| GM BrOp |
Zombie in a Box, Round 2
Midge takes a stab at the zombie with her dagger, but it's a bit of an awkward strike and is deflected.
Chira and Astrid have more luck with their sword and axe, landing two blows against the creature. Astrid's blow in particular takes part of the undead's head off and it collapses back into the box and ceases movement.
COMBAT OVER
| Rorx |
"Well done everyone - the presence of the unliving does not bode well" - Rorx nods in agreement with Chira, then proceeds to check the contents of the barrel, to make sure there are no zombies left. Or maybe there is some valuable loot.
| GM BrOp |
Rorx checks the crate you found the zombie in, but there seems to be nothing there except more packaging hay. While he is doing so, however, he notices something very odd: a cloth patch with the same mountain or hat symbol you saw stamped on the outside of the crate has been sewn into the back of the neck of the zombie itself.
The other crates (three of them) are all empty except for hay and the rest of the room contains nothing of interest, only pieces of masonry and dust from the deteriorating walls and ceilings. As stated earlier, there are two possible exits: one to a corridor in the north and one to another room to the east (see the map in the Campaign Info tab).
| GM BrOp |
Heading west you find that this 30' X 30' room has an empty doorway in the western wall and a cold fireplace in the northern wall. The only objects still in the room seem to be a single small, round table near the southern wall surrounded by four rickety wooden chairs, all of which are pushed in under the table.
Looking at the floor, you can see that this room seems to only be lightly traveled, containing a few tracks in the dust and debris.
You can also see that the next room to the west seems empty, but you can't tell any further details from your current vantage point.