| GM Nitemare |
The armed men make way for the party and fall in behind the group of heroes.
The man Karmuk threatens takes a step back and quickly looks away from Deng, obliviously flustered he quietly falls in behind the rest of the men.
You follow Ostag who himself walks toward the long rectangular building. Making your way you see that the village is largely in a state of disarray. Trash and debris litter the streets and it looks as though most of the dwellings have been looted and ransacked and there is no signs of life about save for your current company.
Once you reach the rectangular building Ostag instructs you to remain outside for a few minutes while he updates the “boss”, whom he names as Baeric. Returning several minutes later as promised, Ostag ushers you into the rectangular building, which you discover upon entering is a mead hall. Ostag himself and three of his men follow you into the mead hall, the rest remain outside and return to their posts.
Inside the mead hall The smell of sweet sour Ale and wood greets you first. There are three rows of long wooden tables and the walls are lined with row upon row of wooden kegs. Higher up on the wall there are multitudes of mounted game that run the length of the wall.
From the far end of the hall a human male, obviously Baeric, sits upon a large wooden throne. Baeric is clad in fine banded mail and a glimmering sword rest upon his legs. Baeric rises from the throne and his sword falls from his lap and clatters loudly upon the floor. Ignoring the sword Baeric greets you.“Hail travelers, and welcome to the Sunshine Crag. I am Baeric, survivor of the dead, and captain of the Brothers Blood.”, he slurs.
| Petra Gritstone |
Petra frowns. None of this is what they had expected. And while, like most dwarves, she enjoys a mug of ale as much as the next person, this man isn't just enjoying his ale, he's past it into the land of shamin' himself.
No one who's in charge of a group of survivors like this can lose themselves to the world in the bottle of a barrel. It's clear enough that Ostag will be the real power here, even if she must take care not to offend Baeric.
Petra takes a deep breath and steps forward, offering Baeric a bow.
"Well met, then, sir, as a fellow survivor. We've all lost many. Me and my fellows here, we come from White Keep, but I reckon you know all that..." After this letter, aye. Or mayhap Baeric hadn't seen it. No matter.
"We came to Sunshine Crag expectin' a village of farmers and th' like who might need our help. We've found a fortress manned by tough warriors," she says, with a small inclination of her head at Ostag.
"So it could be we've come on a fool's errand, sir. But if you'll indulge us, and tell us how is it your Brothers Blood came to be in command of this spot?"
Diplomacy, if needed, and I sure hope it isn't :P: 1d20 - 1 ⇒ (18) - 1 = 17
| Karmuk |
When Petra mentions that fortress should be full of farmers instead of soldiers, Karmuk starts to wonder if there is something odd going on indeed. He tries to observe Baeric's and Ostag's reactions and behaviour.
Sense Motive: 1d20 + 7 ⇒ (18) + 7 = 25
| GM Nitemare |
Baeric lowers himself back into the throne, slouches forward and says, ”Not too long ago this village was full of farmers. Help they needed but I doubt you would have been able to give it to them.
[b]”The Brothers Blood, we hail from Old Ghis, west of this s-hole by 6 and 30 miles. We left Old Ghis when the world started going to shit. Thought that we might find somewhere not overwhelmed with the walkers
Baeric stops, interrupted by the need to stifle a belch, and then he continues once again.
”When we came upon this village, they were a mess, but they thought we could save ‘em, but we couldn’t, cause they didn’t want to listen. I had a plan to make it work, but they wouldn’t listen. So I gave them a choice, my plan, or the road. They chose the road."
?: 1d20 + 4 ⇒ (11) + 4 = 15
Karmuk, you sense from Baerics body language that his tale is not entirely true.
"Any way that's the story of this village. They were some brewers, thas for sure. Ale! Has Ostag offered you any ale, theres plenty of ale here but not much else." Baeric says cheerfully before lifting and quaffing a large wooden mug previously at rest within a cup holder engraved in the arm rest of his throne.
"Are you thirsty dwarf?"He finishes with a sly grin.
| Petra Gritstone |
Petra frowns as Baeric speaks (and slurs, and belches). She runs a hand over her face.
Sense Motive: 1d20 + 2 ⇒ (2) + 2 = 4
There's nothing there to raise her hackles, exactly-- not in Baeric's speech. But in those hordes of undead they saw at the gates...
"Aye, sir, I'll drink with you an' happily but the sight out the gates has taken my thirst. What were those rotters eatin'? Did you have animals left to lure 'em, an' keep 'em busy?"
| Deng Longtooth |
Deng moves with the group, recognizing the old prejudices but confused about how little this camp resembles the village they had set out to find. Didn't one of them say the dead outside were the villagers? Why would these warriors be so healthy while those that should have protected re all taken? This does not bode well.
The "leader" goes through his display and exchange with Petra, but Deng finds himself slowly shaking his head. I have a really bad feeling about this.
| Jon Pariah |
Thirty six miles - so this is most definitely not a localised phenomenon.
Jon searches his memories, but comes up blank. It seems strange that farmers would choose the road over this man's way... he must be very, very unpleasant for them to make that choice.
And if white keep knew of this place, why not tell them. Why send them blind? Because they would not come otherwise? So no-one at White Keep would know?
With knowledge of another place of safety the "Lord of White Keep" might find his position precarious.
On the other hand maybe they were sent here as a trade or gift. Given the inhabitants chose the road over the Brothers Blood there might be something so unpleasant that only by being sent here unknowing would they...
He freezes. Remembers his story from a few nights ago. There are dead who can look like the living. He should know. And such dead would appreciate a warm meal walking into their feasting hall.
using Detect Undead SLA
| Aurengil |
Aurengil nods in response to Karmuk's suggestion, but keeps his eyes on Baeric. "Possibly. We are in their power for the moment," he whispers back. "Make no hasty moves. We need to learn more. But keep your axe ready."
Aurengil's thoughts run in parallel to Jon's. Why had Lord Lovthorn sent the team to this place if he could communicate so easily with birds? What was Baeric's connection to Lord Lovthorn?
"What was your plan, Baeric?" Aurengil asks. "What was so terrible the villagers chose the deadly road over the other option?"
| GM Nitemare |
What were those rotter’s eatin'? Did you have animals left to lure 'em, an' keep 'em busy?"
"That was the last horse, famished almost to death she was. Couldn’t even run past the walkers.” Baeric says sadly. ”The rider, a traitor, an ex-brother. Tried to steal from me last night, thus he was forced to leave.”
Bearic reaches down, picks up his shimmering blade and rests it upon his lap.”That group of walkers outside of the wall have been aimlessly lurking here for weeks, it’s like they can smell us an refuse to leave."Baeric says while looking away. ?: 1d20 + 4 ⇒ (16) + 4 = 20
Baric appears to shiver There’s something out there more ominous though. Comes flying around occasionally during the night, some giant bat-thing with a rider looks like its from the nine hells.” Bearic picks up his mug again and drains the last of his ale.
"What was your plan, Baeric?" Aurengil asks. "What was so terrible the villagers chose the deadly road over the other option?"
”Aye, my plan was for them to do things that they didn’t want to do. They were farmers, but I wanted them to learn how to fight, to protect themselves. I tried to make them into soldiers. They just gave up hope and the will to survive.”
Baeric perception: 1d20 + 8 ⇒ (18) + 8 = 26Ostag perception: 1d20 + 5 ⇒ (9) + 5 = 14
Baerics men: 1d20 + 0 ⇒ (17) + 0 = 17
Baeric stands up, and points at Jon. His three men fan out around the group redrawing thier swords. Ostag moves adjacent to Baeric, drawing his blade as well.
"Now it is my turn to ask you some questions." Baeric says with a sneer. "Whats with you, are you dead or alive? And what in in the nine hells did you just do?"he demands.
Jon, you do not detect any undead auras within 60ft.
| Aurengil |
Aurengil readies himself to invoke deadly flames if provoked.
"We are alive. All of us. We bleed, eat and breathe just like you."
Seeing them staring at Jon, Aurengil continues to speak. "Relax. You are safe. His condition lets him sense the presence of undead creatures nearby. That is all."
Aurengil turns to Jon. "What did you learn?" he asks with quiet urgency.
| Petra Gritstone |
Petra swears, not-entirely beneath her breath, when Jon casts a spell and when Baeric and his men draw blades. Her fingers itch to draw her own, as well, but she forces herself to keep her hands up in a placating fashion-- she was tasked with leading this group, so she'd better attempt it, even if fancy words aren't her strong point.
"Easy, sir, easy. We get paranoid out at White Keep-- we've had rotters swimming to shore, now-- it becomes second nature to cast spells to detect the dead around us. But he meant no harm by it-- and he's no threat to you, or yours. I'll swear my life to that. And I don't swear lightly."
Diplomacy, untrained: 1d20 - 1 ⇒ (13) - 1 = 12
| Jon Pariah |
Jon starts talking, not realising how he is starting to copy the mannerisms of those around him. Something deep inside him seeks to make him fit in.
"Dead or alive, I'm the man with the cure. I still eat food, breathe, talk, reason, and most importantly fight."
"Now it's not all roses - I've no memory of who I was before, though that might have been because the one who cured me waited too long. There are things I can do, but for all I know I've always had the knacks."
"Most important? Like they say, I can find the Dead. I've found other holdouts before. "
"There was one place, worst one I've heard of, where there was a bunch of guys walking around, still looking okay. No food in their place. They offer you a drink, then when you're drunk they kill you and eat you. Cunning bastards. Of cause when I met them they'd devolved past that point. See, turns out eatin' people makes you turn, eventually. Real gradual like. Leaves you smart, fast and a good looking corpse."
referencing Jon's story from the beginning
Jon shrugs
"So when we came in here, and there's 'nothing but ale' I got suspicious."
Jon smiles
"But if any of you are infected, or if there's Dead mice hiding in the ceiling, or a Dead guy buried in a shallow grave nearby and digging up - well I can't spot them. That's close enough to a clean bill of health from me."
"Now it might be that some of you fine gentlemen are thinking a Cure would be a mighty fine thing to have. And it would! Sad to say though, the doc who cured me didn't make it through - Aurengil here's trying to work out how it was done. Plus, looks like it needs to be topped up regular. My Cure's fading - oh, there's a while yet, don't worry - but I'm not making long term plans."
"Only reason I was at white keep was for Aurengil to study me. I've been out looking for answers before that, and I intend to go out again. So if you got someone who might have a shot at understanding what happened to me, then bring them out! Otherwise tell me what you can about the area and I'll be on my way."
Can't let them kill the others because of me
diplomacy: 1d20 + 3 ⇒ (18) + 3 = 21
bluff: 1d20 + 5 ⇒ (17) + 5 = 22months left? That's a porky
| GM Nitemare |
Ostag looks at Baeric, Baeric turns to look at Ostag. A brief moment passes where nothing is said, and then Baierc turns and gestures for his men to lower their weapons. ”We are all on edge then.”
“Your situation is indeed peculiar….” Baeric looks at Ostag again, then finishes, ”…Jon.”.
Ostag breaks the tension, speaking for the first time since you came into the mead hall, "So you can sense them, then. That is very handy, indeed. However, I fear that there is no one here that would be able to help you or your condition.
As for the area, what we know about it is that there are many foul things about. Take all of the creatures that were once living, and make them undead. That is what there is out there. The giant kind dominate the hills to the North East and South.” Ostang clears his throat rather loudly, glances Baerics way, and adds, "And then there is the giant bat creature and rider Bearic speaks of.”
Baeric stumbles off of the throne steps moving toward the tapped keg against the wall. Once reached he begins refilling his wooden mug.
On his way back to the throne, Baric interrupts Ostag, “So, this White Keep, where is it? There is food…and live, people?”
Karmuk, after more time has passed, you can tell that something about Baerics body language is just off, it could be his tale, yet something about his mannerism is just, mechanical.still using your sense mo.
| Petra Gritstone |
Petra relaxes slightly as the tension dissipates somewhat. Bless Jon's golden tongue.
"Little enough of both, sir," she answers. "Truth be told, we're runnin' out of food. We... well, if Sunshine Crag had had no people left, we would have gone through seein' what food we could take from them that don't need it anymore."
| Karmuk |
still using your sense mo.
Yes of course. Clip from the skill description: "Trying to gain information with Sense Motive generally takes at least 1 minute, and you could spend a whole evening trying to get a sense of the people around you."
Do I need to reroll?
When the situation calms down, Karmuk returns next to Aurengil, whispering: "There is definitely something wrong with Baeric. Maybe he is under charm or something.".
| Aurengil |
Aurengil listens to the dwarf carefully. The inquisitor's intuition was usually reliable.
The elf reasons that Baeric and his people are bandits and likely ejected the villagers from Sunshine Crag. Having consumed all they had, the bandits are now looking for easy pickings. Like White Keep.
"The keep has many mouths to feed," he says. "Soldiers eat a lot of food. That's why we've come scavenging."
He hopes that talk of soldiers will convince Baeric and his men to look elsewhere.
"It's time to look for an exit," Aurengil whispers to Petra.
| GM Nitemare |
“You would have found many potatoes and much ale.” Baeric murmurs to Petra.
Baeric slumps back into the throne. “Orchards? No, no orchards here. My men have been subsisting on potatoes and ale. The potatoes are almost gone and just about rotten through. The ale however, should last a couple of years.”
Baerics mouth moves, silently mouthing Aurengils words, many-mouths-to-feed…. Then he asks, “How many mouths do you have at your keep?”
| GM Nitemare |
"It's time to look for an exit," Aurengil whispers to Petra.
perception: 1d20 + 2 ⇒ (4) + 2 = 6
Baeric fails to here, or perhaps he does, yet he takes no notice of Aurengils desire to leave.
Baeric continues to drone on, "Your Keep, I suspect it is located somewhere to the south, as the raven flew in from that direction... Would that you wish to establish a network..." He says, appearing to ponder the thought.
"I will spare some of my men who will accompany you on your return to this stronghold. Surely your people will be welcome the ale."
| Aurengil |
"That would be fine,"says Aurengil, hiding his suspicion. "But first we have a whole route planned through the area, looking for more stores. In two or three days time, we'll come back here before returning to the Keep. They can join us then."
| GM Nitemare |
"That would be fine,"says Aurengil, hiding his suspicion. "But first we have a whole route planned through the area, looking for more stores. In two or three days time, we'll come back here before returning to the Keep. They can join us then."
Baeric looks at Ostag for a moment and then replies,"Very well."
| GM Nitemare |
Moving this along…
It is time to leave and so Ostag escorts the White Keep heroes out of the mead hall.
Outside, It is gloomy and overcast, a day like most others since you can remember from the time the dead began to walk. Two men morosely join with the others and escort the party to the gate.
Ostag calls out asking for a report and from atop the gate men perched behind the crenelated wall call out and declare it safe, “to a certain degree,” to open the outside access.
The party is now back inside the gatehouse. Looking out through the outside gates murder holes you can see most of the zombies are now spread out about the area. The closest trios of lurking corpses are about 20 feet away from the outside of the main gate. Some 10 feet away there is another trio of zombies adjacent to one another. All of the zombies about the area are spread out in a similar pattern. You may have to fight your way out.
The gate houses inside iron portcullis closes and through the bars Ostag says, “I am sorry my friends, we do not have enough arrows to make a significant difference in helping you.”
You can open the outside gate from within when ready. Or, attempt some other action. The choice is the groups alone.
| Petra Gritstone |
Petra kicks at a tuft of dry grass left in the little gate area with unaccustomed anger.
"Ev'rythin' about this smells fishy as day-old-catch," she says in frustration. "Fat lot of good that did us! And now we still gotta fight rotters."
She unslings her axe and straps on her shield again. "Fine. Let's get to it. Carve our way outta this death-trap."
Planning doesn't go much beyond 'smash in their faces' when Petra is on edge, it seems.
| Deng Longtooth |
Deng just shakes his head. "At least they're not ringing a bell or something to draw the dead closer. I would be ready for them to do that after we clear their gates, though. I don't think they want us to survive." Looking out at the scattered dead, Deng makes a guess. "Based on what I see, once we get through the gate, we should make a break to the left, and try to build a little distance between them and us."
| Jon Pariah |
"Give me a while with this protection and I should be able to kill them all. Whatever it is I can do, it doesn't run out of arrows. And if they didn't want us to survive Ii don;t think they'd have sent men with us."
Shrugging Jon starts blasting the closest undead
disrupt undead, touch, point blank, possible surprise: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 for damage: 1d6 + 2 ⇒ (2) + 2 = 4
| Karmuk |
I can help Jon. If we lure them close to the gate, we might be able to kill then without risking ourselves.
disrupt undead, ranged touch attack: 1d20 + 1 ⇒ (14) + 1 = 15
damage: 1d6 ⇒ 4
| GM Nitemare |
Jon and Karmuk blast a zombie within the nearest trio of undead. The zombie groans, a sound of torment as well as outrage. Several adjacent trios of zombies begin stagger over to investigate.
9 of the 25 zombies are now congregated about, 20 feet directly in front of the gate. The remainder of undead about the area seem to take no notice.
| Aurengil |
Aurengil shouts an elvish war chant, hoping to attract as many of the dead to the gate as possible before using his spell.
"Llie n'vanima ar' lle atara lanneina!
When he judges that he's got as many within 15' as he's going to get, he unleashes a burning hands spell into the pack.
Burning hands damage: 2d4 ⇒ (2, 3) = 5
| Petra Gritstone |
Petra grunts as the fight changes to ranged. Well, probably wiser to deal with the dead at a distance if they can. She slides her axe back in the loop at her belt, and draws her new longbow instead. Move, move.
| Deng Longtooth |
As the group decides to take the time to eliminate the dead threat from the relative safety provided by the gate, Deng nods and waits, idly tapping the whip a this side, the closest thing he carries to a ranged weapon.
He jumps when the Burning Hands spell goes off inside of their wooden cage, and does a quick inspection to see if he needs to create water to help prevent any real damage as a consequence of that spell . . ..
| GM Nitemare |
Aurengils war cry appears to attract the closest of the undead; whom swarm at the gate. Then, the elf blasts the creatures with a cone of fire which engulfs all within the spells area of effect.
Only the zombie that was previously targeted by Karmuk and Jons disrupt undead spell, drops dead in a flaming heap .
okay to attack again. 8 zombies at the gate. 16 more about spread out about the field are slow to respond
| GM Nitemare |
Karmuk blasts another zombie, its like shooting fish in a barrel.
catch fire: 1d20 + 0 ⇒ (14) + 0 = 14
catch fire: 1d6 ⇒ 2
The hair and pieces of clothing worn by the zombies fully catch fire. As the the smoldering stench of burning flesh and death is heavy in the air the staggering zombies finally cease bumbling into one another and begin to drop in burning heaps of ash and smoke.
Although the 16 remaining zombies, slow to respond to the commotion, still meander about, the area directly outside of the gate is now relatively free of zombies.
| Aurengil |
Aurengil leads the way, with Calathil high overhead, looking for trouble. As soon as they are out of earshot of the town, the elf speaks his mind.
"Those men are nothing but marauders. They don't want to form a defense; they want to live off the misery of the weak. We can't head back toward the lake until we're sure they're not following us. Sooner or later they'll find White Keep, but I'd rather it be later. Let's head toward Old Ghis for now and decide what to do when we're free of the dead."
| Deng Longtooth |
sorry Deng, I know your channeling would make a huge difference if Jon weren't trapped in here with you.
Honestly, I don't think so. The relatively limited range of a burst, how scattered the dead are and my bad dice all suggest that it would be far less effective than you suggest.
"So, where to now? I agree there's no reason to trust those brutes, but we really haven't done anything to help the people back in the keep, yet."
| Petra Gritstone |
Assuming we get away without incident...
Petra catches her breath once they've gotten out and away from immediate danger. Stubby dwarf legs. Damned if she knows how Karmuk keeps up with the others.
She listens somberly to the others. "Aye. I had a bad taste in my mouth from that fella, but hearing your thoughts on him confirms it. Let's keep an eye out for pursuit, as well. Don't trust 'em not to trail us."
She nods at Aurengil's words, consulting her own mental map of the region from those they viewed back at the keep. "Old Ghis it is. If any survivors got away from them bastards, maybe they made it to Old Ghis."
| GM Nitemare |
The heroes from White Keep safely navigate away from the remaining horde of zombies that lurk in front of the village wall. As you put Sunshine Crag behind you the village wall grows small.
You now find yourself upon the plains; Trees are sparsely spread out about the area which is largely composed of grasslands. Several kilometers to the north of you Traitors road runs East and West. If you were to travel several kilometers to the south, you could pick up the southern route of Traitors Road.
Baeric said that Old Ghis was in the west, so the group points itself westward?
Are you taking the road, or will you travel west staying off the road and on the plains?
Perception checks please…
?: 1d20 + 0 ⇒ (10) + 0 = 10
?: 1d20 + 0 ⇒ (4) + 0 = 4
?: 1d20 + 0 ⇒ (20) + 0 = 20
?: 1d20 + 0 ⇒ (14) + 0 = 14
?: 1d20 + 0 ⇒ (10) + 0 = 10
?: 1d20 + 0 ⇒ (12) + 0 = 12
| Petra Gritstone |
"Moved like he was drunk off his ass," Petra huffs.
Perception: 1d20 + 7 ⇒ (12) + 7 = 19
She takes a moment to scan the open terrain of the plains.
"Not much cover here like there was in the woods. I think that even if we go in the grass, we're likely to be spotted-- it's wide open land out here. So I'd just as soon keep to the road and make better time. Anyone reckon otherwise?"