GM Silbeg
|
The fingers and fingernails show signs of trauma, as if the victims tried to claw their way out.
DC23 Medine
The bodies were burned alive, and were living at the time of death
| Andagard Daesyn |
Medicine: 1d20 + 5 ⇒ (9) + 5 = 14
Andagard looks over the bodies. "There is too much trauma here. Let's find soeplace to hole up. Maybe the Manor. It could give us some additional rooms to fall back to in case things go south."
| Knight Night the Hero Bear |
Knight Night looks over the cracked vials on the bodies of what he suspected were the priests to the temple.
”Holy Water. This would have been helpful if they didn’t burst from the heat.”
Medicine: 1d20 + 6 ⇒ (16) + 6 = 22
”See the fingers and fingernails? The poor souls must have desperately tried to claw their way out.” He points out with his sword.
| Knight Night the Hero Bear |
Knight Night’s eyes can’t widen, but the bear sure does look like it realized a grizzly possibility.
”Door was jammed shut with pitons, the accelerant and flames, bursted holy water, and destroyed hands clawing from desperation… Pharasma, the temple’s destruction couldn’t have been an undead attack, they must have been locked in here and then set ablaze while alive!”
GM Silbeg
|
As Fright Night says this, Lacera screams! "They burned the temple! The dead killed the priests, like they will kill us all!"
You have about 3 hours until dusk. Where to next?"
Reminder: you do have some tools, and a good deal of supplies to set up barricades, etc. Where do you want to do this?"
| Ernie "The Extractor" Ozmaut |
Medicine: 1d20 + 10 ⇒ (3) + 10 = 13
Ernie doesn't have much to add about the scene, except mumbling "more poor souls, putting their faith in an absent god."
"I concur that the manor is probably a place as any to make our stand tonight. At least we know the walls are solid there. Let's gather up everything we've found and come up with a plan for setting up defenses."
Could we get a summary of the materials and items we've found?
| Knight Night the Hero Bear |
Upon hearing what Lacera screams, Knight Night doesn't like the possibility she suggests. "If the undead did do it, that means there are intelligent ones amongst them." He traces the symbol of Pharasma in a silent prayer across his chest.
"Agreed, the manor is probably best, and we best use what sunlight left while it is on our side."
GM Silbeg
|
If no one else does, I will post a list of materials found tomorrow.
"You could hide at the manor," says Lacera, "But are you sure it is intact enough? Maybe another building would be safer, one that the dead didn't already kill everyone inside!"
Each building will need to have vulnerable places fortified, but first you will need to fix the damage to it first. It will take an hour to repair a barrier, or two hours if your fail the check. While performing a repair activity, you can also perform a 10-minute activity, but this will increase the DC from 17 to 20.
You can also spend 30 minutes adding hazards and traps. DCs vary from 15-20, depending on complexity. Failure means that it will take 1 hour.
Information
- Undead will swarm the weakest barriers.
- Leaving even one open entrance (with the barrier broken or destroyed) will let undead enter with no impediment, which is very dangerous
-It’s useful to have barriers reinforced, but more important to have them all intact.
| Ernie "The Extractor" Ozmaut |
We do have the maps of the locations we had encounters in and I actually think Warland's Yard might be easier to fortify. Or...another option might be to destroy/barricade the stairs in the manor and make our stand on the top floor.
"Hmmm...I remember that we found some oil. We could make some fires that would give us visibility when they start swarming the walls, or we could jury rig some kind of trap with it."
| Knight Night the Hero Bear |
To avoid going too meta discussion wise..
”I find the stratagem to destroy the stairs and holdout on the second floor in the manor a favorable one.”
GM Silbeg
|
You make your way back to the manor, dragging along as many supplies as you can. You think that it is about 5PM... sunset will be at 8.
You can tell that the hole in the NE wall will not be repairable in time, but you should be able to fortify the upper story as long as you can fortify the stairway.
Each of the windows can be closed, and can be fortified. You will need to build up a fortification for each of the stairs in three steps, much like a destroyed door or window. (Find something to act as a new barricade, then install it, then fortify it).
For each hour, please state which activity you are doing, make your check to see your progress. If you are doing a 10m activity, note that as well, and increase the difficulty of your check. I will note on the tracker what you are doing to verify, and am going to get some tokens for the map to indicate the barrier's level.
| Gregoth Paalas |
Gregoth heads to one of the beds and pushes the straw and blankets off. He flips it over, then knocks the legs off one by one until he has just a large board. He drags it over to the stairwell, then heads back for another. Once he has several, he starts piling them on top of each other and lashes them together with the blankets.
Crafting vs DC 17: 1d20 + 5 ⇒ (20) + 5 = 25
GM Silbeg
|
Which stairwell, Gregoth? There are 2
Gregoth finds materials for barricade. Takes 1 hour, no check needed
| Andagard Daesyn |
While Gregoth works on one of the starwells Andagard grabs soe of the scraps and begins boarding up as many of the windows as he is able to get to. He looks to their newfound survivor. "Did you see any of them climbing or were they just coming up the holes from underground?"
Working on barricading the windows. However many I am able to get in 1 hour.
| Knight Night the Hero Bear |
Knight Night looks to the western room, where five windows reside. "This would possibly be the hardest room to fortify. Perhaps barricading this door might prove beneficial?" The bear then looks over the northeastern room, observing the broken wall.
"Sealing that off may be difficult, but if the window is sealed shut, more might see that as the easier entry point, thus a better focal point for defending as they get funneled." The bear gets to work crafting sharp protrusions to build along the opening, using planks he can cut into sharp points and whatever scrap metal available. "I think that if they try to force their way in fast, we can make them take some serious damage from it."
Crafting; Building Spike Traps at the Crumbled Wall: 1d20 + 7 ⇒ (16) + 7 = 23
GM Silbeg
|
No need to worry about closing windows, but the windows are not fortified. There are two stairways up.
Andagard, move to the window you are barricading, and please make the crafting check. Each check takes 1 hour.
Gregoth spends 2 hours barricading, and then fortifying the main stairs up.
Knight Night creates spike snares at the crumbled wall. 1 hour to cover the amount of space
Andagard, Ernie, and Zeldana can perform a fortification/barricade check
Go ahead and post your activities for the the 6pm and 7pm hours, if you haven't already.
| Ernie "The Extractor" Ozmaut |
Ernie coats the staircase in the west room with the sticky burning tar, then covers as much of the floor around the base of that staircase with the rest of the tar. After this, he blocks the staircase with the furniture found downstairs and then douses the makeshift barricade with oil. And for the final piece, he carefully places one of the alchemist's fire flasks so that if the barricade is messed with it will get crushed by the shifting furniture.
Craft Check to barricade west stairs: 1d20 + 11 ⇒ (15) + 11 = 26
Craft Check to make burning stair trap: 1d20 + 11 ⇒ (18) + 11 = 29
He giggles maniacally as he pours oil all over one of the sofas found downstairs.
He would also want to make sure that those barrels of water are upstairs as well.
Once he's finished barricading the stairs and turning it into a fire trap, he starts barricading the windows in the central room with wood planks. Ernie makes sure to leave so small gaps that are just large enough to fire a bow or drop a flask of oil through.
Craft to barricade windows: 1d20 + 11 ⇒ (16) + 11 = 27
| Knight Night the Hero Bear |
Do we want to seal every window in the west room, or just barricade the door and trap it? I ask cause it’s a lot of windows.
GM Silbeg
|
Ernie, thats 3.5 hours, minimum. 4.5 if you want to fortify the barricade. Just making sure you realize that. You might. It have that much time.
The more you fortify, the fewer undead will get through. It is based on the total number of access points to the building, FYI.
GM Silbeg
|
Andagard turns to ask Lacera a question, and realizes she isn't there!
Time check...
Andagard: 1 hour in, Fortified window
Ernie: 2 hours in, barricaded west stairs (fortify stairs, trap stairs, fortify window pending)
Gregoth: 2 hours in, barricade and fortify stairs.
Knight Night: 1 hour in trap (2 squares) in front of hole in wall.
Zeldana: 1 hour, Fortify window
Andagard, Knight Night, and Zeldana may do 1 additional hour's work to bring us even
Map is updated, as is time chart
| Knight Night the Hero Bear |
Gonna go with my gut feeling then.
Knight Night starts barricading the western door.
Craft: 1d20 + 7 ⇒ (8) + 7 = 15
GM Silbeg
|
Knight Night starts working on reinforcing the inside door to the west of the stairs. He does not complete it in one hour.
Zeldana reinforces another window with little difficulty.
Andagard's Crafting (T): 1d20 + 5 ⇒ (18) + 5 = 23
Andagard also reinforces another window.
take 2 more hours worth of checks (though Knight is still finishing the door up). Please do make your rolls, and if you fail (but not a crit fail) you just take another hour to complete the task.
| Gregoth Paalas |
Gregoth gets to work on the other staircase, pulling down one of the bookcases nearby and using it as a baseboard for the furniture pieces Ernie has already found.
Crafting to Reinforce West Stairs vs DC 17: 1d20 + 5 ⇒ (19) + 5 = 24
GM Silbeg
|
Gregoth successfully reinforces the west stairs using the bookcases as his structural supports. Books are now dumped in the room.
| Ernie "The Extractor" Ozmaut |
Ernie smiles when he sees Gregoth come in to help him reinforce the stairs.
"Its going to be hard for them to get up that stairwell and they're going to have a nasty surprise if they try."
I'll stick with my original plan, and then fortify any remaining windows. If there is still more time, I think we should do something with the rest of the oil that we have. Those books could also be used as fuel.
"I hate the idea of burning books, but we could make a trap by piling them up somewhere and coating them in oil."
GM Silbeg
|
If you are reinforcing windows, please move to the window you are working on, and make your crafting check
| Andagard Daesyn |
Is there a list of traps and hazards we can create or is it just kind of up to the imagination with a successful skill check?
Andagard heads to another couple of windows and begins securing those as well. "Maybe we can use soe of the broken leftover wood to make spikes to line the entry points to slow them down if they break through."
Andagard's Crafting (T) Hour 1: 1d20 + 5 ⇒ (13) + 5 = 18
Andagard's Crafting (T) Hour 2: 1d20 + 5 ⇒ (12) + 5 = 17
Placed a token near both windows Andagard is reinforcing.
GM Silbeg
|
Traps and hazards are mostly snares and hazards to slow down people (i.e., causing difficult terrain). Or, you know, be creative with things you found, and then make a skill check. If too complicated, the DC will be higher.
Andagard fortifies two windows, leaving 5 to go, and Gregor works on the stairs. By 9pm, the stairs are barricaded but not fortified. It takes 2 checks to fortify the stairs
----
Knight Night, 2 hours
Gregor 1 hour,
Ernie 2 hours
Zeldana 2 hours
| Ernie "The Extractor" Ozmaut |
I made two Ernie's to show which two windows he would prioritize.
Crafting: 1d20 + 11 ⇒ (12) + 11 = 23
Crafting: 1d20 + 11 ⇒ (17) + 11 = 28
"Don't worry too much about barricading those stairs," he suggests. "That's the staircase with the burning tar and the fire trap."
| Gregoth Paalas |
“The house is wood,” Gregoth grunts as he nails down pieces of bookcase. “And smoke will rise straight into here - could kill us faster than the dead if we set that off without sealing it.”
Crafting vs DC 17: 1d20 + 5 ⇒ (3) + 5 = 8
Barely not a crit fail, so two hours of work (uncertain if he’ll finish before something happens).
| Knight Night the Hero Bear |
The silly old bear begins boarding up the southern window in the western room.
Crafting: 1d20 + 7 ⇒ (19) + 7 = 26
GM Silbeg
|
Gregoth spends 2 hours reinforcing the stair's barricade, while Zeldana spends 2 hours reinforcing a window.
Knight Night does it all in an hour!
Ernie is able to reinforce 2 windows in the same time.
Take another hour's time. Everything is updated.
| Knight Night the Hero Bear |
The bear decides to make more snares and traps for the north east room, creating another choke point. The square to my east. If my roll is good enough, the square above that one too.
Crafting: 1d20 + 7 ⇒ (19) + 7 = 26
| Gregoth Paalas |
Gregoth gets to work on the last unsealed window, pulling another bookshelf away from the wall and turning it into a makeshift barricade.
Crafting vs DC 17: 1d20 + 5 ⇒ (6) + 5 = 11
Only partway done in an hour.
| Andagard Daesyn |
With the windows and stairs secured Andagard looks to begin breaking up some of the boards at the top of the stairs, between the stairs and one set of the windows to make it difficult to move through in case the undead manage to make it this far.
Difficult Terrain where Andagard is standing.
Andagard's Crafting (T) Hour 1: 1d20 + 5 ⇒ (9) + 5 = 14
GM Silbeg
|
Knight Night puts some snares on the floor.
Gregoth is still finishing up his previous work
Zeldana starts on a window, but does not finish it.
Andagard makes some rough terrain, but it takes him the full hour.
Waiting on Ernie.
| Ernie "The Extractor" Ozmaut |
"Gregoth, I recognize that you are understandably worried about dying of fire and smoke, but that is why we have these big barrels of water here," Ernie says, slapping the side of one of the barrels.
Ernie helps Zeldana finish up barricading the window.
Crafting: 1d20 + 11 ⇒ (15) + 11 = 26
If he has time, he'll make some makeshift fire bombs by stuffing strips of bedsheets inside the bottles of anise alcohol.
Crafting: 1d20 + 11 ⇒ (16) + 11 = 27
GM Silbeg
|
Ernie fortifies the final window.
Andagard's Perception (T): 1d20 + 5 ⇒ (4) + 5 = 9
Ernie's Perception (T): 1d20 + 6 ⇒ (7) + 6 = 13
Gregoth's Perception (E): 1d20 + 8 ⇒ (9) + 8 = 17
Knight Night's Perception (E): 1d20 + 8 ⇒ (20) + 8 = 28
Zeldana's Perception (E): 1d20 + 7 ⇒ (8) + 7 = 15
You notices several forms milling around in the streets of Fiorna's Faith.
| Knight Night the Hero Bear |
"Look, down there. In the streets." Knight Night calls to his allies in a hushed tone. "They are coming." He slightly draws his sword while hiding behind someone tall, seeing if the blade is glowing.