
Doc Featherton, Nuoc proxy |

As Booker takes the potion, Doc motions to the Piercing Wind. "I've got two already, Book. The other two look like they've got their hands full already. It's yours if you want it. Hopefully I won't need to drop something to keep you all alive. Or if you want to borrow Problem or Solution, I suppose I can lend one of them over. Just this once though," she says, shocking even herself.
"Anymore of you want a potion? Just in case this goes sideways?"
Thanks for your patience all.

![]() |
Zakzak will stuff the garnets into his pockets. Then looks at the potions dubiously. "haz evil writingz... but... if Zindarel zayz iz zafe... will take one..."

GM Tarthrin |

So it sounds like Booker will take the piercing wind? The healing potions distributed? And the plan will be to try and sneak all the way to the theatre warehouse/director's house to be able to loot that place and potentially enter the theatre from the east side instead of the front doors?
description of the main square:
A wide cobblestone street stretches through the area, leading toward the city walls in the south and inward toward the more heavily populated sections of the city to the north. Four large, two-story buildings and a single-story warehouse form a quiet neighborhood situated around a circular plaza, with an area for temporary housing such as tents and lean-tos occupying a small park in the southeast.
Oil lamps—simpler affairs than the gas-powered lighting used in the higher-end portions of the city—line the streets at regular intervals, ensuring the road is well-lit even as twilight claims the alleys and eaves.
As the group prepares to head out, they can see at least half a dozen zombies in the main square between them and the theatre director's house. A few larger more plague-y looking zombies are also in the crowd. Occasionally, a few of the zombies wander down the alleys or along the
main street, disappearing into the city only to be replaced a few moments later by a fresh wave of zombies pouring forth from the Aldivur Company Theater House.
Also everyone gets another Hero Point. You may need it!

Booker Kaar- grimsnik |

Taking the firearm, Booker looks over it before holstering it. He then puts the scattergun in a low ready position.

![]() |
I vote what Booker said.

![]() |

Hope everyone had a good holiday. I'm with everyone else on sneaking.

GM Tarthrin |

Leg 1
Zindarel's Stealth (E): 1d20 + 11 ⇒ (17) + 11 = 28
Zakzak's Stealth (T): 1d20 + 9 ⇒ (16) + 9 = 25
Booker's Stealth (T): 1d20 + 8 ⇒ (13) + 8 = 21
Doc's Stealth (T): 1d20 + 6 ⇒ (16) + 6 = 22
Leg 2
Zindarel's Stealth (E): 1d20 + 11 ⇒ (14) + 11 = 25
Zakzak's Stealth (T): 1d20 + 9 ⇒ (4) + 9 = 13
Booker's Stealth (T): 1d20 + 8 ⇒ (10) + 8 = 18
Doc's Stealth (T): 1d20 + 6 ⇒ (7) + 6 = 13
The team moves in an almost practiced coordinated manner, or the zombies just aren't very observant.
You easily make it to the front door of the theatre director's house. This small, two-story home has a back porch to the west; at the front of the house, a slight ramp leads to the front door to aid wheeling large sets and heavy props in and out. This is the home of Galagin Aldivur, who uses it both as his residence and as a storage place for props and costumes for the Aldivur Company Theater House.
The door is closed, but not locked. Inside the house, set displays lean against the walls and crates sit in neatly arranged piles in rooms repurposed for storage. Most of the crates are labeled in Common with brief descriptions of the contents printed in blocky letters, and describe such things as “clown masks,” “harlequin attire,” “fake blood,” and “insulation.”
Inside, a long, wooden locking bar rests against the wall near the front
doors that can be easily dropped into place to seal the entrance, while the door leading to the back porch has a simple turnkey lock that can be operated without a key from the inside. There doesn't appear to be any light in the house and as soon as the doors are closed, what little light there is from the street lamps will be cut off.

Doc Featherton, Nuoc proxy |

Not sure if it's been stated if Doc's bull's eye lantern actually includes it's pint of oil required to operate, but if she is carrying it, she'll take a moment to light it up.
"Given that door is unlocked, we may not be the first here. Stay alert," says Doc, listening for movement outside of the party.
1d20 + 9 ⇒ (1) + 9 = 10 (botched Perception)

![]() |

Perception: 1d20 + 10 ⇒ (8) + 10 = 18
Following behind everyone she shudders from the idea of clowns and blood put in her head by the labels. Pushing the thought from her head she scans the house for anything out of the ordinary.

![]() |
Zakzak will wait til everyone is inside, then will flip the lock on the door they just came from. "Juzt incaze a dead ting heard uz."
He then starts to look around the house with his darkvision.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20

GM Tarthrin |

As Zakzak shuts and bars the door they came through the light from the streets is cut off. Inside the building it's nearly pitch black. Zakzak's darkvision helps him to investigate the building. It doesn't appear there are any zombies or survivors in this building. However, there is a ton of costumes, makeup, and other theatre supplies stored in this building.
Besides the theatre supplies, there doesn't seem to be anything of note. There is a door on the west side of the building that gives a closer entrance option to enter the theatre.

![]() |
Zakzak looks at the supplies curiously. "Anyone know why zombiez not attack other zombiez? Do zey haz zpecial zenzez? Or juzt not attack thingz that look like zombiez?" He will point to all the makeup and costumes, hoping others catch onto what he is suggesting... Also hoping someone has the knowledge to know if his idea would work. Essentially asking if zombies have a 'lifesense/sight' ability, and if not. Can we just Bill Murray from Zombieland this, and dress up as zombies to get where we want unaccosted.

GM Tarthrin |

Zakzak's Religion (U): 1d20 + 0 ⇒ (9) + 0 = 9
Zindarel Religion (U): 1d20 + 3 ⇒ (20) + 3 = 23
Doc Religion (U): 1d20 + 3 ⇒ (20) + 3 = 23
Booker Religion (U): 1d20 + 0 ⇒ (20) + 0 = 20
Zakzak looks from face to face of his companions quiet warehouse. Gunshots, screams and moans still occasionally heard from the distance. Zindarel, Doc, and Booker all look at each other and shrug. Zombies are pretty stupid, right? It would probably work?
I know I put it in the spoiler, but you guys got 3 nat 20s out of 4 on the recall knowledge. Be glad I wasted them on this instead of critting you guys later, lol.

Doc Featherton, Nuoc proxy |
1 person marked this as a favorite. |

Doc quietly mourns how she really missed out on that drink earlier, as it would of helped all this go down better. Not only agreeing with Zakzak, but becoming that which is destroying the town. Sighing, she asks of the other two, "You two got anything better than this kooky idea which may just save us all?"

![]() |

"I like Zakzak's plan unless,there are more ropes on the second floor for us to climb across to the the theater," Zindarel responds with a shrug. We made it here ok without the Zombies noticing, and even if they do notice..." Zindarel takes a moment to load, cock and looked down the barrel of her gun "We have a hell of a lot of ammo here to take care of it.
Before they put Zakzak's plan in action she takes one final look on the second floor for a way across.

GM Tarthrin |
1 person marked this as a favorite. |

There is no second floor entrance to the theatre like some of the other buildings. From what you observed outside, there is the open doors of the main entrance and a closed side entrance used to bring equipment and supplies in and out.
Zakzak's Deception (T): 1d20 + 7 ⇒ (9) + 7 = 16
Doc's Deception (T): 1d20 + 7 ⇒ (11) + 7 = 18
Between Doc and Zakzak they help the party look a lot less alive. Whether the zombies buy it or not is another matter.

![]() |

Unable to find anything Zindarel also begins the dead-ification process. She looks through the costumes and attempts to make herself look like a zombie. When she feels satisfied she nods to the group to indicate she's ready.

![]() |

I say we go out of the house through the southern door and try to zombie shamble to the door closest to us on the side of the theater.

![]() |
Agreed

![]() |

Quietly whispering to Booker, "Once you're ready on your signal we'll follow your lead through the door." Zindarel looks to see if anyone disagrees and checks to make sure her gun is loaded. She takes a deep breath in anticipation for Booker's signal.

GM Tarthrin |

The Aldivur Company Theater House, a long-standing landmark of Alkenstar named after one of the city’s first and most famous theater troupes, is a splendorous affair, even marred as it is by the ravages of the undead.
The fine furnishings of this theater, including velvet seat cushions, polished marble aisles, and expensive silk draperies, are marred by blood and other, fouler liquids. The elevated stage at the far end of the theater features a gloomy tableau of painted wood and canvas designed to resemble a decrepit cemetery. The display is decorated with religious iconography that seems to twist and warp when looked upon for more than
a moment.
A pair of oil-fueled brass braziers with silver filigree are arranged at either side of the open doors of the main entrance, providing comfortable lighting and warmth for the building.
On the stage, two twisted undead actors carrying defiled religious symbols of Pharasma, caper in an obscene dance. They continue to act out the play scene by scene, over and over again.
In the seating many audience members remain in their seats. Apparently oblivious to the chaos outside and appearing to watch the play entranced.

![]() |
Zakzak will motion to those on the stage, and give a quizzical look.

![]() |

Zindarel says whispering to the group, "They must be the cause of this. If we destroy these foul undead on the stage maybe things will go back to normal.
She searches over the audience to see if she see's anyone controlling the undead stage performers.
Perception: 1d20 + 10 ⇒ (3) + 10 = 13

GM Tarthrin |

From what you can tell it looks like the actors on the stage appear to be independent from the audience and the audience doesn't look as lively as they once might have been. One of them gets up. An older gentleman in a tweed jacket, a smoking pipe hanging limply in one hand. He begins shuffling towards the main entrance out to the street.
One of the actors on the stage, a thin gangly lady in a dirty blue dress and feathered hat screeches as the fresh zombie moves to leave from the theatre. "Yes! Go our creations go spread the word of Melsa! Stop of the tax of Pharasma! All souls should stay here! In the mortal realm! Then she goes back to pantomiming the "play" with the other actor.
It appears there are still many other ex-living audience members in the audience but most have left. You can still hear screams and gunshots in the surrounding city.

![]() |
Zakzak does not like the number of people compared your group size. "Anyone not dead?... if not... can juzt, burn down building? End play, yez?" he'll whisper.

Booker Kaar- grimsnik |

Nodding to Zindarel, Booker gets ready. Whispering, "locals might not be keen on us burning down the theatre. And we don't know if these ringleaders will be caught in the blaze."

![]() |
I think Booker and Zakzak are the Toughest characters, so the ones most capable of "locking down" any thing in a group of 2e gunslingers.