| GM Nayr |
The Sheriff leads the odd group out back. As he does, the councilman stays far back out of any possible range of Daniel. He still is loud enough to be heard, though, as he vocally laments his own suffering at the hands of so devious a thief. Caeller pays him no heed, as he unlocks the workshop, which is a stand-alone structure on the councilman's well manicured lawn.
The interior smells of wood dust and paint, and looks to be well used and in nearly obsessive arrangement. Tools are in their perfect places, and easels and wood carvings in progress show the councilman's impressive - for an amteur - work.
The Sheriff holds the evidence - a wide, roughly bristled brush - down to Daniel to smell.
Survival or wisdom check to pick up the trail by scent. Perception checks from Henrik and Dura can aid DC15
| Leeoli Maleye |
Init: 1d20 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Leeoli swallows his prepared extract of shielding, and then draws his short bow.
AC: 21 (17+4)
Touch: 18 (14+4)
Flat: 17 (13+4)
| Dura Fletcher |
"Okay, Daniel. Grab the scent and see if you can follow."
She makes a couple of hand gestures as she says "scent" and "follow."
Survival Aid: 1d20 + 3 ⇒ (19) + 3 = 22
Scent (survival): 1d20 + 6 ⇒ (19) + 6 = 25 That's before I add in the bonus from me and Henrik aiding him!
| GM Nayr |
As you make preparations, forms bubble up out of the dark water to coalesce into forms nearly humanoid in nature. Though their torsos appear to be burnt, or stripped flesh, their lower bodies seem to be wispy green vapors. As soon as they form, the creatures stumble forward, their gazes hungry and filled with rage!
initiative creatures: 1d20 ⇒ 11
Anyi: 1d20 + 3 ⇒ (5) + 3 = 8
Zazaria: 1d20 + 4 ⇒ (3) + 4 = 7
Vrilli: 1d20 + 2 ⇒ (17) + 2 = 19
Rufus: 1d20 + 1 ⇒ (10) + 1 = 11
Vrilli and Leeoli are up!
| GM Nayr |
The Sheriff nods and follows...and to his dismay, the councilman falls into place behind him. The tiger leads the group on a swift chase of an invisible trail, never wavering or slowing its pace, even as the humans struggle to keep up. The trail leads across the road that leads north into town, and to the edge of the river. It then leads down the river several hundred feet, to a small grouping of aging, dilapidated shacks.
There are half a dozen shacks here, and the prints and perhaps trail is a bit muddled. Please roll again to pick up the trail from here.
| Dura Fletcher |
Dura catches up to Daniel and lays her hand on his flank. "Where to now, buddy?"
Survival Aid: 1d20 + 3 ⇒ (2) + 3 = 5 that's a big no on the assist
Survival(Scent): 1d20 + 6 ⇒ (17) + 6 = 23 but that's not bad
She briefly looks around, trying not to mess up or add too many tracks to the already muddy area. She looks to the others as they wait for the councilman to catch up. "I'm not sure where to head from here, Sheriff. Henrik, anything? What've you got Daniel? Still smell 'em?" She gestures with her hand and the tiger's tail whips excitedly.
| Leeoli Maleye |
Leeoli nearly retches at their appearance, strangely affected by their dual nature. Swallowing bile that reached his throat, he casts his mind back to his training. Are these impervious from normal weapons?
Knowledge Religion: 1d20 + 7 + 1d6 ⇒ (14) + 7 + (2) = 23
Leeoli drops his bow, deciding that the undead bane arrows should be saved for one of the undead prisoner's, he pulls his rapier from its sheath as he runs and attacks an dead torso just south of Anyi.
Attack+flank: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Are the squares 10' or 5'? Map updated.
| Henrik Ardelean |
I forgot I had a larger modifier than the tiger. Should have been rolling this the whole time.
Henrik keeps pace easily with the swift tiger, surprisingly agile for a man of his bulk. "Good job... An interesting trail, to say the least," Henrik says in a hushed tone, eyes scanning for potential tracks. "If I had to guess, I'd say we're headed straight for those shacks, but I've been wrong before..."
Actually, I think Henrik might be faster than Daniel. I don't remember the speed that tigers have off the top of my head.
| GM Nayr |
The squares are 10 feet
Zazaria and Leeoli came to the conclusion at the same time - these creatures are definitely undead, and seem to have the same sort of skin as a run of the mill zombie. No doubt bludgeoning and piercing these things will not be as effective.
Vrilli smoothly steps forward, drawing as he does. Upon reaching the southernmost creature, he cuts it down with one deadly strike. The humanoid figure falls into the dark water and begins to lose form as it...melts, for lack of a better term.
Leeoli follows suit, and punches a hole in one of the creatures, though the hole seems to only barely register with the creature, who turns toward his attacker.
Rufus steps forward to stand at Anyi's side, also drawing his weapon with the step. He slices at the creature directly beside Anyi. Alas, he slips in the water, and his strike flies by harmlessly.
Attack: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 2d6 + 6 ⇒ (1, 5) + 6 = 12
The creatures move to attack as one.
Attack Rufus: 1d20 + 3 ⇒ (13) + 3 = 16
Attack Leeoli: 1d20 + 3 ⇒ (4) + 3 = 7
Attack Vrilli: 1d20 + 3 ⇒ (20) + 3 = 23
Attack Anyi 1: 1d20 + 3 ⇒ (12) + 3 = 15
Attack Anyi 2: 1d20 + 3 ⇒ (18) + 3 = 21
Confirm Crit: 1d20 + 3 ⇒ (11) + 3 = 14
Damage Vrilli: 1d4 + 3 ⇒ (4) + 3 = 7
Damage Anyi: 2d4 + 6 ⇒ (3, 3) + 6 = 12
Two of the creatures slam Anyi with their misshapen fists, coating her in whatever fluid seems to coat their lower halves. One creature steps towards Vrilli and hits him with its entire body, as if it were a humanoid bludgeon.
7 damage to Vrilli, 12 to Anyi. Anyi and Vrilli must both roll DC11 will saves or be shaken for 1d4 rounds. Anyi and Z up, then top of the round.
| GM Nayr |
The shacks on the riverfront are small and old, but some are well built and cared for. The one that Daniel leads to, though, is not. The front door hangs in its frame, not latching, and the windows to either side of it are cracked. The building is small - no more than two or three rooms at a guess. There's a chimney extending from the roof, though no smoke currently comes from it.
Sheriff Caeller grunts. Hephenus, Gibs Hephenus - a retired soldier who loves nothing more than complaining about how the world conspires against him. He's a surly man, and has spent more than one night cooling it off in a cell after starting something in town. He reaches out and knocks...then again..though he gets no answer.
| Henrik Ardelean |
| Dura Fletcher |
Dura squats down a bit and scratches the tiger under his chin.
"Good boy. Extra fish for you tonight."
Standing up again, she peers around trying to see inside one of the broken windows.
| GM Nayr |
I'm assuming that Zazaria moved into the most advantageous position from which to channel and affect the most gooey critters
Will save: 1d20 + 2 ⇒ (20) + 2 = 22
Will save: 1d20 + 2 ⇒ (11) + 2 = 13
Will save: 1d20 + 2 ⇒ (9) + 2 = 11
Will save: 1d20 + 2 ⇒ (4) + 2 = 6
Will save: 1d20 + 2 ⇒ (15) + 2 = 17
Zazaria's divine power washes over the huddled creatures, and three of them immediately melt down into the dark waters, whatever force that had been driving them now gone. The other two reel from the pain or shock of the power, but do not fall.
Three down with that attack, the other two hurt. Top of the round!
| GM Nayr |
The Sheriff shakes his head. No, we don't have enough to go on right now to be breaking down the front door. We'll have to come back later, or wait till he comes back, I'd guess.
| Dura Fletcher |
| Leeoli Maleye |
Leeoli resigned to the fact that his rapier is a weak weapon, flanks the undead closest to Zazaria, and thrusts his rapier out wickedly.
Attack: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
| Henrik Ardelean |
| Vrilli |
Vrilli, buoyed by his last successful strike strides forward confidently to finish the last creature I think there is only one left...
Attack(Longsword): 1d20 + 6 ⇒ (20) + 6 = 26
Damage(Longsword): 1d8 + 3 ⇒ (5) + 3 = 8
Crit confirm: 1d20 + 6 ⇒ (20) + 6 = 26
Crit Damage: 1d8 + 3 ⇒ (7) + 3 = 10
| GM Nayr |
I will ask you to exercise caution - I'd rather not have a brawl in the middle of my town. If you see him, please follow but do not engage, alright?
Let me know what you had in mind for searching the monument. It's a really short walk to it - just down the river. And...no worries at all! I got a bit behind with work as well.
The Sheriff turns to Dura. I'd ask the same of you miss, and your friend there. This Gibs fellow is a surly old bat, for certain, but he's not evil incarnate. I'd rather this be done the right way.
Would you like to do anything to while away the time?
| GM Nayr |
Correct, sir; map updated
You progress through the narrow tunnel into a large empty chamber with four dark hallways existing it, each striking out in one of the four directions of the compass. Each is decorated with a soot-caked brass nameplate affixed to the ceiling just above the entrance. A rubble-choked stairway leads up in the middle of the room, but it is choked with rubble and impassible.
The nameplates read as follows - to the north is "The Oubliette", to the west lies "Reaper's Hold", to the south lies "Nevermore", and to the east, from where you've come, is "Hell's Basement."
There are eight skeletons dressed in scorched prisoner's robes lying on the ground.
| Leeoli Maleye |
See here, and here Leeoli points to scratch marks along the rubble. I suspect that these were made by prisoners who became trapped beneath the deadfall.
Leeoli looks up above his head. Let us not allow any angry spirit to cause the ceiling fall on us as well.
Leeoli looks about, trying to determine any traps or structural weaknesses in the ceiling.
TrapDetection: 1d20 + 10 ⇒ (5) + 10 = 15
Engineering: 1d20 + 7 + 1d6 ⇒ (3) + 7 + (4) = 14
| Henrik Ardelean |
My plan at the memorial is to take a firsthand look for myself at the vandalism, and then hide somewhere nearby, a roof or tree if possible,and watch over it for a while, until something suspicious occurred, or Dura or the Sheriff showed up.
| GM Nayr |
With that information, You make your way south along the river. In no more than a few hundred feet, the monument can be seen, as it stands nearly twenty feet tall. Gathered at the base of it and three men, seemingly in discussion...or perhaps argument, as they stand quite a bit away from each other and are speaking with voices raised.
As you approach, they grow quiet and turn to watch you. You notice that the men are more than a bit disheveled - their clothes worn and faces dirty.
| GM Nayr |
The Sheriff's brow furrows in concern and he utters under his breath. That's him.
| Henrik Ardelean |
Henrik is going to be a little cautious; maybe another fifteen feet forward, before a response. Unfortunately I can't mess with it on my phone in any reasonable manner.
| GM Nayr |
As Leeoli nears the base of the stairs and begins his inspection, the group hears the creak of a door to the north, then the heavy, clattering footfalls of bony feet. From the corridor to the north, a creature emerges, and the sight of it instantly forces Zazaria to call upon her faith.
Dense and thick bones frame a humanoid skeleton with no head, and the entire form is wreathed in raging orange and yellow flames. The unholy creature holds a headman's axe, and even without eyes, it pinpoints the living invaders to its lair. As it rushes forward to bring pain upon the flesh of the living, several of the skeletal bodies about the stairs take shape and stand, intent upon their master's goals. Their bodies smoke and smolder, as if the fire of the headless axeman inhabits their bones, as well.
Anyi: 1d20 + 3 ⇒ (6) + 3 = 9
Rufus: 1d20 + 1 ⇒ (11) + 1 = 12
Leeoli: 1d20 + 6 ⇒ (13) + 6 = 19
Vrilli: 1d20 + 2 ⇒ (4) + 2 = 6
Zazaria: 1d20 + 4 ⇒ (15) + 4 = 19
Skeletons: 1d20 + 6 ⇒ (20) + 6 = 26
Skeletal horror: 1d20 + 3 ⇒ (12) + 3 = 15
| GM Nayr |
The skeletons move forward in a mad rush, their black eyes seeking blood. Most are in prisoner's robes, and none have weapons, so they rip and rend with their bony claws.
Rufus1: 1d20 + 2 ⇒ (2) + 2 = 4
Rufus2: 1d20 + 2 ⇒ (1) + 2 = 3
Vrilli1: 1d20 + 2 ⇒ (3) + 2 = 5
Vrilli2: 1d20 + 2 ⇒ (19) + 2 = 21
Vrilli3: 1d20 + 2 ⇒ (13) + 2 = 15
Vrilli4: 1d20 + 2 ⇒ (3) + 2 = 5
Leeoli1: 1d20 + 2 ⇒ (14) + 2 = 16
Leeoli2: 1d20 + 2 ⇒ (7) + 2 = 9
Leeoli3: 1d20 + 2 ⇒ (4) + 2 = 6
Leeoli4: 1d20 + 2 ⇒ (10) + 2 = 12
Shield is still in effect, note that you're flat-footed for the skeleton's attack.
Vrilli is hit with two raking claws
Damage Vrilli: 2d4 + 4 ⇒ (2, 2) + 4 = 8
| Vrilli |
Vrilli whinces and takes a half step backwards. He glances at the newly formed bleeding scratches, shoots a rapid glance at Zazaria, sets his teeth and darts forward to engage the skeletons.
Using Spell Combat...
Attack(Longsword): 1d20 + 4 ⇒ (18) + 4 = 22
Damage(Longsword): 1d8 + 3 ⇒ (6) + 3 = 9
Spell(Disrupt Undead): 1d20 + 4 ⇒ (6) + 4 = 10
Damage(Disrupt Undead): 1d6 ⇒ 6