
Kirren Baelash Koehvain |

After spending some time going from one track to another, Kirren relays what he has learned, "Do you notice the five horse tracks? It seems that four of them are heavier than the fifth horse. There does not appear to be any other tracks, let us be after them."

George "Left-Tusk" Jones |

George smiles to the man, "Thank you for the information, but we must be going." As he rises he drops a silver coin before him and turns to lead the group after the knights.

DM Darkwalker |

EVERYONE Naju wishes you well when you leave his camp. Follow the trail you notice no undead littering the trail. As a few pass the counrty side doesnt change much after leaving the graveyard.You come across a strange looking shrine, made up of skulls ranging from human animal elf gnome and dwarf. The alter has what looks like blood poured of it. An idol made to bat wings, goblin's body eagles talons for feet and a goats head is straped to a pike behind the alter....

George "Left-Tusk" Jones |

"Well, Aramil? Should I destroy the altar or should we move on. I'm afraid we may not have too much time to dally." George looks over the alter of ill repute and readies his morningstar but will keep his distance for now.

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"We will take care of it later, beware of undead, stay at least 60 feet away. Quickly now, for as you have said time is of essence." Aramil quickly says and begins to venture around it with the group.

Kirren Baelash Koehvain |

Staying 15 feet away from Aramil, and keeping bow ready just in case, he follows the group around the shrine.
1d20 + 8 ⇒ (8) + 8 = 16 Survival Check to pick up the trail again.

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1d20 + 6 ⇒ (1) + 6 = 7 Diplomacy Check "Orcus is not the prince of death, but of undeath, we want to on our way as my group has said so many times. Unless you have a quick way for us to get to the ones we follow."

George "Left-Tusk" Jones |

"An abomination to the light will not be tolerated." George hefts his morningstar and, apparently forgetting Aramil's prior advice, will charge the altar and smash it.
1d20 + 9 ⇒ (6) + 9 = 15
1d8 + 5 ⇒ (8) + 5 = 13

Laine Tamesis |

Whee! Laine's not the loose cannon for once! :P
"See! Now that's epic!" Laine raises a hand in cheering as George unleashes his warcry and begins to charge.
If you don't mind me not going by combat style initiative.
Laine, however attempts to cut George off and pull him back before he gets very far. "Buuut we don't have time for this. The lives of the living mean more than the worship of those undead." Laine smiles as sweetly as she can, with a thumbs up. The smile looks like she's not exactly sure how the motion should go.
Diplomacy, if you want to use it: 1d20 + 5 ⇒ (15) + 5 = 20
Ooh, and another +2 for being a Kalashtar.

George "Left-Tusk" Jones |

"If a demon stays here it endangers more lives... but you are right. This shrine can be destroyed another day." George is clearly enraged, but after Laine slows him down he sees that if LAINE thinks it's a bad idea they should probably keep moving.
"We should keep moving." George lowers his weapon and turns to keep on the knights trail.

Kirren Baelash Koehvain |

"Heh, I would have been glad to have some action rather than just all this running around, especially since they have horses, it is unlikely we will catch up, unless something aweful besets them."
DM moving right along what befalls us next!?!

Vajra |

"It is precisely the case in which something awful besets them that it would be most imperative we arrive. As much as I would praise our company's valor, I think our chances of successfully defeating a vampire, if that is indeed our foe, would increase dramatically should it be already entangled with another party."

DM Darkwalker |

As you leave the alter with almost destroying the alter with eveyone talking George down, the trail continues the farther you travel the darker the gray misted dome becomes. In the horizen you see bright glows then a brillant flash, 10 seconds later a loud boom. A stationary fire can be seen as well.

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"What do you guys know about vampires? I know that sunlight kills them, holding them under running water kills them, they sleep in a coffin filled with dirt of a graveyard they come out at twilight and hid at dawn, they create spawn as slaves and can call allies such as any wolves and undead. If I remember correctly they are awfully strong, and play with people of our strength."

Kirren Baelash Koehvain |

1d20 + 7 ⇒ (12) + 7 = 19 Perception Check
1d20 + 4 ⇒ (3) + 4 = 7 K (geography) Check
1d20 + 4 ⇒ (7) + 4 = 11 K (nature) Check
1d20 + 8 ⇒ (4) + 8 = 12 Survival Check, these checks are to see what weather is coming upon us, to see if we should take cover.

DM Darkwalker |

Kirren with your keen eyes you see fire balls rolling then exploding then reforming and roll again, you believe from stories from other adventures and bandits the rumurs of living spells. The area you are in you believe to be the feild of living spells as for the weather its going to be a clear night as you can tell

Kirren Baelash Koehvain |

"We could be in for some of that living magic, I see a rolling fireball out there. We should hurry and follow the path giving that thing a wide berth." Kirren explains as he stops to take in the area and tracks more closely.

Kirren Baelash Koehvain |

Kirren starts to double move, to minimize time in these fields. He stops every few minutes to catch his breath and make sure he is still on the trail.

Kirren Baelash Koehvain |

Kirren keeps his bow ready just not aimed at the camp, but that can easily be changed if need be. Making sure he has a clear shot of the camp and with plenty of room between him and the camp.
1d20 + 7 ⇒ (16) + 7 = 23 Perception Check, What do I see?

George "Left-Tusk" Jones |

"I have come to put a justicar back at his post." George intones calmly as he looks to Kandler and then over the rest. "And to help find his daughter. What business do you knights have on these plains? It is a dangerous path we tread."