
GM Roycilo |

After receiving healing, and having their wounds examined, the party sets back out again, determined to make the next town by nightfall.
The trip is (thankfully) uneventful, and the party arrives in the city of Maleska.
Maleska is a sleepy town, one of the smaller on the Great Trade Road. Due to the late hour, you all check in and head straight to bed. Sunny and Meg share a room, and Daven and Ray get another. The rooms are adjacent, and adequate, if a bit sparse.
After most of the night has passed, you are all awakened by the sound of someone screaming in pain. The scream is abruptly silenced, and replaced with the sound of silence.
You all get a full night's rest for HP/Spell/Daily ability recovery purposes.

"Sunny" |

After most of the night has passed, you are all awakened by the sound of someone screaming in pain. The scream is abruptly silenced, and replaced with the sound of silence.
(O_o)
Suny bounces awake and upright, "Was that?!" Her large blue eyes wide as she looks about in the darkness. Their size and shape making good use of any moon light that might be coming in through the window.
Slipping out of bed she gently prods Meg's arm,
"Here! I think I heard somat." She whispers, even as she pads towards the room's door and listens intently.
Perception:1d20 + 7 ⇒ (17) + 7 = 24

"Sunny" |

Sunny watches Meg hustle out into the hallway of the inn/establishment they're resting in.. Peering cautiously around the door frame and out into the darkness.

GM Roycilo |

Since the scream woke you all up, it is hard to determine the location, but it was most likely outside. The inn you are staying in is one of few inn/taverns in Althamar, most are one or the other.
Sunny watches Meg rush off, her elven eyes seeing quite well in the dim light. Nothing seems out of place.
Ray and Daven are both awake, and arming themselves.
Meg rushes downstairs, and sees that the inn is as it should be. The main common room is empty, save for a dying fire in the fireplace. The tables are bare, save for one young boy sleeping at the table nearest the fire.The innkeeper is walking into the room, o0bviously still mostly asleep.
"Oh...hello there, ma'am. I thought I heard someone outside, but it must have been you. What can I do for you?"
As he is finished up his sleep-deprived line of questioning, there is another scream. This one is not a scream of pain, but of fear. It is coming from outside. The rest of the group hear this as well, and this time can distinctly tell it is coming from outside.

"Sunny" |

Sunny spins about and scampers to the window to peer out, then she quickly looks at how to open said window.
Perception:1d20 + 7 ⇒ (20) + 7 = 27

GM Roycilo |

Sunny, what do your elf eyes see? EVERYTHING.
Looking outside, Sunny sees a crowd of people shuffling their feet in town. They are moving as a mass, maybe forty to fifty strong. She sees a man open his door, and freeze in panic. When the crowd reaches him, one of the people in the crowd grabs him, and starts biting chunks of the man's throat out.
It has become quickly apparent that this herd is not your average crowd.

"Sunny" |

(O_o)
Sunny blinks...once... then turns and hurtles out of the room, (Leaps over the balcony if she has to) and races down stairs towards the front door.
Acrobatics:1d20 + 3 ⇒ (14) + 3 = 17
Yup, Suny if in a race to get to the front door a'fore anybody else!

"Sunny" |

If Sunny made it to the door before Daven, she presses her tanned self against the portal and shakes her head,
"Nuh-UH! We's got shamblers outside. A whole mess of 'em!" She glances at those others gathered in the room.
"We's got'a put things over t'other doors an' windows down here. We's got'a barricade stuffs an' make here safes. Then we can be goin' an' dealin' with tha' shamblers." Sunny insists.

"Sunny" |

"Nuh-UH! Tha' shamblers be whu'ts eatin' peoples! We's got'a shut all'a doors an' windows down here so's we can be gettin' at 'em fom tha' roof, like." Sunny explains to Ray.
"I dun't right know whut t'is peoples be callin' 'em in'a peopls speakin'. They is all... smelly.. an' shambly... an' groanin'... an', y'know, eatin' peoples, like..." Sunny frowns.
"Jus' openin' tha' door in't tha' right clever thing ta' be doin'." She admonishes Daven or any one else who tries to get past her naturally tanned self.

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So the wrong Summoner for this part of the game XD
"Eating people..?" Desna save us all." He murmurs as he goes to the stairs and starts the ritual that summoned his lupine companion. Pale light shone through his right sleeve.
In one minute(ten rounds) the ritual will be complete and Lobo Gris will join us again :)

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"We's got'a put things over t'other doors an' windows down here. We's got'a barricade stuffs an' make here safes. Then we can be goin' an' dealin' with tha' shamblers." Sunny insists.
The walking dead so it is true...alright lets start barricading the easiest points of access the windows and then the doors.
Assuming the innkeeper is up and about
Do you have an access to the roof?

"Sunny" |

Sunny nods and helps her freinds and staff barricade the doors and windows.
After things have been made more secure she moves over to Daven, "We should be able ta' be gettin' out'a window or such..." She suggests.
"But, if they's got'a hatch on't roof? That'd be okeys t'boot!" (^_^)
Hoping in the time we've been moving furniture, ray's bin callin' on'a friend. (^_^)

"Sunny" |

Sunny nods and helps her friends and staff barricade the doors and windows.
After things have been made more secure she moves over to Daven, "We should be able ta' be gettin' out'a window or such..." She suggests.
"But, if they's got'a hatch on't roof? That'd be okeys t'boot!" (^_^)
Hoping in the time we've been moving furniture, ray's bin callin' on'a friend. (^_^)

GM Roycilo |

The innkeeper mentions he does in fact have roof access. He offers to take you up, if you desire. He also rouses his wife, and they wake all the guests. There is a total of eleven other people in the common room, all stacking benches and tables against the windows and doors. The innkeeper mentions the backdoor is currently barred, but that it may be a viable exit.
"Should we wait them out, or run for it?" The innkeeper asks. Everyone stops and looks you all for guidance.
Somewhere in the distance, a child is crying.
The barricading takes a few minutes, so Ray you are set with Lobo. And that is 11 non-party members.

"Sunny" |

Sunny shifts from foot to foot nervously and shrugs a bare, tanned shoulder as she looks to her friends.
"I dun't rightly know whut peoples t'is they be doin' when shamblers be comin' a shore. We kin? We's gots all sorts a things ready fer 'em, like." She frowns then points with a tanned arm.
"Put all ye can aginst tha' doors an' stuffs... Then, make a baricade aginst tha' stairs over there. With ye selfs on tha' up side." She nods, hooing her idea has merrit.
"I is gon'a see about that young-un I be hearin'." So saying Sunny scampers up towards her room again while trying to work out how close and where the child might be.
Perception:1d20 + 7 ⇒ (10) + 7 = 17
Also, sorry fer tha' double postin' there. Dun't know whut t'is be happeniin'....

"Sunny" |

Gently, quietly Sunny opens her bedroom window and leans out to gauge the distance between 'here' and 'there'...
perception:1d20 + 7 ⇒ (3) + 7 = 10
Looking up and down and side to side to work out the details of the building she's in and how one might go about climbing out... gaining some height or distance and getting across.
Also, how old does the kinder sound? Will be worth knowin' how much there is ta' carry...

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Tell me innkeeper do you have lantern oil or other flammable material. I think it best that if safe send as many of the patrons out the backdoor to safety. Perhaps there are horses and a wagon?
Daven suggests

"Sunny" |

(O_o)
Nope. I rilly dun't be thinkin' that be a gooder idea. Nope, not a'tall. Peopls should be stayin' inside, whre we can block tha' dors an' windows an' be lettin' tha' town guard an' soldiers types be dealin' with this lot o' shamblers. *Nods* That's whut I be thinkin'. But Sunny be upstairs an' doin' other stuffs. Jus' sayin', is all.

GM Roycilo |

1. The child sounds no more than 5 years of age.
2. The gap between the buildings is about fifty feet.
3. This building is two stories; the home across the street is one.
4.There is a small continuation of the roof just outside the window, that is about four feet wide. It could easily hold Sunny's weight.
"There may be a few horses in the stables next door. As for flammable materials, I have some lantern oil, there are still some hot coals in the fire, and plenty of hay next door in the barn. Have to go outside to get to the barn though, the buildings don't connect."
He looks worried, but willing to help.

"Sunny" |

Sunny nods to Ray... "But.. they's all'a way over there.." And she points towards the house even as she looks around.
"We need some rope... or somat..." She frowns, though still peering outside.
Perception:1d20 + 7 ⇒ (16) + 7 = 23
(There doesn't sound like there's any one/thing inside the house, right?)

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Meg looks around.
"We need to keep the bystanders inside. I am headed out for the kid."
Meg casts and shrinks down again. Unfortunately she steps in a bucket as he moves outside.
stealth reduce person: 1d20 + 14 ⇒ (4) + 14 = 18

GM Roycilo |

No, just the child. Logic dictates that a parent would have gotten up and quieted the child, especially during the Zombacalypse. Also, the door is shut, thankfully.
Perception Check for the Horde: 1d20 - 2 ⇒ (5) - 2 = 3
Meg is able to sneak along the shadows, and by using cover, able to get across the street safely.
Meg, you are on the other side of the street. What's you next move?

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Meg looks around for any innocents.
perception: 1d20 + 3 ⇒ (15) + 3 = 18 (+2 if low light)
Meg's owl familiar: 1d20 + 8 ⇒ (18) + 8 = 26
Meg's owl leaves her shoulder and looks to help. Meg seems to go into a trance as shares a bond of shared senses with her owl.

"Sunny" |

Sunny looks to Ray. "Maybe we can be tyin' sheet t'gether some?" She suggests as a way to cover the distance between where they are and where they need to be.

GM Roycilo |

Well, it is decidedly low-light conditions, so +2 for Meg's Perception check.
Meg's owl flies around outside, and between the two, Meg is able to determine that there are no other innocents outside. Most of the town has barricaded their homes, and it seems several dozen had fled altogether. You can say with reasonable certainty that everyone is safe (for now), dead, or fled, save for the one crying child across the street.

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You think we could shamble over, you know pretend like we are Z's grab the kid pretend like we are eating it and bring it around the back of the tavern and get inside?
I keep picturing this scene in my head

"Sunny" |

Sunny nods, "Aye! A distractin' should do wonders." She agrees as she (And I'm guessing Ray and Daven) Head back down to the rear door of the building so as to enact this new plan. (^_^)
"We get ta' farthest end of this buildin', in sight of tha' buildin' we wan'a get at then Ray can maybe make his magic beasty appear as faaar away form us as he can fer tha' shamblers ta' chase, hey?" She suggests. As they get to the rear door of the tavern, Sunny giggles,
"We be actin' as a distractin' fer Meg ta' be actin'." (^_^)

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"Actually, that gives me an idea.. I can summon other creatures beside Lobo, but doing so will send him back to his realm. Do you think I could distract them with a big enough animal?"
It's worth a try

GM Roycilo |

Meg all but disappears into the shadows. She is able to easily get across the street, and slips into the house. She searchs the front room, but quickly realizes that the child is in the back. She moves into the back room, and finds a small bedroom with a young human girl, probably around four years of age. The girl doesn't seem to notice Meg, and has mostly stopped crying, apparently due to lack of tears. Her sobbing has not stopped, however.
Feel free to proceed with your distraction when you all are ready. I'm assuming that your distraction happens while Meg is sneaking, to ensure that she has optimum coverage. This just keeps the game moving.

"Sunny" |

Sunny nervously watches the surrounding streets and alley-ways for more/where the shamblers are... shambling about
Perception:1d20 + 7 ⇒ (4) + 7 = 11

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Yes, sorry for my absence.
"See you later, Lobo Gris." Ray tells his companion as the wolf disappears. Then he walks over to get a view of the zombies and summons a dog near them, it's fur dark and eyes red. "I hope that works. I can't really try and get it to do anything but attack them, and there's no gurantee that will draw them away."

GM Roycilo |

Not to worry!
The dog appears in front of a group of the zombies, and while not all notice it, a large group turn and begin to shamble toward the dog. The majority of the horde, realizing that there is a living creature nearby, also begin to turn. The dog is positioned near the entrance to an alleyway, and the horde being to file in. Seizing her opportunity, Meg dashes out. The horde don't notice Meg at all, not a single zombie. She makes it back across the street with ease and grace, and gets back to the group safe and sound.
Horde's Perception Check: 1d20 + 2 - 10 ⇒ (9) + 2 - 10 = 1
Well done guys! You've saved the innocent life of this little girl. What is the next step? Hole up? Make a run for it?

"Sunny" |

Sunny helps Meg and the young girl back into the inn/tavern. She nods in agreement with Meg.
"Aye, best goin' after them shamblers when we can see 'em better."
Though the tanned Elf returns to the higher part of the establishment to see how best to move along the roof tops for when they want to try foraying in the morning.

GM Roycilo |

The night passes slowly, punctuated by the occasional groans. Morning comes eventually, and with the new day comes a strange sight. While some of the zombies still meander about, most have stopped moving. Bodies litter the streets, most of them inanimate zombie corpses. A few townsfolk are daring to peek out their windows, and a pair of strong men with pitchforks are systematically eliminating the remaining zombies.