| Thurgan |
Thurgan tries shoving the thing off...
Break free 1d20 + 9 ⇒ (4) + 9 = 13
But it seems stuck on, so he swings an axe at it.
Attack 1d20 + 9 ⇒ (14) + 9 = 23
Damage 1d8 + 4 + 1d4 ⇒ (1) + 4 + (1) = 6 (Slash/Vitality)
◆ Break free
◆ Strike
◆ Command Animal
Then Grump the bear weighs in, trying to get the thing off his friend!
Vs yellow
Attack (Bite) 1d20 + 8 ⇒ (7) + 8 = 15 vs cover (corner)
Damage 1d8 + 3 ⇒ (8) + 3 = 11
Attack (Claw) 1d20 + 4 ⇒ (20) + 4 = 24 vs cover (corner)
Damage 2d6 + 6 ⇒ (6, 5) + 6 = 17
◆ Strike
◆ Strike
| GM Watery Soup |
Thurgan can't Escape, but he does give the zombie a good slash. Escape has the Attack trait, so your first attack carries MAP. (14)+9-5 = 18, which is a regular hit.
The zombie appears to be severely damaged, both by the slashing and the vitality. Weakness slashing 10. The flesh falls apart, and Yellow releases Thurgan as it falls to the floor.
1 action remaining for Thurgan. If Grump is commanded to move forward and attack, please keep the first attack roll. (Sorry, you'll be unable to use that nat 20.)
--Round 1
Lawric (33/33, AC 17)
Niaqun (39/39, AC 20) Check Earth's Bile
Thurgan (50/51, shield 19/20, AC 21, grabbed, weapon infused vitality) / Grump (32/32, AC 19) 1 action
--Round 2
Galimus (37/37, AC 19)
Red Zombie (-12, Religion, weakness vitality 10, weakness slashing 10, slowed 1, persistent fire 1)
Yellow Zombie (-54)
Green Zombie (-6, Religion, weakness vitality 10, weakness slashing 10, slowed 1, persistent fire 1)
Blue Zombie (-6, Religion, weakness vitality 10, weakness slashing 10, slowed 1, persistent fire 1)
| Galimus |
"One down...who knows how many more to go," Galimus says as the first of the zombies falls.
When he sees that no one is going to close the gap, Galimus moves back to his previous spot then opens a conduit to the realm of life to engulf both Thurgan and Grump.
Casting Infuse Vitality as 2 actions on Thurgan and Grump. All their attacks do an extra 1d4 Vitality damage for 1 minute.
| GM Watery Soup |
Casting Infuse Vitality as 2 actions on Thurgan and Grump. All their attacks do an extra 1d4 Vitality damage for 1 minute.
Niaqun has already cast Infuse Vitality on Thurgan. Do you want to pick another target?
| GM Watery Soup |
Galimus casts Bless, and Thurgan raises his shield.
Red keeps flailing at Thurgan.
Fist: 1d20 + 9 ⇒ (11) + 9 = 20 vs cover
Bludgeoning: 1d8 + 4 ⇒ (7) + 4 = 11 plus Grab plus DC 18 Fortitude
Fist, MAP: 1d20 + 9 - 5 ⇒ (2) + 9 - 5 = 6 vs cover
Bludgeoning: 1d8 + 4 ⇒ (8) + 4 = 12 plus Grab plus DC 18 Fortitude
Green steps up over Yellow's body and attacks as well.
Fist: 1d20 + 9 ⇒ (14) + 9 = 23
Bludgeoning: 1d8 + 4 ⇒ (5) + 4 = 9 plus Grab plus DC 18 Fortitude
↺ Shield Block, -4 hp to Thurgan and shield
Blue rages in the corner, roaring threats at Thurgan and Grump in Necril.
Demoralize, language: 1d20 - 2 - 4 ⇒ (20) - 2 - 4 = 14 vs Thurgan Will DC 18
lol. This is a regular Success.
Demoralize, language: 1d20 - 2 - 4 ⇒ (14) - 2 - 4 = 8 vs Grump Will DC 16
--Round 2
Lawric (33/33, AC 17)
Niaqun (39/39, AC 20)
Thurgan (46/51, shield 15/20, AC 21+2, weapon infused vitality, DC 18 unFrightened Fortitude save, then Frightened 1) / Grump (32/32, AC 19)
--Round 3
Galimus (37/37, AC 19, bless 15')
Red Zombie (-12, Religion, weakness vitality 10, weakness slashing 10, slowed 1, persistent fire 1)
Yellow Zombie (-54)
Green Zombie (-6, Religion, weakness vitality 10, weakness slashing 10, slowed 1, persistent fire 1)
Blue Zombie (-6, Religion, weakness vitality 10, weakness slashing 10, slowed 1, persistent fire 1)
| Thurgan |
Fort 1d20 + 10 ⇒ (10) + 10 = 20
Thurgan tries pushing them back, but keeping a slightly defensive bias as the numbers are only beginning to thin...
Frightened/Bless
vs Green
Attack 1d20 + 9 - 1 + 1 ⇒ (3) + 9 - 1 + 1 = 12
Damage 1d8+4+1d4 (Slash/Vitality)
◆ Strike
◆ Raise Shield
◆ Command Animal
Grump doesn't appreciate the yelling and tries gnawing the zombie.
Bless
vs Green
Attack (Bite) 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18 vs cover (corner)
Damage 1d8 + 3 ⇒ (7) + 3 = 10
Attack (Claw) 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19 vs cover (corner)
Damage 1d6 + 3 ⇒ (6) + 3 = 9
◆ Strike
◆ Strike
| GM Watery Soup |
I forgot the persistent damage.
Red Recovery: 1d20 ⇒ 13 vs DC 15
Green Recovery: 1d20 ⇒ 9 vs DC 15
Blue Recovery: 1d20 ⇒ 6 vs DC 15
Thurgan just misses the zombie, but his bear makes both attacks. Weakness slashing 10 on the claw hit.
--Round 2
Lawric (33/33, AC 17)
Niaqun (39/39, AC 20)
Thurgan (46/51, shield 15/20, AC 21+2, weapon infused vitality, Frightened 1) / Grump (32/32, AC 19)
--Round 3
Galimus (37/37, AC 19, bless 15')
Red Zombie (-13, Religion, weakness vitality 10, weakness slashing 10, slowed 1, persistent fire 1)
Yellow Zombie (-54)
Green Zombie (-36, Religion, weakness vitality 10, weakness slashing 10, slowed 1, persistent fire 1)
Blue Zombie (-7, Religion, weakness vitality 10, weakness slashing 10, slowed 1, persistent fire 1)
Lawric
|
The halfling stands quietly in the back, watching the whirl of combat unfold. He trusts Thurgan to hold the line, as he has done hundreds of times before.
Slowly, Lawric steps forward, pointing a thin finger toward where he assumes the red-rotted one stands.
“RETURN TO THE RIVER!”
Light flashes as hot, clean energy from Creation’s Forge flashes in the room, harmlessly away from any of the abominations.
◆ Stride
◆◆ Vitality Lash
Hidden, Keen eyes, DC 9: 1d20 ⇒ 4
| Galimus |
This battle has become a real scrum with both sides pressing hard against a central point and crowding together. Galimus is impressed by Thurgan's ability to hold the ravening walking corpses back, and appreciative that he doesn't have to do it or deal with the creatures directly.
But putting them down quick is vital and vitality is the key.
Moving to get a view of the room and it's rotting contents, he adds his own life energy to the assault.
Vitality Lash (Vitality Damage targeting Green): 3d6 ⇒ (4, 3, 1) = 8
| Niaqun |
Niaqun sustains the magma burning the undead
Earth's bile again vs all reflex save DC18
Earths bile: 1d4 + 1d4 ⇒ (2) + (1) = 3
Then he blast the undead with vitality lash
Vitality lash@gree fort save DC18: 3d6 ⇒ (2, 4, 6) = 12
| GM Watery Soup |
Green Fortitude: 1d20 + 6 ⇒ (15) + 6 = 21 vs Galimus DC 19
Galimus's lash takes out Green. Redirecting Niaqun's lash to Red.
Red Fortitude: 1d20 + 6 ⇒ (6) + 6 = 12 vs Niaqun DC 18
Red attacks the bottleneck.
Red Fist: 1d20 + 9 ⇒ (7) + 9 = 16 vs cover
Bludgeoning: 1d8 + 4 ⇒ (7) + 4 = 11 plus Grab plus DC 18 Fortitude save
Red Fist, MAP: 1d20 + 9 - 5 ⇒ (11) + 9 - 5 = 15 vs cover
Bludgeoning: 1d8 + 4 ⇒ (5) + 4 = 9 plus Grab plus DC 18 Fortitude save
Blue steps up and attacks mindlessly.
Blue Fist: 1d20 + 9 ⇒ (3) + 9 = 12
Bludgeoning: 1d8 + 4 ⇒ (2) + 4 = 6 plus Grab plus DC 18 Fortitude save
The zombies are not particularly successful at breaking through. But they appear undeterred.
Red Recovery: 1d20 ⇒ 11 vs DC 15
Blue Recovery: 1d20 ⇒ 12 vs DC 15
--Round 3
Lawric (33/33, AC 17)
Niaqun (39/39, AC 20)
Thurgan (46/51, shield 15/20, AC 21, weapon infused vitality) / Grump (32/32, AC 19)
--Round 4
Galimus (37/37, AC 19, bless 15')
Red Zombie (-36, Religion, weakness vitality 10, weakness slashing 10, slowed 1, persistent fire 1) <50%
Yellow Zombie (-54)
Green Zombie (-50)
Blue Zombie (-8, Religion, weakness vitality 10, weakness slashing 10, slowed 1, persistent fire 1)
| Thurgan |
Thurgan maintains his defensive approach, still chipping away and keeping his shield up...they are falling, he is surviving. He is happy.
The axe swings again.
Bless
vs Blue
Attack 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
Damage 1d8 + 4 + 1d4 ⇒ (2) + 4 + (1) = 7 (Slash/Vitality)
◆ Strike
◆ Raise Shield
◆ Command Animal
Grump is a fast learner and sticks to claws...
Bless
vs Blue
Attack (claw) 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15 vs cover (corner)
Damage 1d6 + 3 ⇒ (4) + 3 = 7
Attack (claw) 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17 vs cover (corner)
Damage 1d6 + 3 ⇒ (6) + 3 = 9
◆ Strike
◆ Strike
| GM Watery Soup |
Thurgan swings his axe, and it slashes the zombie critically! 14 damage, 10 weakness slashing, 10 weakness vitality, 34 total. Blue is still up.
Grump takes it down with a single claw attack. 7 damage, 10 weakness.
--Round 3
Lawric (33/33, AC 17)
Niaqun (39/39, AC 20)
Thurgan (46/51, shield 15/20, AC 21, weapon infused vitality) / Grump (32/32, AC 19) Grump 1 action remaining
--Round 4
Galimus (37/37, AC 19, bless 15')
Red Zombie (-36, Religion, weakness vitality 10, weakness slashing 10, slowed 1, persistent fire 1) <50%
Yellow Zombie (-54)
Green Zombie (-50)
Blue Zombie (-59)
| Niaqun |
Shaman agains sustains the magma burning the undead Each sustain triggers damage ;)
Earth's bile again vs all reflex save DC18
Earths bile, fire and earth: 1d4 + 1d4 ⇒ (2) + (2) = 4
Then he blasts the last undead with vitality lash
Vitality lash@gree fort save DC18: 3d6 ⇒ (1, 2, 5) = 8
Lawric
|
Flat, DC 9 keen Eyes: 1d20 ⇒ 11
Vitality Lash, BasicF DC 19: 3d6 ⇒ (4, 5, 4) = 13
“I SAID BEGONE.”
Lawric does not move otherwise. He simply stands, still as a headstone, and lifts one pale finger to point at the remaining creature.
His voice is high and grating, like a shout caught in a child's throat. The silence that follows feels deliberate, as if he expects the corpse to obey.
| GM Watery Soup |
Reflex: 1d20 + 3 ⇒ (3) + 3 = 6 vs DC 18
Fortitude: 1d20 + 6 ⇒ (10) + 6 = 16 vs DC 18
Fortitude: 1d20 + 6 ⇒ (2) + 6 = 8 vs DC 19
Niaqun's fire and vitality drops the zombie, and Lawric channels a little more vitality into the room just to make sure.
End of Combat!
From the furnishings in the room, it appears like the zombies knew each other in life. Perhaps a family of four was staying in the room when one of them was injured - they were locked in here by the town and ended up infecting the others.
The heroes inspect their wounds very carefully, but find no evidence of unintended scratches.
Just as the heroes finish inspecting the room, a shadow darts past one window, moving out of sight.
Perception (Niaqun), darkvision: 1d20 + 8 ⇒ (13) + 8 = 21
Perception (Lawric): 1d20 + 11 ⇒ (17) + 11 = 28 +1 Haunts or Spirits
Perception (Thurgan): 1d20 + 6 ⇒ (11) + 6 = 17
Lawric realizes the pitter-patter of footsteps suggests someone is running away. The footsteps appear too quick to be a zombie, but that's all he can tell.
Since Lawric is the one who noticed, I'm going to let him and him only decide what to do. It's open-ended, but one option is to race after them (perhaps catching them, perhaps getting ambushed), and other would be to rest/Refocus and to track them later.
Lawric
|
Lawric moves to the window, his cloak trailing behind and with his eyes fixed on finding the sound of retreating footsteps.
When he reaches a clear line of sight, he raises his voice—thin, sharp, and jarring in the stillness.
“COME BACK HERE.”
The words don’t echo, they cling… wrapping around in the air like smoke. Without turning, he calls over his shoulder, voice unchanged:
“FOLLOW ME. HIS NAME ISN’T WRITTEN YET.”
Move to get line of sight on the fleeing target
Cast Command (if within 30 ft) – DC 19 Will Save; target must spend their next action to come back if failed
HP: 33/33
Hero Points: 1
Halfling Luck: 1
Focus Points: 2
Spell DC 19, Attack +10
Cantrip: Guidance, needle darts, prestidigitation, shield, vitality lash
1: Bless,
2: Calm, Cleanse affliction
Fount: Heal, Heal, Heal, Heal
Active conditions: Spirit Sense
| GM Watery Soup |
Lawric won't get a chance to cast a spell with a 30' range - they are fleeing, and have what would be in combat a 3-action head start, so they're 75-90 feet away by the time Lawric acts.
Instead, we'll do this as a skill check. Each of you can make a skill check to try to catch the person fleeing. Athletics to run/jump/hurdle is always an option, and Perception or Survival to guide the others is always an option. All other skills are on the table, but depending on how fitting they appear to be, I may bump the DC.
Lawric
|
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
"HE IS HEADING THAT WAY THURGAN", as Lawric stands perfectly still his pale white hand protruding from his cloak in a point.
| Galimus |
Galimus breaks out in surprisingly effective pursuit, as well, dodging and twisting through the debris that has been left in the town. It is all the more surprising because he does not seem to care for the normal physical limitations of the human body, twisting his limbs in ways that seem impossible. The impression is not unlike watching a scarecrow do parkour.
Acrobatics: 1d20 + 7 ⇒ (3) + 7 = 10
"Come back!" he calls out. "We're here to help!"
| GM Watery Soup |
Thurgan commands his bear to charge down the fleeing, lone survivor of whatever calamity has befallen this town, while the twilight halfling's pale white hand points out its quarry. The warped fleshmonster twisting and turning causes the poor soul to run even faster.
1 Critical Success, 2 regular Successes, and 1 regular Failure. Niaqun can Critically Fail and there'd still be a group Success, so I'll move on.
I've moved the locator icon on Slide 3 to a random house. It can be any unmarked house.
The survivor, a shabbily-dressed halfling, ducks and weaves through the town, eventually climbing up a makeshift ladder into the crawl space under a house's roof. They quickly pull up the ladder behind them, but Grump points out exactly where they are.
Art on Slide 3.
"You're one of them!" she screams, when the heroes follow Grump to the hiding spot.
Open-ended at this point, but it'll be a skill check no matter what you do, so figure out an appropriate skill and roll after describing what you're going to do.
| Niaqun |
Niaqun runs after the others letting his familiar bird to trail the pray ... as soon as they catch up
He lifts his hand, as he would great the halfling or ask for a break as he tries to catching his breath
"One of them? If you mean the undead, you should know by now, that they are slower and for the most part hungry for living beings. Look at us, we are not undead, we are travelers that came here."
Religion to explain different between undead and orc: 1d20 + 10 ⇒ (1) + 10 = 11
Pfff!
Religion to explain different between undead and orc, hero point: 1d20 + 10 ⇒ (8) + 10 = 18
| Galimus |
"The mayor sent for us when all this started. We were unavoidably delayed, but we're here now to help! Come down and talk so that we can get you out of here safely!" Galimus calls up, knowing that people are more likely to listen when there is a familiar authority figure involved.
Deception: 1d20 + 11 ⇒ (13) + 11 = 24
| GM Watery Soup |
Religion to explain different between undead and orc
Fiorna's Faith is located in what was formerly the Hold of Belkzen, where the difference between undead and orc was only what happened after they killed you.
How does Niaqun allay her fears about orcs? No roll required, 18 is a Success.
"The mayor sent for us when all this started."
"I bet he did! I was the only one who saw you for who you are - the mayor and all his cronies just said it was some petty criminals. I knew he was colluding with all the zombies like you!"
How does Galimus explain his physical appearance? No roll required, 24 is a Success (but not a Critical Success).
Lawric
|
Diplo: 1d20 + 8 ⇒ (10) + 8 = 18
Lawric approaches slowly, hands folded neatly at his waist. He makes no move to draw a weapon or raise his voice. He stops a few paces from the house, eyes fixed on the crawlspace above.
Then, in Halfling, he speaks with a voice too high and too steady to sound reassuring but the words carry no threat.
“NIŠTA ZLO NEĆE DOĆI OD MENE. ISTI SMO."
NO HARM WILL COME FROM ME. WE ARE THE SAME.
He blinks once, slowly.
“WE BURY THE DEAD. NOT THE LIVING.”
| Galimus |
"Zombie? Zombie!" Galimus exclaims, feigning indignation.
"Why, madame, I take offense at that! Unfortunately, I suffer from a rare affliction that alters the appearance of my skin so that it has a certain, admittedly lifeless quality. You can see where I've had the surgeries to deal with the issue," he says, pointing to a large suture scar on his forearm. The skin on one side of the scar is a faintly different hue than the other side.
| Niaqun |
"You see, Zombies are abominations created by Nhimbaloth, among few other deities, for that you need an undead corpses that can be animated with dark magic. Orcs are like humans but taller, or elves, but stronger, or halflings but bigger and scarrier. In any case we have our own believes and deities, we are not created from scraps nor anything like that " says the Shaman
| GM Watery Soup |
“NIŠTA ZLO NEĆE DOĆI OD MENE. ISTI SMO."
NO HARM WILL COME FROM ME. WE ARE THE SAME.He blinks once, slowly.
“WE BURY THE DEAD. NOT THE LIVING.”
"Why is your skin pale? Why do you look just like the ones who come at night, the ones who take anyone they can find?"
How does Lawric explain his skin? No roll required, 18 is a Success.
pointing to a large suture scar on his forearm. The skin on one side of the scar is a faintly different hue than the other side.
"... like a shoe that needed repairs," the cobber says, understanding.
"Orcs are like humans but taller, or elves, but stronger, or halflings but bigger and scarrier. In any case we have our own believes and deities, we are not created from scraps nor anything like that " says the Shaman
"But orcs drag everyone they find back to their lairs, just like the zombies. The only difference is that orcs probably kill them before they eat them."
---
Still need a check from Thurgan and Grump, but assuming there aren't more CF than S ...
When the undead first began to take people, most villagers believed there was some sort of criminal prowling the area. Lacera was one of the first to see what was truly going on when zombies snatched her husband from the
kitchen late one night.
She vividly describes the night Erastil’s Table, the chapel, burned to the ground and how everyone in town heard the screams of those within. She was there when the hunters were all slain and people began to panic, and she hid with the rest in the Pick and Pint, praying for the end to come swiftly.
When the undead overran the inn, Lacera's small size allowed her to find a hiding spot the zombies couldn't reach. She's been hiding in this empty house and watching as the dead emerge from the ground, scour the town, collect bodies, and retreat each day at sunrise.
She says, enigmatically, "I can still hear them sometimes. There are places where you can hear the ground weep and cry, begging for death. This place is haunted now ... and the land cries out with the voices of the taken."
Lacera is not a combatant, and she will refuse to leave her hiding spot, which is only large enough for a single halfling. But she will talk with the heroes for a bit until warning them to get to safety before dark.
| Thurgan |
Thurgan had stayed out of it, whether it is fair or not, there is a certain image people get of rampaging orcs sacking villages, and as he stands there with armour and axe covreed in the fresh blood of the fallen he is rather concerned with the 'optics' of it all, and he's in strange company indeed that may make things appear questionable to even the most open minded observer.
"The zombies don't stand there and have conversations with you. And if I was a rampaging orc then my axe would have already swung and by now I'd be pillaging your village and the bear would be feasting - but Im no more a rampaging orc then you are one of the self-righteus humans that raid our villages on the latest crusade"
"I'm bruising up from the last fight, so clearly very much alive" he gestures to where he aborbed the large blow "Lawric is pale because he spends too much time in his books learning the good gospel of her lady Pharasma and not enough time in the sun pursuing physical pursuits, but a holy dedication to spending time on pursuits of the heart mind and soul"
"Galimus has his own physical manifestation that may seem concerning to some, but that is just how he is - there is no harm from it and nothing contagious"
"And you have been stuck here for a while and fending for yourself and could certainly be in better health"
"So if you could be so kind and just relax a little, I have my wounds to attend, and would happily share my tinctures and blessings of Pharasma to ensure you are also safe and healthy - restored to your proper vitality"
Thurgan slings the axe and gently draws his healing and medicinal supplies.
Medicibe 1d20 + 8 ⇒ (19) + 8 = 27
| GM Watery Soup |
That's a regular Success, and Grump should make a check since Grump made one earlier, but with 4 Successes, Grump can CF and it'd still pass.
Spoiler is open.
Lacera isn't wounded, so she will decline to come down - or even roll down the ladder so you can climb up. But, she will gladly watch Thurgan bandage himself up, just to make sure that his blood is ... existent.
The halfling's main purpose is to answer any questions you might have. She's content to stay in her hiding spot for the night - she's survived for several weeks on her own, so she doesn't need any immediate help. The biggest piece of information is one that you've already figured out - that hordes of zombies roam the village at night, so you'll need to find a place to fortify. You can ask questions, if you'd like, and of course, if you miss out on something major, she might show up as an NPC to poke you.
It's about four hours until sundown.
Lawric
|
“TOMORROW YOU WILL SEE OUR PURPOSE AND BELIEVE,” Lawric calls up, his voice too sharp and too steady to offer comfort. But he does not flinch. He simply speaks as though the truth is not his to soften.
He turns his eyes up to the huddled refugees, unblinking.
“HOW MANY COME AT A TIME? ARE THEY ORGANIZED OR HAPHAZARD?”
“WHERE DO THEY ORIGINATE FROM?”
His tone doesn’t demand yet it does not suggest choice, either.
After a few moments, he glances toward the horizon where the light is beginning to drain from the sky...
“THE TWILIGHT BECOMES OUR ENEMY.”
We probably need to find a place with limited entry points and do what we can.
| Thurgan |
Grump responds to Lawrics tone and looks towards where Lawric is looking, and instinctively interposes himself between the mystery and Lawric whilst rumbling a low protective roar - clearly defensive of the halfling cleric.
Intimidation 1d20 + 5 ⇒ (15) + 5 = 20
| Galimus |
Galimus opens his mouth several times, but each time he does, he feels like his words come out of Lawric's mouth. So much so that he looks at the halfling quizzically and contemplates blasphemy just to see if he's somehow reading his thoughts.
When he's satisfied that his mind is still private, he nods. "Our devout friend has the right of it all around. My only other question is if you have seen anyone living who might be raising or directing the undead, Miss," he adds.
| GM Watery Soup |
"My only other question is if you have seen anyone living who might be raising or directing the undead, Miss," he adds.
"The only person who's living in this town is me. And maaaybe you."
She eyes Lawric and Galimus suspiciously, but less suspiciously than before.
"So the Zombies can't climb it there? A tree house is a solution to graveland problems?"
It's more that the entrance is too small for anyone but a halfling. But, more generally, yes, the zombies can be stopped or slowed by physical barriers, so, if you'd like to climb a tree for the night, that's fine.
Otherwise, I've kind of laid out the parameters already, but each of the structures you've visited has a certain number of entrances.
Every structure you visit has a certain number of entries (doors and windows, mostly). These entries can be open (the least protective), intact (offers some protection), or reinforced (offers the most protection). If every opening is reinforced, you'll receive a bonus to nighttime encounters. If any opening is open, you'll receive a penalty to nighttime encounters. Repairing an entrace will take 1-2 hours, 1 with a successful Crafting check, and 2 on a Failure (but not CF); reinforcing an entrance will also take 1 hour with a successful Crafting check, 2 hours without.
I've gone ahead and put boxes down on Slide 5 to show you what a nighttime setup will look like: I'll use red for open openings, yellow for intact openings, and green for reinforced openings.
Removing these barriers will take 1 hour each (no check required), but you'll be able to reuse them elsewhere (check required).
Lawric
|
Did she provide any clarity about the numbers, organization, or genesis of the undead?
Random structure: 6 openings ?open vs intact vs reinforced
Spring Manor: 21 openings
Tavern: 14 entrances. 6 reinforced.
It seems like our best chance is a random structure (using the wood from the general store). If all of the entrances are intact, there is a chance that we could have a fully fortified structure tonight.
Second best option seems to be the General store, turning 6 of the 9 into fortified barriers. Ideally we would scavenge another 3 portals worth of supplies from somewhere in the village- but it is unlikely that we have a fully fortified structure on night #1.
@GM: Can you confirm that my math (and my entrance set up) is correct?
| GM Watery Soup |
@GM: Can you confirm that my math (and my entrance set up) is correct?
Yes, but you missed one structure: the servants' quarters at the mansion also has 8 intact entrances, so that ties with the tavern.
A random structure has 6 openings. I have two maps to choose from, on Slide 9. Both will require some imagination - the scenario doesn't come with maps. I will put 6 boxes on there to indicate visually how it's defended, but do note that mechanically, the exactly placement of the barriers doesn't matter, just the total number of barriers.
Edit: These are just what I could find from my files. If any of you have a map that you think would be more appropriate, I'm open to suggestions. It should be a house that's not more than 30'x30', with roughly 6 openings (we'll put some in if there aren't enough, and make some reinforced if there are too many).
| Galimus |
My vote is for the Tavern or General Store. The random buildings and servants quarters are too small to maneuver in if things go wrong and we don't have time to completely reinforce any place tonight (it's only four hours until night and at least 6 entrances. We can start reinforcing today and finish it tomorrow after weathering tonight's assault.
Lawric
|
"THE LADY APPROVES"
The halfling turns abruptly, cloak whispering behind him as he walks. He says nothing else on the way back, only letting the silence settle around him
At the general store, he pauses in the doorway, giving the place one last, unreadable look.
“I WILL HELP AS I CAN,” he says, without moving from the threshold. “BUT I AM NOT WELL SUITED TO THESE TASKS.”
Are their checks other than crafting? Undead Lore? Survival?
| GM Watery Soup |
As a reminder, there are 6 other reinforcements in the tavern that you can scavenge in an hour (no check required). So if you were to spend an hour at the tavern, you could get 4 more reinforcements' worth of materials.
For putting up the reinforcements in the General Store, a DC 17 Crafting check is the baseline check. All other checks may have a higher DC, and I won't necessarily tell you what the DC is, just in case something is unexpectedly relevant or unexpectedly irrelevant.
Remember that it takes an hour on a Success, and two hours on a Failure. So go ahead and declare what your character is doing for the first hour, and make a roll.
| Galimus |
"Let's start by picking up more material," Galimus suggests, turning his steps not to the General Store first but to the tavern.
When he gets there, he sets about deconstructing one of the reinforcements. And, as he does so, he makes an admission. "I fear I don't have the talents to put these back up at the General Store. Is anyone particularly crafty? If so, perhaps they could set about the reinforcements while I remain here and pull down the other reinforcements to scavenge the materials."
In a pinch, I assume Galimus can use Thievery and he has Untrained Improvisation so a +4 to Crafting might work, too, but if someone's actually trained in the skill, they've probably got a better chance.