
EveRanger |

… we seriously couldn’t have just made it through one night unbothered?
i shout to wake the others, but waist no time in taking aim and firing my bow and arrow at the nearest wolf as both begin to charge.
they’re on the opposite side of the camp, hopefully the others will wake quickly as i won’t be able to kill both of them on my own.
Ranged attack roll: 1d20 + 1 + 4 ⇒ (12) + 1 + 4 = 17
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Dalamagne |

Dal wakes from a less than comfortable slumber and grabbing his rapier and long bow stumbles out of his tent in time to see Eve unleashing an arrow long distance at a snarling wolf. Dal follows suit with his longbow.
Ranged Attack Roll Arrow: 1d20 + 4 ⇒ (16) + 4 = 20
Not sure what range penalties there are for 50 feet
Yako, WOLVES! Way to sling it Eve!

The Lost Voice |

Eve's shout wakes Dal, who exits the tent in time to see her loose an arrow at the leading wolf, the gait of the leading wolf low and dark on the ground. Her shot scores a solid hit on that lean mass as they close on her. Fortunately, only one is able to attack, lunging with a bite and tug that threatens to upend her on the ground, but she manages to keep her feet amidst the growls and snarls.
Dalamagne almost has a difficult time holding the rapier and using the longbow to fire an arrow, but the shot was a graze of the wolf, hurting but not damaging it severely.
___________________________________
Remainder are up. Eve takes 5 points of damage from the bite
Ranged Attacks are flat weapon damage without special conditions.
♦Ranged attacks in Melee combat will provoke an Attack of Opportunity.♦
Dal's ranged attack takes effect after the wolves close. Damage: 1d8 ⇒ 1
Yako is the only one that stood a chance of not hitting a Perception(5) check, but is now awake. The others are awakened by Eva, then Dal's shout.
YakoAsleep?: 1d20 + 1 ⇒ (15) + 1 = 16

Dalamagne |

Oh shiiish kabobs there is 3 of them...Watch out these things will try to trip you!
Dal moves to flank the wolf (green) and pulls his Rapier from its sheath and swings as best he can.
Rapier Flank Attack: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 191d6 ⇒ 1
agreed, those sleeping would not be wearing armor for this fight with the wolves

Kora Caril |

The commotion outside wakes Kora who jumps to her feet and rushes out her tent.
What now? What do these scraggly looking wolves want from us?
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Eve move back!
Kora moves to the side to cast Firebolt at the closest wolf.
Ranged attack: 1d20 + 2 ⇒ (6) + 2 = 8 Damage: 1d6 ⇒ 4

Galadine |

Eve's shout immediately jolts me awake. I jump up and dash out of the tent grabbing my crossbow.
Where did these wolves come from and what is their goal?
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
I take aim at the wolf who bit Eve and fire my crossbow.
Ranged attack: 1d20 + 1 ⇒ (14) + 1 = 15 Damage: 1d6 ⇒ 5

Yako Downs |

Yako fending off a yawn hears the shouts and rolls out of his tent knocking it over and grabs his great axe in one hand and a throwing axe in another. As he comes to one knee he quickly takes in the situation Perception: 1d20 ⇒ 1 and throws the hand axe at the nearest wolf hand axe attack: 1d20 + 3 ⇒ (7) + 3 = 101d4 ⇒ 3 before charging into the middle of the action.
I'll be damned if our quest ends here with these sniveling wolves!

EveRanger |

i stumble around a bit after the bite, taking in everything going on and allowing the others to cover me for a moment.
jeez, can’t catch a break…
i drop the long bow and unsheathe my long sword and swing at the nearest wolf.
attackwithlongsword: 1d20 + 2 ⇒ (12) + 2 = 141d8 ⇒ 2

The Lost Voice |

An answering series of attacks from several people injure two of the wolves and leave the third with wounds that are near-mortal. Snarling and snapping, they attempt to bite at Eve and Dal, but cannot connect. The heavily wounded wolf flees almost before Eve can realize what is going on, but that still leaves two to be dealt with.
_________________________________________
(R11B1G1)
Eve has an Attack of Opportunity against Red
Watk@E: 1d20 + 2 ⇒ (3) + 2 = 5
Watk@E: 1d20 + 2 ⇒ (10) + 2 = 12
Watk@D: 1d20 + 2 ⇒ (7) + 2 = 9
• Dalamagne: Your melee attack total is still odd? I see +1(Base Attack)+0(Strength Bonus)+2(Flanking). Are you applying your Dex bonus inadvertently?

Dalamagne |

I was just going by where it says +6 on base attack on my character on the spreadsheet which I thought I copied from hero lab which calculated it.
Must be wrong.
Dal sees one wolf run off and hopes the others follow suit.
He swings the Rapier again at the (green) wolf.
Rapier Attack: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 151d6 ⇒ 5

The Lost Voice |

When Yako downs the second wolf with a swing of finality, the last wolf's lifespan could be measured in seconds as everyone's attention falls to it. A concerted effort ends its life, and the after casting about for more, the energy from the fight slowly begins to ebb. The remainder of the night is uneventful for those on watch.
In the flickering firelight, the branches of the trees seem as skeletal fingers reaching up to rake at the sky, as the cold of the wind seems to almost bite through any warm clothing that one might have. At least the chill is warded off closer to the fire, but even then the occasional breeze even ignores that. As residents of this area, you know that it will get colder, with harsh frost before the season is up.
___________________________________
Combat over. 1200xp to the party.
Galadine:
A Chakram requires Martial Weapon Proficiency. To use it untrained would incur a -4 to any attack rolls made with the weapons.
"Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield."

Dalamagne |

Dal packs his tent, snacks on some rations, and puts on his studded armor and tunic and braces against the cold chill. He picks up the lantern which is a stark reminder that their mission is still just beginning.
Lets get moving in 5 minutes. I'll lead, followed by Yako, Galadine, Kora, and Eve you bring up the rear and make sure we are not being followed.

Kora Caril |

Once the fight ended Kora went over to eve to try to curer the wolf bite using Cure Light Wounds, before going back to sleep.
Heal roll: 1d8 + 1 ⇒ (2) + 1 = 3
Kora wakes up well rested and ready to set off again, yet instantly regrets leaving her tent as the cold air stings her face.
I might rather fight another one of those wolves than walk in this cold.

The Lost Voice |

With Dalamagne leading, input from Eve having ranged this far before, and Yako help keep them on track and headed in the right direction without losing their way to the next landmark halfway through the morning. On foot, it has been manageable, though those not accustomed to such taxing endeavors may find themselves more winded than their compatriots. Foraging while they were traveling has yielded a sufficient amount of food so far, having taken a couple of detours for nuts, berries, and even some greens. The stereotype of rations being consistently bad is not exactly true, but what you have foraged is far tastier.
According to the map, the next landmark that you would be encountering would be the Gray Lake. You get the feeling that it is probably named that for the fog that lingers, though it might also be the color of the water, or something else entirely. The trees begin to thin, revealing a field of short, green grass that leads to the shores of a wide, calm lake reflecting the overcast sky above. A dense fog hangs over the center of the lake, obscuring the far side. Near the shore of the lake, a dark form lies next to the water.
____________________________________________
DalSurv: 1d20 + 2 ⇒ (9) + 2 = 11, EveSurv: 1d20 + 8 ⇒ (7) + 8 = 15, YakoSurv: 1d20 + 1 ⇒ (16) + 1 = 17

Galadine |

Before Yako has a chance to speak, Galadine climbs one of the larger trees standing on the edge of the forest to take a better look at the form and possibly see the outline of the form.
Perception: 1d20 + 2 ⇒ (17) + 2 = 19
Thank you! I will use the quarterstaff going forward.

The Lost Voice |

As the others come into sight of the lake and the form pointed out by Dalamagne, Galadine and Kora are quick to discern the shape of a human. Judging by the lack of movement, whoever they were, they are dead now. When you cautiously approach, most of the gear that this individual possessed is rotted away to almost nothing, though the body has been nearly untouched. There is a quality shortsword that lay somewhat under the body, and a heavy pouch remains tied to one hip.
Judging by the body, something attacked when they were unaware, though the state leaves much to be desired in regards to figuring out what happened. They do not look to be any town resident that you have known.
____________________________________
That quarterstaff is masterwork, so if you use it in melee, don't forget to add an additional +1 to hit.

Dalamagne |

We decided as a group to make just one post here
The group huddles quickly around Dal to make their plan on what to do. Dal is unable to let sleeping dogs lie and is always attracted to and curious about shiny objects so he takes the lead.
Eve since you are still injured from the wolf attack you stand back to the left of the body 15 feet with your long bow armed and ready to shoot anything that comes out of the lake while watching for an ambush or sniper coming from the tree line.
Galadine and Kora you stand 15 feet on the opposite side of the body with your crossblow bolts loaded and ready to do the same.
I will attach the rope around my waist and to the grappling hook and stick the grappling hook into the ground and go down to the body to search it and retrieve the sword and the pouch.
Yako will stand 5 feet from the body on the treeline side, axe ready in case this thing is more than a dead body or something comes out of the lake. I've heard many tall tales about strange disappearances around the Gray Lake from travellers at the tavern back in Kassen
Dal gives Yako a knuckle smash, "lets do this"
I go down to the body with the rope around my waist and grab the short sword from under the body and use it to cut the pouch loose. I toss the sword towards Galadine so she can "Detect Magic" on it and the pouch towards Kora so she can check it after we are all safe. If there is time and nothing dangerous happens I search the rest of the body for anything of value before backing away slowly with my Rapier unsheathed...

The Lost Voice |

Preparations enacted, the approach and withdraw goes off without a hitch. Just as well perhaps, since between wolves in the night and not-orcs in the morning, a single uneventful day seems like something that is not likely to happen on this trip. Now whether that is by design or chance is a question that would add unnecessary uncertainty. There were probably some nerves that could do without that.
The sheath for the shortsword has seen better days and the weather has done it no favors, but at least for the weapon, it is nothing that a little bit of care in an evening or two could not fix. The gold in the pouch that Dalamagne retrieves is different from the coins that you see in Kassen, seeming relatively new compared to the wear on some of the coins you have seen in town as well as the likeness stamped onto them.
The normal sounds of the forest in winter settle in, muffled against the fog that sits on the lake. All of you have an opportunity to refill your waterskins, and briefly rest from the travel since the moring.
______________________________________________
Masterwork Shortsword and 87gp acquired

The Lost Voice |

With a minor correction from Kora, all of you set out after a short rest and refill, continuing further south according to the map. This area appears more fruitful when it comes to finding enough food to avoid rations, leaving the almost clammy feel of the mist spilling off of the lake behind, and the air changing to a slightly damp cold— an indicator of rain. Fewer and fewer leaves remain on the trees, their crunch underfoot and piling in decaying drifts, blown with the wind.
A clever eye and ear keeps you out of trouble, enough for Several hours to pass, bringing you to the next landmark, the valley that holds the Crypt. The trail leads ever deeper into the Fangwood, through a twisting maze of trees and confusing ravines. As it tops a small rise, a broad valley spreads out before it, the opposite side of which looks like a writhing serpent. Yet between the two lies a steep hill sloping down into the valley. The rain that had been rolling in, threatening to fall all morning finally starts, making the ground slick and treacherous.
Difficult footing at a normal pace, but if you are careful, it can be navigated safely.
___________________________________________

Kora Caril |

As the rain starts to come down Kora puts her hood on.
Using the grappling hooks might be a good idea. Although, the terrain looks manageable as long as we take it slow and be careful. Make sure to watch each other's backs and whoever is leading, call out any obstacles that you find that may be extra difficult.
It really had to rain now?

The Lost Voice |

Under the leadership of Kora, the group starts descending the wall of the gorge. Thanks to their pace and careful arrangement of equipment, the going is much easier than it would be. Fifteen minutes in, Galadine has a mishap. A shift in her footing taxes her grip more than she can hold, and she slips, falling into Kora, who also loses her grip on the rope. The two of them go tumbling down the steep side of the ravine, both at slightly different angles.
Galadine tumbles, but fall a ways down the hill, going through a pair of thickets and lands hard on some rocks, coming to a stop.(-4HP)
Kora is less fortunate, unable to get solid footing on this muddy ground, sliding towards a steep cliff, and falling some distance before a hard landing. Seeing her is hard from your position on the ravine, but what little part of her you can see, is not moving.(-11HP)
It is not quite another hour of climbing safely before you can make your way around and down the twenty feet drop to reach her. Kora is unconscious, but not dead, severely hurt from her fall.
The cold rain still falls at a drizzle, the cold and the wet and the mud turning what may be unpleasant into almost miserable conditions.
_________________________________________
Three Acrobatics(10) checks to make it down the hill safely. Failure on an Acrobatics Check means a Fall, but one less check to make. A Fall prompts a Reflex Save, the higher the better. Going slowly and using tools grants +2 each.
• Check One:
DalAcr@10: 1d20 + 8 + 4 ⇒ (9) + 8 + 4 = 21
EveAcr@10: 1d20 + 4 + 4 ⇒ (14) + 4 + 4 = 22
GalAcr@10: 1d20 + 1 + 4 ⇒ (2) + 1 + 4 = 7,GalRef: 1d20 + 1 ⇒ (11) + 1 = 12,FallDmg: 1d6 ⇒ 4
KorAcr@10: 1d20 + 2 + 4 ⇒ (3) + 2 + 4 = 9,KorRef: 1d20 + 2 ⇒ (7) + 2 = 9, FallDmg: 2d6 ⇒ (6, 5) = 11
YakAcr@10: 1d20 + 2 + 4 ⇒ (14) + 2 + 4 = 20
• Check Two:
DalAcr@10: 1d20 + 8 + 4 ⇒ (1) + 8 + 4 = 13
EveAcr@10: 1d20 + 4 + 4 ⇒ (4) + 4 + 4 = 12
GalAcr@10: 1d20 + 1 + 4 ⇒ (15) + 1 + 4 = 20
-
YakAcr@10: 1d20 + 2 + 4 ⇒ (11) + 2 + 4 = 17
KorStable?: 1d20 + 1 ⇒ (17) + 1 = 18,

Galadine |

Nooooo! Kora! Kora! Can you hear me? We were so close to making it down this gorge! I can’t believe I slipped and caused Kora to fall. My senses tell me she’s still alive but I cannot take too long to get to her, yet I cannot risk another fall. I’m sore now but going to feel worse tomorrow. But I must concentrate and get to Kora as soon as possible. My potion should help her recover, at least enough to continue the journey
Dal, Eve, Yako, is everyone else alright? I’m heading down to Kora to try to heal her!.
Galardine peers down the side of the gorge and assesses the ground before taking each next step. Using her staff she checks the ground’s stability, if it’s too slippery or soft, to make sure it doesn’t give way before taking the next step. Slowly but steadily she makes her way down and frequently checking to see if Kora is moving. Finally she makes her way over to Kora and pulls out the healing potion that was snuggly tied to her belt. Unconscious still, Kora is still breathing and not bleeding too badly, at least not externally.
Good! Don’t worry Kora, I just need to get a little if this into you.
Then Galadine gently lifts her head to get enough of the potion into her mouth and down her throat. Now she waits for Kora to respond. [/i]
Potion: 1d8 + 1 ⇒ (7) + 1 = 8

Dalamagne |

When Dal gets to Kora he makes sure Kora is stable and finds a place to set up his tent so Galadine can dress Kora and her own wounds away from the rain. Then he takes first watch.
Lets camp here for the night and see how the patients feel in the morning. I will take 1st watch, Yako 2nd, and Eve 3rd
Great now we have wasted our healing potion before ever even reaching the crypt…

The Lost Voice |

Reaching the injured is not too difficult, though the potential for a treacherous descent still remains. Everyone is three-quarters of the way down the side of the steep ravine into the valley, and if the bottom could be reached without any mishaps, a camp could be set with no problem. However, with a little movement, enough of an area could be reached that a camp could be set. The drizzle is intermittent, though the cold is certainly prevalent.
Galadine using the potion on Kora brings her to consciousness, though she is definitely not at her best. At least she is able to move under her own power and there is no lasting damage. It could be said that Kora is going to be more bruised than not for a while, but at least she was still alive and had not passed through the Boneyard just yet.
Keeping warm is a challenge, but not impossible, as the rain lets up around the end of the day, allowing a meager fire to be built for the night, so there is some extra warmth. The night is thankfully uneventful.
________________________________________
Stopping here in the ravine's descent can be done, though there is little to be had in the way of supplies, so you will be using your own for this evening. Please mark off one use of rations. When you are ready to set out again, I will roll the third and final check for descending the ravine.

Dalamagne |

In the morning we continue carefully down the steep ridge using the grappling hook and rope in the toughest parts.
Walking order is Eve, Yako, Kora, Galadine, Dal
We then make our way across to the opening of the crypt and try to stay out of site of the entrance and case the place to see whats going on there.
Lets pack up and move, we don't have all day ladies.

The Lost Voice |

Descending the side of the ravine goes smoothly, though Yako does slip once, though he manages to keep his grip on the rope. Reaching the bottom, the scale of what the five of you have descended is a bit daunting when you look back up at the side of the ravine. A fall from the top would probably have honestly killed someone, luckily that did not happen. The skies are overcast again, but no rain, so when you stand in the small valley, you can see the opposite side, and the Crypt.
It is a small matter to cross the valley, and as you come close enough to make out the details, you notice a few things. An archway of stone is set into the side of a small hill at the bottom of the valley. Moss has overgrown many of the details, but one is still quite clear. The keystone of the arch is carved with a flame symbol with a stylized rune in the middle. Beyond the archway is a darkened tunnel that leads to a pair of massive wooden doors, one of which is slightly ajar.
A pair of horses and a trio of ponies lie slaughtered next to the archway, each corpse still tied to a post set into the ground nearby. A swarm of flies hangs lazily in the air above them.
_________________________________________
EveAcr@10: 1d20 + 4 + 4 ⇒ (13) + 4 + 4 = 21
GalAcr@10: 1d20 + 1 + 4 ⇒ (14) + 1 + 4 = 19
KorAcr@10: 1d20 + 2 + 4 ⇒ (17) + 2 + 4 = 23
YakAcr@10: 1d20 + 2 + 4 ⇒ (6) + 2 + 4 = 12

Kora Caril |

That's unsettling. says Kora upon seeing the dead horses.
A different group must have gone in and left their horses out here. Unfortunately, it looks like the adventurers never made it back out.
Let's not end up like them. That symbol on the entrance must mean this is the Crypt. Dal you lead us in, look for any traps that may be set up. Yako, I, and Galadine will follow you. Eve, take up the rear and make sure nothing tries to sneak up on us. Also, light one of your torches and give it to Dal.
The group walks in.
Dal, that door is slightly open. Peak your head in and tell us what you see.

Dalamagne |

Dal casts a wary eye at the flies hoping they are just attracted to the dead horses. Then he pulls up his mask and takes the torch and peaks his head in the crypt entrance.
Lets do this. Remember I have the lantern we need to light
Do we update the hit points on the character sheets after Kora's healing or do you?

The Lost Voice |

Dalamagne goes to take a look in the door, but the large doors are very heavy, and try as he might, it just will not budge. It is not until Kora comes over to give an assist do they move. As the heavy doors swing open, the faint light from outside reveals a long chamber with risen platforms on either side. A faded painting of Kassen is on the far wall. The room appears to be the site of a gruesome battle, with two bodies piled in the center and a number of skeletons scattered around. An echoing wail can be heard somewhere in the distance, beyond this foul chamber.
___________________________________
Fourth slide is active. Either of us can update the totals. Probably better for you to update them when something happens on your action, and I'll update them if something happens on my action.
DalStr: 1d20 ⇒ 12, DalStr: 1d20 ⇒ 15
DalStr: 1d20 ⇒ 18,KorStr: 1d20 + 2 ⇒ (13) + 2 = 15

Dalamagne |

Dal describes the room and its contents to the rest of the group as quietly as he can, including the "echoing wail". Then with the torch in one hand and his rapier in the other he enters the tomb followed by Kora, Yako, Galadine, and Eve.
I've heard stories back at the Kassen Inn about the undead. Keep an eye on these skeletons.
As long as the skeletons don't attack, Dal searches them for loot and checks out the painting on the wall as well any doors or passages out of the room. Once the room is secure, he also checks the room for traps and secret doors and leaves some of the crushed glass he has at the entrance on the floor so we can hear if anyone comes in behind us, and uses his chalk to draw an arrow on the wall pointing to the exit.
I have a bad feeling about these skeletons. Yet any pile of bones could be my dad Stanislav who disappeared up here looking for a lost Everflame expedition...

Kora Caril |

There must have been a battle here. Be cautious of everything.
As Dal wanders around the room, I wonder what had caused this and if the townspeople knew but had refrained from warning us.
Kora uses her Detect Undead spell and relays to the group what she discovers, if anything.

Galadine |

Agreed, danger is near so we must stick close together. The horse and ponies total five and there are only two bodies here. The sound off in the distance could be a foe or victim of which we must be ready to defend ourselves against either.
Galadine pauses for a moment to tap her staff on the ground and utter the words to cast a protective ward around the group. Far off in the distance she can occasionally hear the wailing continue but it seems to become more faint and less frequent.
Hmmm, could the creature be failing or is it trying to lure us closer for an attack or worse yet, lead us astray…away from the Everflame? By the sounds of it, I hope we can choose a path through the cave away from that creature. We need to reach the Everflame unharmed but ready for battle. I expect our foes may attack once they know we’ve captured the Everflame and then try to take it for themselves.

The Lost Voice |

The torch Dalamagne holds sheds its light into the chamber, revealing a place that is as disused as one might expect a crypt to be. Aside from the bodies and the bones in the room, the ceilings are high(15') and quite ornate for something as old as it is said to be. The walls are covered with scrolling patterns of villagers fighting off bandits and monsters. The decorations are done well enough to make out, though water damage and what looks to be lichen growing in patches mar that image. Mold and rot are the prevalent smells, under that the wet dust of the crypt itself.
The bodies are recent, or at least, not bones like the collapsed skeletons, a pair broken on the stairs. As Dalamagne passes the pillar to get a closer look at the bodies, the skeletons that had fallen suddenly rise, preempting the casting that Kora was about to attempt.
As if possessed of a singular mind, they advance, the broken armor and weapons they wield less of a threat than they could be, but not enough to entirely dismiss them.
_________________________________________
• Dal to act first. Skeletons, then everyone else to follow.
When casting or creating an effect that will linger, please make a note under your post, so that I do not forget to account for them.
+ Purple ring is Galadine's effect. AC+1 for everyone within the circle, 5/5 rounds remaining.
Eve: 1d20 + 4 ⇒ (5) + 4 = 9
Dal: 1d20 + 4 ⇒ (16) + 4 = 20
Kora: 1d20 + 1 ⇒ (8) + 1 = 9
Gal: 1d20 + 1 ⇒ (4) + 1 = 5
Yak: 1d20 ⇒ 8
SkIni: 1d20 + 6 ⇒ (14) + 6 = 20

Dalamagne |

I could feel the undead coming alive when I came in the room...
Dal swings his rapier at the skelton in front of him.
Rapier Attack: 1d20 + 2 ⇒ (6) + 2 = 81d6 + 2 ⇒ (2) + 2 = 4
still not sure if I am getting a +2? My Attack Bonus says +6
Yako take on the skeletons on the right wall. Kora the ones in the back of the room!

Galadine |

Galadine seizes this opportunity to assist with handling the revived skeletons on the right wall as well as keeping everyone within the ring of protection in the crypt. She darts behind Yako then jumps out to the side and throws an Acid Splash on the pair of skeletons approaching from the right.
Yako, aim for the skeleton further back along the wall! I’ve got these two!
Acid Splash: 1d20 + 1 ⇒ (9) + 1 = 101d6 ⇒ 3
I’m not sure I did the dice roll for my character correctly. Can you please confirm/advise?

The Lost Voice |

The sound of old bones walking on stone and the rattle of aged armor in the small area is something that will haunt you long after this. Moving remarkably fast, the Skeletons close on the nearest living body, and start to attack. Swings from old scimitars are made at both Kora and Dalamagne, but they seem to interfere with each other more than they could harm anyone, and no injuries are sustained.
Two skeletons(Orange, Yellow) do manage to swing their weapons in such a manner that they disarm themselves, but no heed is paid by the simple undead. Their bones are brittle and worn, it is a wonder that they are even holding together. One good hit ought to end the threat that they pose.
Yako steps up to end one of them, but cannot connect on his opening swing, likewise for Dal with his rapier.
__________________________________________
Apologies for forgetting Galadine's Improved Initiative feat. The statblock has been amended.
Zombie?: 1d100 ⇒ 93Nope!
Skele@Dal: 4d20 ⇒ (12, 1, 1, 10) = 24
Skele@Kor: 2d20 ⇒ (12, 6) = 18

EveRanger |

After keeping guard at the entrance without a peep for what seemed like forever, i hastily head inside in an attempt to catch up with the group.
These horses really smell foul…
As I make my way inside I can tell something’s wrong. It’s not hard to follow the noise of what i assume is the group as i head in.