
Jennis Silgerk |

Pleased that his perch on the second story roof of the general store had worked, he was still miffed that he had measured a cut too short for the other perch. With daylight running out, they would have to make do with just the one perch until tomorrow.
Craft: Carpentry: 1d20 + 4 ⇒ (8) + 4 = 12
Craft: Carpentry: 1d20 + 4 ⇒ (6) + 4 = 10
perception: 1d20 + 8 ⇒ (2) + 8 = 10
Jennis stares towards the west, trying to see through the dimming light at what approaches.

DM Kor |
The ground tremors continue to grow in intensity and are now followed with sounds of buildings being smashed apart. Its still too dark to see the source, but many moving shapes can be seen on the western edge of town.
You have 1 more round until we enter initiatives.
PM to Jennis who can make out a bit more with his low-light vision.

DM Kor |
They are just outside of the dim range of darkvision. Next round the all those with darkvision will clearly see what is strolling down the road towards them.

DM Kor |
Upstairs in the inn, Clive hears one of the innkeepers running down the hallway, banging on room doors and calling out to make sure everyone is awake.

Olfwei |

It's big, whatever it is. And dangerous. Olfwei runs out of the tavern, apparently retreating.
It looks like I should be able to pass through the stables out of our little compound and reach the south end of the alley between the bakers and the woodworkers in 3 rounds double moving.

Baern Shieldcutter |

Rolling his shoulders and then cracking his neck, Baern begins calmly walking towards the rumbling sounds, placing himself between the oncoming threat and the well. Once in place, he braces himself, carefully controlling his breathing in preparation for the coming danger.
Baern will move to AN47.

DM Kor |
Outside in the darkness, many large shapes are silhouetted in the darkness, as the stomp and crash their way forward somewhat clumsily.
Meanwhile, for those inside the inn, you hear a woman scream non-nonsensically in terror from upstairs.
With your low light vision, just as the shapes begin to enter the edge of town, you can make out a stampede of cattle... horribly mangled cattle, some even dragging their intestines behind them.
Baern, I forgot you were outside at the well. With your Darkvision, you would have been able to just make out the above description before you moved. If this would have changed your move, you may make that adjustment now. It clearly looks like a stampede of cows coming your way.

DM Kor |
ENCOUNTER 3 - HOLEY COW(S)
Initiative Rolls:
Clyde McClod: 1d20 + 6 ⇒ (3) + 6 = 9
Varnus Wernan: 1d20 + 2 ⇒ (18) + 2 = 20
Baern Shieldcutter: 1d20 + 3 ⇒ (10) + 3 = 13
Bradford Fredrickson: 1d20 + 1 ⇒ (3) + 1 = 4
Bonthwain Kressler: 1d20 + 2 ⇒ (11) + 2 = 13
Olfwei: 1d20 + 2 ⇒ (11) + 2 = 13
Eric Duponte: 1d20 + 1 ⇒ (1) + 1 = 2
Jennis Silgerk: 1d20 + 10 ⇒ (9) + 10 = 19
Cows: 1d20 + 1 ⇒ (2) + 1 = 3
Zombies: 1d20 + 1 ⇒ (14) + 1 = 15
Townsfolk: 1d20 ⇒ 5
Group 1: Varnus, Jennis
Group 2: Zombies
Group 3: Baern, Bonthwain, Olfwei
Group 4: Clyde, Bradford, Townsfolk
Group 5: Cows
Group 6: Eric
ROUND 1
Group 1 is up.

Varnus Wernan |

Varnus not having any ranged weapons begins to tell some old tales of a farmer who ended up saving the world by going out and slaying a demon that was threating his flock.
Move to AV, 46, and begin Inspire Courage. +1 moral to saves vs. charm effects, and +1 competence on attack, and damage rolls.

DM Kor |
Unknown... but not really: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
The shrill scream coming from the woman upstairs in the inn, is suddenly silenced.
Groups 3 & 4 are up.
(Olfwei, this is will be round 2 of your 3 round hustle. Could you please indicate what square you want to be in at the end of your 80' of movement.)

DM Kor |
I'll stick with the move, it'll keep things interesting. Although I think Baern should be in AN47 and he's showing in AN48 currently.
I almost wonder if Baern should make an intelligence check for running in front of a stampede... but its your character, so your choice. On the plus side, your CMD vs Bull Rush is quite high :)

Baern Shieldcutter |

Keeping his breathing even, Baern slowly tenses his muscles while adopting the style of his monastery. He holds his position as the (presumably) unholy stampede bears down on him, waiting for the right moment. As the sick stench of the lead cow hits him from so close he can taste it, Baern launches a carefully aimed punch at the creature's skull.
Immediately afterwards Baern brashly throws himself to the side, hoping to induce the herd into following him away from the well and the rest of the townsfolk.
Swift Action to enter Snake Style, Standard Action to Unarmed Strike on cow in AM47, Move Action using Acrobatics to tumble full speed to AN51.
Unarmed Strike, Piercing: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Acrobatics: 1d20 + 8 ⇒ (1) + 8 = 9 Oh, that's going to hurt.

Bonthwain Kressler |

Bonthwain rushes to the window to see what is the matter. Seeing the undead stampede quickly approaching, he invokes a quick chant, hoping to trip up the front runners and cause a bovine pile up.
Moving to AV44, cracking open the window and casting Grease on AP-AQ:47-48. Lets see how they are at acrobatics. Reflex Save DC is 16.
Zombie cows you say? Anyone up for some sliders?

DM Kor |
I got the map updated but have run out of time to do the cow's turn... so that will be tomorrow after work.