortable levels. He quickly waves you all up and points towards the direction of the sewer system down the worn cobbled road.
"Everyone's counting on yall. Please come back alive." He whispers before descending back down the tunnel.
Puzzler Waldorf |
"Well I hope they're doing more than just counting!" Waldorf says with an uneasy laugh. Turning to his compatriots Waldorf pulls a ragged gray cloak from his pack and hunches down, "I'll scout out the road ahead amongst the ruins." Waldorf weaves through the shadows of the ruins keeping off the road but staying within sight of it.
Stealth: 1d20 + 13 ⇒ (11) + 13 = 24
DM Scavion |
The party picks it's way through the ruined Bastion and quickly comes across the rusted sewage access thanks to Kristeva and Hoenn's tracking expertise.
You two know from your Knowledge Religion ranks the following, triggered off of examining the tracks.
Upon entering the sewer you find it suspiciously well-maintained, clean and waste free, though the last is more likely a byproduct of the empty city itself. The water comes to your knees(should you wish to step from the small walkways into it) and hinders free movement. The tunnel stretches in both directions.
The walkways are 5ft wide and the water is difficult terrain
Kristeva of the blessed moon |
I'll go first. - I try to avid the wated as much as posible but will enter it if no other way is posible.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Hoenn |
"Let's find these spawn of darkness and banish them to the hell whence they came. The wisdom of the empress shall aid my senses."
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Also activating and sustaining Detect Evil, which allows me the presence of evil auras in a 60ft radius.
Puzzler Waldorf |
Waldorf follows, staying hidden behind them on the walkways while pulling out his wand of silent images. "Which way do you think they went?" he whispers.
Hoenn |
Did everyone remember to pick Drow Sign Language as one of their known languages this time?
"Careful now..." whispers Hoenn "A dark presence dwells in that room..." the half-orc then slowly draws his Kōgō no Ha, his silversheen katana.
Puzzler Waldorf |
Waldorf tiptoes up to the room entrance, sidling up against the wall to peak around the corner. Stealth: 1d20 + 13 ⇒ (5) + 13 = 18
What are the light conditions?
If your character knows handcant I have a slot open for you to have taught him
Hoenn |
I do have Drow Sign Language as one of my known languages. I've long learned to always take some sort of non-verbal language and advise the other party members to do the same.
DM Scavion |
Lighting conditions are pitch black unless you all bring a light with you. Unfortunately due to the rather sudden desire for a quick prelude mission, you haven't acquired your Skimmer gear yet from the Eldest.
Kristeva's magic reveals to her an empty room of various tools. It does appear to be lived in though.
Sift does not reveal creatures.
Waldorf sneaks up to the wall and he hears a rasping voice speak.
"Get up you two, something is near. I will not be robbed of our prey."
Hoenn |
Since it's a maintenance room, I assume it has a door. I ready an action to kick it as soon as an enemy opens/unlocks it. That's gotta be fun!
If there is no door, just the archway in the wall then, I hide by its side and ready the action to attack any enemy that walks through it.
Kōgō no Ha: 1d20 + 5 ⇒ (14) + 5 = 19 damage: 1d8 + 7 ⇒ (3) + 7 = 10
Kristeva of the blessed moon |
with Sword and shield in hand, Kristeva prepares herself for combat. After sift, Can I roll something to intuit in wich places the enemy could be hiding?
Puzzler Waldorf |
Squints his eyes trying to peer through the darkness but is unable to see farther down the tunnel. Kneeling down and setting his hand crossbow and wand on the floor he pulls out one of his small bolts. With his cloak shielding the bolt he whispers a light cantrip upon it, trying to shed only dim light on the door.
Puzzler Waldorf |
Tosses the illuminated bolt behind himself, picking up his wand and crossbow from the ground before standing back up. Waldorf looks back at Armand and quirks an inquisitive brow.
Hoenn |
Kristeva lacks initiative!
Hoenn jumps down the burrows entrance (assuming it's not high enough for me to suffer damage) and slashes any threat he might detect.
Kogo no Ha: 1d20 + 5 ⇒ (15) + 5 = 20 damage: 1d8 + 7 ⇒ (7) + 7 = 14
DM Scavion |
Our heroes continue down the barrow tunnel for some time until finally the three creatures come within view of the party.
"More warmbloods!" calls out one of the ghouls.
"Only warmbloods? We didn't even have to run!" calls another.
"Silence you wretches! Caution is best in this damnable city." yells the largest of the creatures.
Armand: 1d20 + 2 ⇒ (17) + 2 = 19
Hoenn: 1d20 + 6 ⇒ (14) + 6 = 20
Waldorf: 1d20 + 3 ⇒ (2) + 3 = 5
Kristeva: 1d20 + 2 ⇒ (9) + 2 = 11
Ghouls: 1d20 + 2 ⇒ (4) + 2 = 6
Ghast: 1d20 + 4 ⇒ (20) + 4 = 24
The Ghast stands it's ground and awaits you all.
"Come meet your end. Undeath isn't so bad..." it taunts.