| Shomari Kali |
I think it's pretty clear the moon isn't out, so low light vision isn't going to do the trick, but of course, I'm only basing that one what the GM has said.
Shomari hoists the halberd to his shoulder and steps towards Lilith, showing every sign of taking her at her word, but before he comes within striking range, he pauses. He looks upstairs.
"Very well. Go. I won't fight you," he says. He props the halberd against the wall. "But I'll not risk my life by going with you. If she can't be saved in the morning, so be it."
Lilith Sylvari
|
Her eyes are wide, almost in a panic. I, I can wait until tomorrow, I think. She looks nervously over her right shoulder and seems to calm a little. But if or when anyone goes I need to go too. I have to go.
| Turrey Butterhill |
"Thank you Lilith. I know waiting is difficult, but it's the right choice. Now let's get to sleep. I want to be up and out before the sun rises."
Assuming we'll keep our established watch order of:
- Azmerai & Lilith
- Shomari & Lenneth
- Turrey & Polonius
Let's get up and packed before dawn, so we can be on the street just before the first rays of the sun start to brighten the horizon.
| Shomari Kali |
As the second watch winds slowly away, Shomari moves ghostlike around the group's compound. Finding Lenneth keeping a watch, he makes a small noise to announce his presence.
"Is it only concern for the sick woman that has her so on edge?" he murmurs softly, gesturing towards Lilith. "Has the weight of seeing so many die grown so heavy that she is trying to throw her life away? Her recklessness endangers us all. Tonight we were able to keep it in check, but...." He shakes his head.
"Now that she is sleeping, I wonder if the gnome and I should not go to see what we can." His voice is even softer. "Would you be willing to keep watch a little longer while we did that?"
Polonius, what do you say to a predawn scouting mission?
| Polonius Fynch |
Fiendish, have I got 4 hours spare to craft some alchemist fire?
Polonius looks up at the big hobgoblin. It wasn't so long ago that if one of his kind had asked the alchemist to go wandering off into alleyways with them whilst pitch dark out, he probably would have thrown a hastily mixed bomb in its face and run for his life. But how tines have changed. Because in truth, Shomari's presence made him feel markedly more secure.
I agree that her presence would have been a liability. But after just lecturing her about running off on her own, I don't want to seem a hypocrite. Also, Im really not much use with a weapon - my legs are too short and my arms too fat - so I rely on my bombs and I can only mix so many. What I'm saying is, if we get cornered I'm not quick enough to get away and at the moment I don't have enough bombs to protect myself. Let's wait until morning? We'll be better prepared, especially if that bastard in the mask shows up again.
He hopes the last part will appeal to Shomari's warrior instinct.
| Shomari Kali |
"Then we will go in the morning," Shomari nods, perhaps a little disappointed, but certainly seeing the wisdom of the gnomes words. His watch finished, he lays down and quickly falls asleep.
| Azmerai |
Next morning in the early morning light Azmerai will wake everybody, take care that all necessitys are done and lead the group to the apothecary.
The sword from the elven and the axe from the dwarf were regulars not mw?
| GM Fiendish |
To be absolutely explicit, low-light vision will NOT help you this night. It's a moonless night, so it is dark outside, not dim light. Low-light vision requires a light source to function. Without a torch or magic you are as blind as a human (no offence Lenneth...)
Polonius, if you stay up late to do crafting, you risk suffering fatigue. You can have your 4 hours if you bear in mind you'll need to pass a dc 15 fort check to avoid suffering the fatigue condition for the next day.
Azmerai, the elf was fighting with a club, not a sword. Both that and the dwarf's axe were normal, not masterwork
This night you dream of a grand shadowy temple, inside it are a thousand black butterflies, all beating their wings in unison. You slam your hand on the floor, and they all fall from the air lifeless, and as you look closer you see they are just sheets of paper. They start to rustle in the breeze, but you are sure you shut the door when you came in... the papers get more agitated almost gusting up from the floor, and you realise that the breeze is actually the breath of something behind you, you can feel the heat of its fanged mouth scant inches from your neck...
You wake
The night passes uneventfully, though tension is high and no-one has a good night's sleep. When you wake in the morning, the air has the cold edge of autumn about it, and with no source of heat in the shop you can see your breath even inside.
Shomari, dc 12 fort check please, as you still have filth fever, though passing this check will allow you to conquer the pesky condition.
Lilith, dc 14 fort check please for the mystery illness
Presuming you wake and bolt down breakfast quickly (please remove a meal each from your supplies) and plan to assualt the apothecary's shop, which way will you go?
Also please note I have added some info to the campaign tab about rest, food and water.
| Shomari Kali |
Fort: 1d20 + 4 ⇒ (15) + 4 = 19
Shomari awakens at dawn, feeling whole and hearty again.
"I think our best course is to follow the river," he says. "The banks will allow us to stay low."
| Polonius Fynch |
Polonius is used to snatching sleep when he can. During his wife's illness he would spend hours researching the Bleaching and potential cure and existed with only a few hours sleep. So this night he decides to stay up and start crafting, knowing that a stockpile of alchemical items will help the whole party.
Fortitude vs fatigue: 1d20 + 4 ⇒ (14) + 4 = 18
I agree. The river will probably give us the best cover we can get in the day. Although if we have to escape I'm not going to be able to swim away!
| GM Fiendish |
Last call for preparations, I'll assume no packs if you don't (or haven't already) state(d) a preference!
Lilith, sorry please take mystery disease: 1d2 ⇒ 1 CON damage. This damage may not be healed by rest or Heal checks at present.
It's a cold and crisp morning, the wind is light but has an edge. As you check the windows and step out of the shop, the door thuds shut behind you like the lid of a sarcophagus. Your weary but well-experienced eyes can see a couple of groaners on the other side of the bridge to the south, they look like they have wandered out of the forest and are just walking aimlessly, no threat to you at the moment.
As you make your way up the alleyway next to the shop, you can see the bloodstained cobbles where Murzen fell to the zombie, and Phen's scream echoes in your memory. The sky to the north west is full of smoke, a massive column powers its way up in to the air, and you continue to catch the smell of smoke and occasionally other less-savory burnt things carried on the breeze. Proceeding up the street, scanning every doorway and window, you see something very odd ahead of you. In between what Kaiya's map tells you is the Grain Mill and the Wood Mill is a clearly staged scene. There are 4 groaners arranged around something on the floor between them. The groaner's moans are loud and sound oddly frustrated, you can see chains around their necks holding them in place despite their intent to get at whatever is between them.
The thing on the ground in between the groaners is covered in an oversized robe, but looks very like a child-sized figure chained to a spike driven in to the ground. You can see some movement but they aren't moving very much.
All of the groaners have close-fitting leather helmets on, and spiked gauntlets on both arms. The chains around their necks go down to a ring embedded in the ground, and then off somewhere you can't quite see from this distance.
Groaners are red, whatever is between them is in yellow, and the party is in pink. You are around 100 ft away. Past experience tells you the groaners are unlikely to register interest in you whilst their attention is on something right in front of them. Over to you...
| Shomari Kali |
perc: 1d20 + 5 ⇒ (6) + 5 = 11
Seeing the groaners are chained and having no interest in messing with them, Shomari ducks into mud lane, checking to see if the way is clear.
perc: 1d20 + 5 ⇒ (9) + 5 = 14
steath: 1d20 + 12 ⇒ (5) + 12 = 17
| Azmerai |
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
One day I go ballistic with my great skillrolls and crappy battle rolls :-(
Azmerai sighs and suddenly looks closer. He whispers:"Something chained to the ground next to them. AS big as child. Or halfman. Or pig. Don´t know. But could be trap!"
Lilith Sylvari
|
At least you can make a roll Az. Lilith cannot seem to catch a break lately. Her luck is so bad here lately that I fear for her continued existence. :/
Lilith, not feeling well, secludes herself into the tiny office she has set up for scribing scrolls and sets to work almost mechanically scribing a scroll of Mage Armor before she rests. 2 hours. She sleeps in the little room as well, and when she comes out in the mooring she is wearing an improvised mask. I am not feeling so well. She announces to the group. It might be smart for everyone to keep their distance until we know if I have caught something.
Before heading out she will try to identify the cloak again.
Spellcraft: 1d20 + 11 ⇒ (20) + 11 = 31 Ah, there is my nat 20. lol
And on the outing she chooses a spot in the middle of the gourd.
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
She explains what she sees ahead and recommends As terrible as that is, the thing in the middle seem to be in no immediate danger. I recommend we skirt around for now, sticking to our mission.
| Lenneth Barlow |
All Lenneth is taking is her sling w/ bullets, her dagger (in its wrist sheath), some chalk, and her compass. Oh, and Indigo in the backpack - they're having to move a good distance away from their "base" so she wants him with her this time, assuming he'll go. Memorizing Ear-Piercing Scream, Diagnose Disease, and Mage Armor for her 1st level spells today.
Perception: 1d20 + 3 ⇒ (12) + 3 = 15
"But...it's someone or something alive over there! I swear I can see movement," Lenneth starts to object and then stops. She sighs and looks at the ground. "No...you're right. We've got a job to do. Meiko is counting on us and we don't know what else is out there. It really could be a trap of some sort, like Azmerai says."
She pauses for a moment and then speaks out loud, but it almost sounds as if she's talking to herself. "The temple...I wonder where the temple is?"
| Turrey Butterhill |
Seeing Shomari start to duck down the alley, Turrey taps him on the shoulder. "Ahem."
Momentarily confounded by the thought that he's initiating conversation with a hobgoblin at all, Turrey screws up his courage and continues, "I can see you're almost as quiet as I am...and considerably tougher. Why don't we scout ahead a bit, and see if we can pick a safe route for the noisy ones?"
Turrey empties his backpack of all but one torch, flint & steel, his waterproof bag, waterskin, and his hemp rope. Otherwise he has his usual daggers & sling ready.
.
EDIT: Proposed plan is Turrey & Shomari go ahead taking 10 on PER for 18 and STEALTH for 23, with the rest trailing behind, following as the two guides pick out a safe-looking route.
| Polonius Fynch |
Polo is going to take his bombs, extracts, a torch, sling and dagger. He also has one alchemist fire and it make sense for him to also take the holy water ans acid flask we found since he can make more use out of them by adding his intelligence modifier to damage.
Polonius nods at Turrey and Shomari's suggestion but as they are about to scout ahead he says;
Wait, take these. If you get into trouble they should help.
Hands them an extract of CLW each that will heal 1d8+2
| GM Fiendish |
Earlier this morning
Now
Shomari and Turrey move off down Mud Lane, and see nothing hostile down there. Creeping up Cog street they reach Prickleback Lane and are treated to a closer look at the odd situation, and can see the chains from the groaner's necks pass through the rings in the floor and along in to the building directly to the east, just above the grain mill. A sense of unease settles on them, the situation screams 'ambush', but who or what could be setting them up?
The groaners are still oblivious to you, intent as they are on the entity between them.
The scouts update the shared mental picture they have of Sandpoint, and advise their companions...;)
Turrey and Shomari can guide the others up to where they are in Cog street but in order to progress up to Crab Street on the map, each member of the party will need to roll a stealth check, DC 12. Please also make a perception check each, DC 14
| Shomari Kali |
perception: 1d20 + 5 ⇒ (16) + 5 = 21
stealth: 1d20 + 12 ⇒ (4) + 12 = 16 I <3 my stealth bonus.
Shomari nods to Turrey's plan, gliding along quietly and slipping across the street quietly, despite hardly watching his feet as he scans the area for danger.
| Turrey Butterhill |
Turrey feels a strong desire to rescue whoever is down there, between the zombies, but reminds himself that this isn't the time. Instead he offers his aid to anyone interested in crossing the gap quietly, pointing out the best places to step and the spots to avoid.
Aid another (stealth): 1d20 + 13 ⇒ (14) + 13 = 27
Turrey is still taking 10 each for 18 perception & 23 stealth.
.
Note to others, with Turrey's help, you can take 10 and automatically pass this, unless you have a negative modifier to your stealth.
Lilith Sylvari
|
Earlier that morning…
After discovering the properties of the cloak Lilith offers its use to Polonius, after explaining that is is really the property of Meiko and only on loan to the group. This cloak will make you even more diplomatic, should the need for that arise. And since you have short legs, I thought the ability to be able to move more might really come in handy for you.
She will explain what the cloak does so please read the spoiler.
| Polonius Fynch |
Polonius raises an eyebrow at Lilliths comment about his legs. He tries to decide if there is any barb in there after their confrontation the previous evening over the sick woman.
He shrugs and takes the cloak with a smile - he does have short legs after all.
Thank you, Lillith. I'll make good use of this.
--------------
Stealth: 1d20 + 11 ⇒ (13) + 11 = 24
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Polonius stampers across the gap up behind Azmerai, oblivious to all but getting from shadow to shadow.
| Lenneth Barlow |
Stealth: 1d20 + 2 + 3 ⇒ (15) + 2 + 3 = 20
Perception: 1d20 + 1 + 2 ⇒ (10) + 1 + 2 = 13
I knew bringing Indigo was a good idea! Think this is the first time that +3 to Stealth for having a cat familiar actually came in handy <3
Surprisingly, Lenneth manages to move much more quietly than might be expected for a human with no training. Of course it doesn't hurt to have an intelligent cat friend who can give some needed nudges on how to move and where to place each foot.
Thanks Indigo...all I need to do now is learn to open locks and then we'd make a great cat burglar team. Heh.
On the flip side, she's too busy both concentrating on being quiet and laughing at her little joke to pay a great deal of attention to her surroundings.
Lilith Sylvari
|
Stealth: 1d20 + 2 ⇒ (2) + 2 = 4 Seems I cannot catch break with this character.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24
| Turrey Butterhill |
Turrey feels a strong desire to rescue whoever is down there, between the zombies, but reminds himself that this isn't the time. Instead he offers his aid to anyone interested in crossing the gap quietly, pointing out the best places to step and the spots to avoid.
Aid another (stealth): 1d20 + 13 ⇒ (16) + 13 = 29
Turrey is still taking 10 each for 18 perception & 23 stealth.
.
Note to others, with Turrey's help, you can take 10 and automatically pass this, unless you have a negative modifier to your stealth.
IT SEEMS LIKE FOLKS MIGHT HAVE MISSED THIS SO CALLING IT BACK OUT. WE DON'T NEED TO ROLL STEALTH. JUST TAKE THE AUTO SUCCESS.
Lilith Sylvari
|
I did not see that this was bought into by GM Fiendish. If its a thing, they Lilith would certainly be doing it. And do not yell. GM Fiendish asked for stealth rolls so I rolled.
| Turrey Butterhill |
Please forgive the use of CAPS. I'm certainly not trying to yell, only To make sure my in character actions were seen/heard by others. You'll note that when I originally just used a touch of bold the three posts immediately after appeared not to notice that they could 1) take 10 and 2) gain +2 from Aid. (Note, I can sympathize with missing important information in a party member's posts... Which is why I decided to write a 2nd post to make it more visible. If folks in character want to ignore Turrey's aid for roleplay reasons, that's one thing, but if it's getting missed then my inclination is to amplify the signal. Oh and Fiendish mentioned earlier that one can take 10 on stealth out of combat.)
| GM Fiendish |
Not a real update as posting from my phone, proper update later! but thought I'd weigh in.
So you can take 10 when not in immediate danger or being distracted. So cruising down an empty alleyway you can be on autopilot, but if you know there is a pack of slavering dogs that will leap out and maul you should you make a noise, then no taking it easy. Much the same here, in that everyone is well aware of the groaners as they try to sneak past, they are after all the reason for the roll.
However Turrey mentioned taking 10 in his post after I described the appearance of the chained zombies, so I should have said something then, so sorry I missed that! Let's just move on for now.
So any confusion caused I will lay claim to, mainly because you can't get too cross with me lest I unleash zombie field mice on your food stores ;)
You all manage to sneak past the snarling zombies, however everyone's breath catches in their throats as Lilith crosses between building and slips on a cobble, for a moment completely visible to anyone looking...thankfully none of the chained up undead appear to notice, and Lilith quickly picks herself up and joins her comrades on the other side of the alleyway.
As you proceed up towards Crab Street, the smoke is much thicker now, and wind blows the strong stench of acrid smoke to you from the north west, you can hear crackling now. As you glance down Crab Street, you can finally see the fire. Flames pour in to the sky a good two stories high, devouring the buildings the orange and yellow flickering tongues are crawling over. It is easily the largest fire you have ever seen, and even a hundred feet away you can feel the heat on your faces. It is clear that the centre of Sandpoint is being utterly consumed by the conflagration, it only serves to see what is left on the outer ring of buildings that may be useable. Thankfully the route to the shop, and the shop itself, should be outside of the current reach of the fire, at least for now.
You can see the eastern bridge from where you are, and the cathedral's spire poking over the top of the house in from of you, so you're on the right path following the river up. With a moment of deja vu, you can see two groaners chained to the bridge's far side.
You can sneak around the house in front of you, which given the lack of cover by the river would mean remaining undetected would be extremely difficult, or else you could try to take a shortcut through the decrepit house in front of you. The wooden door leading in to the domicile is nearly hanging off its hinges, and wouldn't take much work to open.
Ok longer post than I thought I'd get to make!
Lilith Sylvari
|
Lilith takes in the scene, understanding the options but not the pros and cons of each in detail. She waits for someone more versed in tactical situations to make the call.
| Azmerai |
Azmerai squats down. Dwaren stel feels diffrent than my old berd. Better for dark, knife work, so gud. Close to wet or through ruin. Ruin maybe groaners, maybe safe and no one looks us. Better for sneaky.
"We better take house, easier not to be watchd."
| Turrey Butterhill |
Turrey nods at Azmerai's assessment, but says "Hold on, let me listen at the door first."
A shortcut through the decrepit house. What could possibly go wrong? ;-)
Turrey will take 20 for 28 to listen at the door (and look for traps)
| Turrey Butterhill |
Ok, anyone disagree with the route?
Lilith Sylvari
|
Lilith casts her Mage Armor spell and stands ready to support Turrey's entrance. We may also find needed supplies in the house. She adds with hope.
| Polonius Fynch |
This place looks like it's going to fall down around our ears... Still there's no real alternatives. Lead on, Turrey.
Away with work again and amazingly the mobile Internet in central London is shockingly bad :/ I may not get a chance to update fully until Friday.
| GM Fiendish |
Pushing open the door and wincing at the creaking of the ancient hinges, light falls on to what must have been the main living room of this medium-sized dwelling. There are several wooden chairs, a threadbare rug and low table all arranged around a fireplace long cold and stuffed with ashes.
There is a smell of decay in here, things have been untouched for a while it seems. The sole window is dark with dirt, and has a makeshift drape hammered over it, which doesn't look like a neat job, someone did it in a hurry.
Glancing about you can actually see a thin layer of dust. There is a rickety looking set of stairs leading up to the second storey, and a large opening in the back wall leading further in to the house.
Assuming you are taking 10 on stealth and perception...though of course please advise if you want to look at anything described more closely...
You find a dagger jammed above the door you came in, if you were a suspicious sort, it might be just the place someone might put a weapon if they were expecting trouble.
Looking through the archway at the back of the room, you can see a kitchen with a broken stone benchtop. The missing pieces can be seen wedged in to place in front of the small window and door leading out. The wooden frames of both are water-saturated, and have warped considerably around the stone. You estimate it would take quite a while to try and pry them loose, and breaking through might take some time.
You find a couple of sacks in the back of a cupboard, but they are empty. On top of the pantry cupboard you also spot a half-full bottle of expensive Chelish brandy.
You can't hear anything moving upstairs, it is dark and the stairs go up to a small landing with two rooms leading off. The first contains the remnants of a wooden bed and wardrobe, which both look like they have been smashed in to kindling, likely as a fuel source for the fire downstairs. There is a small window through which you can see the cathedral, and could likely squeeze through if you could climb down safely. You are just about to open the other door when the hairs rise on the back of your neck, and you peek through a knothole in the wood. You can just make out something hanging from the ceiling, in fact it looks like a human hanging by the neck. The rest of the room is in the dark, but the shape looks like an intact bed, so perhaps this is where whoever was staying here was holed up.
Lilith Sylvari
|
Lilith creates the dimmest of lights with her dancing lights spell; a single candle bright light moves to illuminate the upstairs, avoiding windows and providing barely enough light for those without darkvision to function.
| Polonius Fynch |
Grimacing at the grisly sight in the next room, Polo turns to the others;
There's someone hanging in there. Maybe they took their own life? You can't really blame them I suppose. It's awful, but if his family was gone.... he looks wistfully at nothing. ...what is there left to live for?
He shakes his head briefly.
Anyway, he may have left something useful. Try and stay quiet, this place is creakier than my old knee joints!
Stealth: 1d20 + 11 ⇒ (6) + 11 = 17
He pushes open the door.
| GM Fiendish |
As you enter the tiny bedroom, the hanging corpse's eyes flick open, revealing bloodshot milky pupils that stare unerringly in your direction. It snarls and starts thrashing around, booted feet occasionally bashing against the walls.
Looking over the rest of the room with the light of Lilith's magic candle, you can see 3 objects of interest on the bed against the far wall. There is a small wooden box, about 1 ft square and an inch deep, a sheaf of papers and a scabbarded longsword propped against the wall.
The bedroom is essentially a 15 ft x 15 ft grid, with the hanging groaner in the central square. It has reach all around it so if you try to dart in past it then you are likely to be attacked by slamming legs and arms. It will of course not move to pursue you however.