Jennis Silgerk |
I suggest we not wander about alone there may be more of these things about.
Jennis will retire to his room at the inn, picking up some extra food and drink for dinner and breakfast.
He'll also be barring his door and window. If he can change to an upstairs room he will.
Eric Duponte |
"Alright well lets get going with this search.. We need to burn these bodies before dark.. Its obvious that anyone bitten that dies will come back as one so no need to worry about burying anyone.. Iomedae save us.."
Varnus Wernan |
"While I'd like to ask you all about your stories it is currently very late, and I must be getting to bed. Regale me with all of your tales later after I wake okay?"
Varnus goes back to the inn, and heads to his room. When he gets there he makes sure his room is unoccupied, and puts anything heavy in the way of the door before going to bed.
Jennis Silgerk |
We need to be quick on it, fighting these off will only be harder in darkness. As much as I hate the idea, some of us should start working on fortifying a central location while others alert the rest of the towns folk.
Though it is interesting that nobody seems curious about hearing a battle in the midst of town.
DM Kor |
The Aftermath
The cries and shouts of battle have woken the entire town. Lights begin appearing in all the windows, while citizens start mustering in the streets armed with rudimentary weapons.
The gut-wrenching cries of families who lost a member echo through the streets.
Several members of the party lead tracking parties by lantern light out into the dark vastness. The wolf tracks seem to come from the west and after an hour of following the tracks, it just appears that they have been following the roadway. The tracking party returns to town.
Several recommend burning the bodies which causes great distress for the families, but the priests and leaders within the town all seem to impress upon the township the importance of doing so.
Beside the boneyard, a funeral pyre is quickly built and the bodies are burnt.
Many people have questions about what they have seen but few have answers. The wizened elder of the town, Frizwold whose knowledge the populace have come to rely on in times of peril like this is still not expected to return to town for a few days.
Early Morning
After things have settled people eventually return to their beds and try to get a few hours sleep. In the morning, few businesses are open and most people have congregated at the inn, looking for answers.
Mayor Gerrin Hartly is doing his best to calm everyone, but he is clearly quite shaken himself.
DM Kor |
Most of the discussions within the inn center around either going to the walled town of Crow's Watch or staying and making preparations for more attacks.
Mayor Hartly believes before anything rash is done, that they need information on what's happening. He asks a couple of the town residents to ride hard to Crow's Watch and find out what they know. He is open to suggestions if anyone has any.
Jennis Silgerk |
How long is the ride to Crow's Watch? Which road were the wolves following? (In regards to Crow's Watch.)
Jennis sits in back listening and watching. On the open road we will not have as much protection against wolves as such as those?
Protecting the town seems to be better, for the short term.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Baern Shieldcutter |
Baern nods in agreement with both Jennis and Olfwei.
"The elf and the Ulfen are both right. If there exists a chance of not reaching Crow's Watch before nightfall, a completely unprotected area would be deadly. Even if everyone did make it there, there's no telling whether Crow's Watch would accept this whole town, and if they did, nothing to say the same thing wouldn't happen there in a crowded, and therefore also deadly, environment. Fortifying this location appears a better option currently. Besides, you possess a well which holds exemplary healing properties, yes? Perhaps such miracle water could come in handy these coming days."
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Varnus Wernan |
Varnus considers going to Crow's Watch as a volunteer, but decides to get some more info about the place first.
"How far away is Crow's Watch? Could someone get there before nightfall on foot? What about on horseback?"
Perception: 1d20 + 4 ⇒ (20) + 4 = 24
DM Kor |
Being still somewhat paranoid, as the meeting in the inn continues, several of you constantly look outside through the windows.
An odd low-flying bird catches your eyes. It's a deep azure in color. It is flying from the southwest, and makes a course correction over top of the town and appears to follow the road as it heads east. The way the sun glints off its feathers, they almost appear metallic.
In addition to the above you clearly notice that this bird looks metallic and also has a message tied to its leg.
Crow's Watch is a 5 day journey away. The road west goes to Kroop's Crossing which is 3 days away, and then 2 days south to Crow's Watch. The lands as depicted on the map (Campaign Info tab), are the eastern most reaches of the Duchy of Jhelor. Being at the furthest edges, you know that if any help were to be requested from the Duke, it would be many weeks away. There is a small garrison of 16 of the Duke's guards stationed in Crow's Watch.
Note: everyone has had enough time to get healed up so you should be at full health now.
DM Kor |
Those who see the bird that Clyde points out can read the first Perception description (DC 22). It appears to look like a dove.
Eric Duponte |
Perc: 1d20 + 8 ⇒ (11) + 8 = 19
Eric looks but does not notice anything.. "Moving 5 days across open land with these things potentially running amok doesn't sound like a wise idea to me.. Perhaps we should help fortify this place and see if the fiends attack again.."
DM Kor |
Eric looks but does not notice anything..
You already made your perception check and aced it :)
DM Kor |
Mayor Hartly agrees that some basic preparations should be made in case there are more of these creatures wandering the area. Some extra food supplies will be brought to the inn. The well is covered, so boarding it up will be relatively easy.
For those that have proposed barricades and traps, please advise where on the map you would like to place them.
Jennis Silgerk |
Of course, I'm just passing through. What do the townsfolk think? Many of them were asleep when the wolves attacked. Most of them will have to make sacrifices of time and material to fortify anything. Some parts of town are more easily fortified than others.
Hastily drawing a map of town, Jennis draws his finger to the well. Vital, but very open. The entire north-western side is open. A long space to barricade.
Waving his finger over towards the general goods and tailor buildings. These two buildings can easily be blockaded as a unit. By throwing up some additional walls between buildings we can easily extend this north and east to cover some of these other buildings.
Next he points at the tavern, stables, and smithy. Here we have another area where we can easily create a blockaded unit. And we can extend that to the east and possibly the west as well. This creates a funnel down this road for handling anything hostile. I'd suggest we look at using the roofs for ranging on any creatures.
know:geography: 1d20 + 6 ⇒ (6) + 6 = 12
know:engineering: 1d20 + 10 ⇒ (18) + 10 = 28
TO know the area to Crow's Watch, and to know about building stuff
My next questions would pertain to how much material was on hand for making barricades (maybe give it in 5' increments?) without dismantling any buildings, and then if we dismantle some of the outlying buildings.
ClydeMcClod |
I reckon I can cut logs good enough so we can use the roofs of any close buildins to move around. A sturdy plank say..The tavern and smithy and Cheese shop and Tanners can let someone move across roofs. Course, the longer the plank to more easy it will break. In a pinch though, we can climb up and pull up the ladder to keep em from bitin any townsfolk.
Any building 5' apart from another could use a plank to cross and we can keep ladders nearby if a townie needs to dart up. Saves lives.
Maybe keep some spears and pitchforks up there
ClydeMcClod |
Well no time like the present. I'll get the other carpenters and woodcutters gettin the wood ready for planks.
Clyde will go out and start making the planks for boarding up doors and windows with other carpenters. He will see about getting enough for the walls Jennis proposes as well.
DM Kor |
Everyone keeps busy throughout the day working on makeshift barricades. The primary assets in town are the general goods store and the inn, so these two areas are fortified and supplies are brought to both locations. Throughout the work, guards are posted around town but no trouble is experienced.
A few travelers come from the east road, but none come from the west. A few merchants in town also comment on how their normal deliveries from Crow's Watch are 1 to 2 days late.
Evening sets in and most of the town's citizens are now located in the stockaded areas.
Around midnight, the ground seems to vibrate with a steady tremor.
Could everyone please advise where on the map they are. I have shown the newly fenced off areas with blue lines on the map. The stable yard has also been boarded up on the west and south sides, although it does not show this on the map.
ClydeMcClod |
Yay!
Clyde is in the roof of the inn at AV-44, he has his crossbow out and is scanning the area with a ladder next to him.(Unless it has a tilted roof, then he is inside the inn.)
We'll have to check out the problem with the stuff from Crow's Watch not coming pretty soon.
DM Kor |
Clyde is in the roof of the inn at AV-44, he has his crossbow out and is scanning the area with a ladder next to him.(Unless it has a tilted roof, then he is inside the inn.)
There is no easy way to get onto the high pitched roof of the inn, but you can always go to the window of one of the upstairs room... probably a corner room so you have windows on 2 sides. With a DC 12 Climb check you could climb out a window and up to the peak of the roof though, and sit on the peak. (Might want to have a rope handy in case you need to get back down to the window quickly).
Alternatively, only a small section of the general goods store is two-stories (I have now changed the color to reflect what area is 2-stories). The roof has less of a pitch, so you could walk around on the roof of the 1st story of the general goods store. You could easily access the roof through a window on the second story (from the owner's bedroom).
Olfwei |
By the end of the first night, it will have been decided that letting Olfwei loose in the tavern is a bad idea. Being around animals seems to calm him, so he'll be tucked in for the night in the stables @ BI 54.
DM Kor |
The ground tremors become more intense as a steady rumbling sound, almost like rolling thunder can be heard coming from the west.
Its very dark out, but low-light vision races looking west may roll a Perception check. (Which I think is just Jennis).