
Grungsdi |

Something is wrong. Very wrong. Fentonville is close. This is nae good. How fast can the dragon get there and check?

baldwin the merciful |

With an urgent shriek Aurora takes to the air and soars at blinding speed towards the sky to have a look from high above.
It's a strong wind. You need a DC 20 Fly check.
Wind
Once you’ve generated the day’s precipitation, you’ll need to establish the wind strength unless the precipitation indicates otherwise. For example, on foggy days, no significant wind occurs, while thunderstorms have their own rules for determining wind strength. To set the wind strength for the day, roll d% and consult the table above.
The following describes the categories listed in Table 4–28: Wind Strength.
Wind Strength: This is the category of the wind strength.
Wind Speed: This is the range of wind speeds that occur. Wind speed typically fluctuates between these values through the period of the day, and for moderate or higher wind strength, there are periods in the day when the wind speed dips below the listed range.
Ranged Weapon Penalty/Siege Weapon Penalty: These are the penalties that characters take when firing ranged weapons and siege weapons in wind of the listed strength. In windstorm-strength wind, normal ranged weapon attacks (either projectile or thrown) are impossible. This includes ranged attacks made via spells of the conjuration school, but it does not include evocation ranged attacks. Siege weapons include all weapons of that type and boulders thrown by giants and other creatures with the rock throwing special attack.
Check Size: Creatures of the listed size or smaller are unable to move forward against the force of the wind unless they succeed at a DC 10 Strength check (on the ground) or a DC 20 Fly check if airborne.
Blown Away Size: Creatures of the listed size on the ground are knocked prone, roll 1d4×10 feet, and take 2d6 points of nonlethal damage, unless they succeed on a DC 15 Strength check. Flying creatures of the listed size are blown back 2d6×10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed at a DC 25 Fly check.
Skill Penalty: This is the penalty for skill checks that can be affected by the wind. These penalties always apply on Fly checks and sound-based Perception checks, but GMs may also wish to apply them on Acrobatics checks, Climb checks, and any other ability or skill checks that could be adversely affected by winds.

baldwin the merciful |

The group moves and eventually discovers the Coast Road and follow it North. The wind dies down to light breeze and thw snow lightens up to a flurry. You quickly discover the cause for the acid smell that taints the wind...a smoldering caravan lay in wreckage...remnants of an ambush or battle...the bones of the charred dead lay two perimeter circles.
I need to know exactly what each of you intend to do and how as you come across this scene from a few hundred yards away.
From you position roughly 200 yeards away you can see smoking remanants of large caravan you figure at least 70 covered wagons, which approximately half are pulled into a defensive circle. the other wagans appear to be caught outside the defensive line. there does appear to be an near orderly and military like attempt ot set perimeter lines for dense but those lines look as if they were overcome by numbers and power.
I need perception, survival checks if you have it. Anyone with knowledge military or nobility can also provide me a check.

Grungsdi |

1d20 + 15 ⇒ (1) + 15 = 16 perception
1d20 + 10 ⇒ (12) + 10 = 22 survival

Desmond Aeros |

Perception: 1d20 + 19 ⇒ (6) + 19 = 25 +7 vs traps
"Want me to sneak down there and scout the area? Make sure we know what we're getting into."

Karnog Kegmeister |

1d20 + 26 ⇒ (5) + 26 = 31 perception, dark vision 60'.
1d20 + 6 ⇒ (15) + 6 = 21 survival.
No nobility or military knowledge, sadly.
"Something powerful did this, or a group of something. Giants, dragons, wizards, and demons all cone to mind. Whatever did it, they were fast enough to assault all these souls before they even got their defenses together. If we going to scout, you must be extremely careful, separated from the group, you'll be vulnerable."

Desmond Aeros |

"Will do boss man." Desmond slips off into the void.
Stealth: 1d20 + 29 ⇒ (14) + 29 = 43
Perception: 1d20 + 19 ⇒ (15) + 19 = 34 +7 vs traps

baldwin the merciful |

Desmond will begin to sneak down and investigate while the others are trying to figure out what happened.

baldwin the merciful |


baldwin the merciful |

What are you going to do?

Desmond Aeros |


Grungsdi |

Yea but 'is face is worse still! Grung says witha guffaw

Desmond Aeros |


baldwin the merciful |

You do see two areas along the defensive line where the line was broken my an onslaught.
I'm not sure how closely you want to investigate.

Karnog Kegmeister |

"I'd like to say nothing would surprise me, but I think that's wrong. Desmond will find something shocking and foolish, of that I have no doubt. Just what or who, I couldn't even hazard a guess just now."

Karnog Kegmeister |

He got better.

baldwin the merciful |

This is the initial map for Desmond.
I'm going to try to get another version up perhaps a second map for the whole group.
Everyone, except for Desmond, is outside the caravan waiting on the rogue's return so you don't know what is happening. I do need the two familiars for kalima nd Felic to make a perception check.
Initiative RD 1:
Demond
Undead Warriors

Desmond Aeros |

Desmond begins heading back to the group, maintaining his stealth so that anybody that hasn't noticed him may think the undead are getting stirred up for no reason.
Stealth (full speed): 1d20 + 29 - 10 ⇒ (12) + 29 - 10 = 31

baldwin the merciful |

Bhagavana quickly makes his way back to his Master just as things begin to get interesting.

baldwin the merciful |

I'm going to put up a second battlemap for the main group. I'll let Bhagavana provide Kalim his report while I begin the battle with Desmond.
I have that second battle map done. I'll get that up once Kalim's buddy discloses the situation.
Kalim what is your growth going to do?
Desmond: you are up. You see man more creatures emerge and you are essentially surrounded by undead. There is low chant coming from a couple creatures that you vaguely think resemble Felicitas' singing. The undead seem to be gaining enthusiasm.

Desmond Aeros |

"Huh, singing. Real lively bunch." Desmond chuckles and sprints through their lines, rolling past the undead.
Acrobatics: 1d20 + 29 ⇒ (6) + 29 = 35
Triple move action back towards the party, using quick runner's shirt. Acrobatics to avoid any AoO's and get past any unsavory terrain.