Overlord Jon |
Yes, Rennai, it's undead related. And yes, Chloir would get a perception check to hear the noise. And Kovar could - but didn't.
The young man writhes as the alcohol touches the wounded flesh, the angry wound quickly washes clean. One done, the wounds is still red and irritated looking, but the traces of paler flesh and push has been removed, at least.
The cleaning also allows Chloir to see the full extent of the wound - the teeth didn't sink deep enough to damage any internal organs. Deal with the other issues and he should live.
Rennai Barzanslag |
Watching Kovar work, Rennai suddenly gets a strange feeling running down her spine. She looks past his barrier-in-progress and sees a -
Kovar. Don't move too quick, but get inside here. There's somethin' behind yeh - it ain't made a move yet, just starin' blank-like at the buildin'. I'd say it was a halflin' - was. The hole through its shoulder says otherwise for its current state. She keeps eyes locked on the figure, nocking an arrow to her bow.
Here's an initiative when it comes up - doesn't have to be right now.
Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Chloir Steelfeathers |
Chloir hears Rennai's warning just as she finishes cleaning the wound. "Damn it all, there's no end to this. Abelone, close his wound for now, we'll deal with the medicine later." As she speaks, she goes back towards the door. Remaining inside, she finds a dark corner to lurk in, while trying to get a glimps on the creature Rennai mentioned. Only one won't be a problem if it's as weak as those others. But is it?
Stealth: 1d20 + 15 ⇒ (13) + 15 = 28
Perception if needed: 1d20 + 12 ⇒ (18) + 12 = 30
Knowledge(religion) to recognize it: 1d20 + 5 ⇒ (18) + 5 = 23
Initiative if needed: 1d20 + 8 ⇒ (8) + 8 = 16
Overlord Jon |
The creature outside tilts it's head to one side for a few moments. It appears to be listening to something you can't hear. After a moment it picks up one of the zombies - one relatively undamaged by the acid - and starts to drag it away. It struggles a little - the additional strength undeath has granted it only partially offsets the difference in size.
Abraham Darkson |
Abraham seeing Chloir go running off decides to follow to see what the commotion is about.
"Stay up here and you should be okay." He whispers to the people before himself going back downstairs a little after Chloir.
Stealth: 1d20 + 9 ⇒ (4) + 9 = 13
Arriving at the bottom he pears out to see what the others are looking at.
Trying to be as quiet as possible he crouches up behind the others. "What are you all looking at?"
Rennai Barzanslag |
Knowledge (religion): 1d20 + 7 ⇒ (3) + 7 = 10
I'm...not sure. I've never seen anythin' like it before. I'm guessin' it's an undead, though...the hole through its shoulder would hint at such... She keeps eyes trained on the strange creature as it begins to haul away its load, arrow still at the bow string.
Chloir Steelfeathers |
With a low hiss Chloir replies "That was a vampire's thrall. Its master must be ordering it to pick up those corpses for something. But if the vampire becomes interested in the living, the people here won't be safe. Trouble is, this thrall might tell him that this house is occupied, but if we kill it, its master is might come looking for his pet."
Checking to see if I know anything about vampire powers and weaknesses. Specifically, whether it can enter this house without an invitation, and about its dominate-ability which might get him an invitation.
Knowledge(religion): 1d20 + 5 ⇒ (11) + 5 = 16
Overlord Jon |
However, if the vampire sees them, he can Dominate one or more and try and force them to invite him in.
The young woman moves up to you, surprisingly quiet. Or perhaps not, given she's survived this long. "What's happening?"
Abraham Darkson |
Quietly pointing out the thrall to the young woman.
"Well, it would appear that thing is some sort of thrall to a vampire. Currently we are trying to decide what to do about it."
Pausing to think for a moment. "I agree, we should just let it leave, we're already short on time. Unless you know of any real threat is poses, at the moment some vampire out there doing whatever isn't our problem."
Chloir Steelfeathers |
"Agreed. We have enough worries already. We'll go back down the sewers once this thing is out of earshot, give a warning about this vampire to the inn, then head for the storehouse." To the woman she adds "Listen carefully. That thrall nor its master can get in this house unless you let them. But that master has magical powers that can make you let him in if he can see you. So be sure to keep behind the barricade, out of sight. Board up the windows too if you haven't already."
Rennai Barzanslag |
Rennai watches nervously as the Halfling retreats. Well...ain't nothin' for it. These folks look to be as good ta go as they'll get, and we got ta get goin' agin. She keeps a firm grip on her bow and follows Kovar from several paces behind, covering him while he barricades the door.
Stealth: 1d20 + 6 ⇒ (14) + 6 = 20
Abraham Darkson |
Abraham's just gonna keep guard. He'll wait for Abelone to finish doing what she can on the injured man and for the place to get secure, etc. Before being ready to move out for the herb shop.
Perception for anything else out there:: 1d20 + 10 ⇒ (14) + 10 = 24
Chloir Steelfeathers |
Chloir sneaks out and peers around the corner to see if the path to the sewer entrance is clear.
Stealth: 1d20 + 12 ⇒ (14) + 12 = 26
Perception: 1d20 + 12 ⇒ (8) + 12 = 20
Weren't we going to the storehouse first? Or rather, first go back to our start and warn the inn about the vampire around, then get food from the storehouse to the inn, then get the herbs and bring the family to the inn if we can be sure the sick man isn't turning undead.
Overlord Jon |
The morning light does nothing to alleviate the horror of the town's current situation. Blood and the now currently dead litter the streets, although not as much of either as you might initially imagine. The sounds of fighting can be heard on the wind, too distant to locate.
1d100 ⇒ 66
In only a few minutes you manage to find the herbalist shop. It's cold and dark, again, with no obvious signs of life.
Chloir Steelfeathers |
Chloir sneaks towards the door, looking and listening for any signs of movement or traps before trying the handle.
Stealth: 1d20 + 12 ⇒ (14) + 12 = 26
Perception: 1d20 + 12 ⇒ (12) + 12 = 24 +1 vs traps
Disable device, if needed for traps or locks: 1d20 + 12 ⇒ (4) + 12 = 16
Overlord Jon |
Nothing moves nor stirs within the shop as Chloir pops open the lock to the shop. Inside the smell of herbs fills the air with a pleasant aroma after your time in the streets. Most of the herbs seem to be in draws behind the counter, and door to the back is also behind there. As far as you can tell you're alone.
Abraham Darkson |
Abraham quietly mutters to the others.
"Alright, in and out, let's keep an eye out for anything else of value in here."
Abraham shudders slightly walking into the room. The pleasantness of the smell was almost overpowering compared to the unpleasant smells he had grown accustomed too.
Abraham pops in behind Chloir and starts to look about for the herbs they needed in the counters, along with anything else (other herbs, supplies, etc) of value in the main room.
Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Knowledge Nature: 1d20 + 5 ⇒ (18) + 5 = 23
Chloir Steelfeathers |
Chloir searches for the needed herbs, as well as any other useful healing items.
perception: 1d20 + 12 ⇒ (14) + 12 = 26
Heal to recognize ingredients or items: 1d20 + 10 ⇒ (20) + 10 = 30
Chloir Steelfeathers |
After tucking the potions up her sleave, Chloir picks up some Red Leaf and turns to her companions. "Well, these are the herbs we need. Doesn't seem like there's anyone here we can pay for them though. While we're here, was there anyone back at the Inn who was in poor health? Or are there any likely illnesses one might contract when couped up with a group?
Heal, to anticipate likely diseases and their remedies.: 1d20 + 10 ⇒ (3) + 10 = 13
Sleight of hand: 1d20 + 9 ⇒ (13) + 9 = 22 +2 if this counts as hiding small objects in my clothes.
I got the highest perception, so I assumed I found the potions first. If I didn't, I'll go back and retcon my actions
Rennai Barzanslag |
Heal to anticipate likely issues and their remedies: 1d20 + 8 ⇒ (10) + 8 = 18
Seems there's like to be any number of diseases spread around easy by bein' in close quarters like that, Rennai responds, scanning the shelves and reading the labels. We can't bring a remedy for everythin', but pickin' up some o' the basics can't hurt. Some more alcohol, stuff fer nausea, stuff fer pain, things o' that sort. If yer worried about gettin' it honest, we c'n take up a collection 'n bring it back ta drop in a till. But it seems likely the owners o' this place're either at the inn (or in another safe house) or they're part o' the horde outside tryin' ta get in. Either way, I doubt bookkeepin's on the top o' their list, an' this is fer the public good. An' I know I ain't payin' ta buy an entire apothecary. Don't mine pitchin' in, but I ain't made o' money...
Abraham Darkson |
Indeed, it would seem unlikely that the owners are likely present, I couldn't afford them anyways. Though perhaps they, or additional supplies, are hidden behind the door in the back.
Abraham moves up to the door with his weapons drawn and presses his ear to the back door for any signs of noise.
Perception: 10 + 10 = 20 Taking 10
If he doesn't hear anything he will prop the door open slightly and peak in.
Overlord Jon |
There are several herbs that could have been of immediate use - herbs that deal with fever and infection especially. There are also herbs that would have less immediate use - Bachelor Snuff, Night Tea, Desna's Star and Winterbite. Most useful, however, are three bundles of Nightsage.
A vague scratching noise can be heard behind the door.
Abraham Darkson |
Abraham quietly walks over to the others.
Not sure what but something's making some sort of scratching sound behind that door. Personally I think it warrants a look, what do you all think?
Overlord Jon |
The door opens on silent, well oiled hinges revealing a simple corridor leading to a backdoor and a kitchen to the right. A staircase leads to an upper floor.
Pawing pitifully at the backdoor is a small, black and white, kitten. As you open the door it turns mewls, hungrily.
Chloir Steelfeathers |
Chloir suppresses the urge to laugh or sigh in relief. And not
just because cats make her nervous. She cautiously advances, blades in hand, trying to tell if this harmless critter is all it seems, and if there isn't another surprise outside or in the kitchen.
And what to do if it is safe? "Can't see him as much of a mouser for the inn. " she whispers. "Shall we open the pantry and leave it with the scraps?"
Perception : 1d20 + 12 ⇒ (12) + 12 = 24
Rennai Barzanslag |
Seeing the kitten, Rennai isn't as successful as Chloir in suppressing a giggle. She tends to prefer animals to people, and her relief at not immediately getting jumped by an angry undead is great, though she keeps a hand on her dorn dergar. A mouser's gotta start somewhere, though, she whispers in reply. An' who knows? Bringin' back a kitten might help keep morale up some. Sorry, cath, I've nothin' for yeh at the moment, she responds to the kitten's mewling, giving it a gentle scratch between the ears and peering past it for signs of further trouble.
Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Rennai Barzanslag |
Rennai begins to bustle around, finding an empty flour sack and stuffing supplies inside. This'll come in handy back at the inn, she mutters, throwing the sack over her shoulder and slipping the kitten a piece of dried fish that had been stored on one of the shelves. Her task finished, she listens at the door to see if she can figure out what's behind it (so she doesn't have to psych herself out over a kitten this time if it can be helped).
Perception to ascertain what's behind the door: 1d20 + 9 ⇒ (6) + 9 = 15
Abraham Darkson |
Abraham smiles at the cat, it reminded him of one he had once given his sister, then moves to help the others grab supplies. I fear they might as soon eat the cat, but it would probably have better odds at the inn all the same.
Perception to hear noise behind the door: 1d20 + 10 ⇒ (8) + 10 = 18
Chloir Steelfeathers |
These people, they worry about vermin so they bring in one of these hairy rodents in with them. Why, because they are more cuddly than the rats? Stupid nonesense. And the blasted beasts always stare at me as if they're trying to decide if they've grown big enough to eat me yet.
The noise from the upper floor interupts Chloirs grumbling. Right, for now keep watch on the things that are big enough to eat me.
perception: 1d20 + 12 ⇒ (19) + 12 = 31
Overlord Jon |
Sorry folks, I'm a touch ill and might be a bit hit and miss for a couple of days.
Once again you can heard scratching from beyond the door, but this time a whistling breathing can be heard. Footsteps, heavy enough to be from a medium sized person, can occasionally be heard as well.
Abraham Darkson |
Abraham moves towards the top of the stairs to join Rennai, nothing her checking the door he quietly whispers.
"What do you hear? "
Abelone Rask |
perception: 1d20 + 10 ⇒ (13) + 10 = 23
The sounds coming from behind the door snap Abelone out from whatever thoughts she had sunken deep into. However disconcerting the sounds might be, she feels at least a little reassured that they include breathing, as that meant that whatever is out there is probably alive. Probably.
The cleric moves closer to the door and attempts to peek through its keyhole, or if there isn't one, tries to open it just a little bit to catch a glimpse about what's inside.
Abraham Darkson |
"Well, might be someone in need, might be somethin in need of killin. Best to take a look while we're here I suppose.
Abraham readies his weapons.Technically he still in his Outer Sphere stance, but he is "extra" in his stance now.
Overlord Jon |
A look through the part open door reveals a slight difficulty in moving it - a body has slumped against the door. With the door open it becomes clear that the scratching noise comes from above you, not inside this apartment, and the breathing is a faint sobbing.
Chloir Steelfeathers |
Chloir looks over the body, weapons still in hand, to see if there is anything left to be done for this person. Meanwhile, she whispers to the others "My nerves and patience are both running low here. Should we just call out to whomever is up there? It doesn't sound undead to me.
Heal: 1d20 + 10 ⇒ (2) + 10 = 12
Abraham Darkson |
Abraham looks up at the ceiling, before starting to move back down to head outside.
"Sounds like a plan to me. Let's go deal with whatever that is and get out of this place. We've got what we came for."