
Lyssa Storm |

Since I am not too up on drawing maps using spreadsheets etc, I will endeavour to give a complete description of the area.
The trail you were traveling on runs NW and cuts through the forest. To the NE of the trail is a clearing of land that has been cultivated. The clearing is surrounded to the N, NE, E and SE by forest. A ruined farmhouse and barn stand in the Eastern edge of the clearing.
The hooded man and his two thugs stand to the N in the tree line. The skeletons that surrounded you stood in front of the farm abot 100' N of the trail. (The clearing is aprox 250' wide) War and Belflin were investigating the N/NE edge of the clearing by the trees when the attack happened. The distance from the farmhouse to the N tree line is about 50'.
Hope this is ok
sorry to be a pain about this, but I can't reconcile this with the map, and am still confused. The trail running NW and the farmhouse in the East of the clearing indicate that the left side of the image is North. But the farmhouse looks to be 5-10' from the N tree line, not 50. I'm also unclear on where we are on the map, as we were moving all around when the attack happened. Thanks.

IRONHARD |

OK. I did the description from memory, without the aid of the map.So thats why it was a bit in-acurate The skeletons attacked and were destroyed within the fenced off area of the farm. The bodies of the farmer and his family were here also. The tree line to the right of the farm is where the half orcs and the hooded man were hidden. War and Belflin are attacking the half orcs at the edge of these trees. Everyone else is in the vacinity of the farm, either in the fenced area or just outside it in the ploughed field. The farm is reached by the trail that can be seen in the bottom left corner. This leads back to the main trail to Fairhill. Hope its a bit clearer.

Osric |

I move forward to Lyssa chanting as I go.
trades Remove Fear for Cure Light Wounds
Casts 1d8+1 roll/ 7 + 1 = 8 hp
edit: hopefully I catch her before she dashes off if not I walk calmly to the battle still chanting and will cast on the worst hurt party member regardless of attacks to myself.

Dave Newman |

(OOC my apologies been ill and in bed past few days.)
Lloyd chants softly and gives the most wounded member of the party
7 hp. Looks around snaps his fingers and your skins feels scrubbed clean.
"Open wounds and fighting undead, very nasty indeed."
Lloyd looks at the mess and speaks softly with a smile "Either our sense of timing is ... suspicious and we just happened to trip across a site of a moments before performed massacre or we are dealing with a mentally ill wizard who wanted us to see his ooh so shocking handywork. The first option implies Destiny and we are all doomed, I think I much prefer the wizard to be one cantrip short of a spellbook and thus merely sad, deluded and predictable. Evil my friends is better dressed and welcoming , this is merely ...wretched...
Unless of course there IS a reason as to why a not very clever amateur, possibly even retarded cack handed necromancer should be hunting us......

IRONHARD |

The two dead half orcs have the following:-
Studded leather armor, small shields,
long sword/battle axe, short bows, 20 arrows, 23 gp, 16
sp each.
There is no sign of the hooded man(Vortigen) or his Imp familiar. It is as if they simply vanished, along with Otto's amulet.

IRONHARD |

Otto’s worst fear has come to pass. But now your
encounter with Vortigern and his minions is over. It
has become too dark to look for other lodging, so you
light the fire in the fireplace of the farmhouse and bar
the door. You clean the blood from your blades and
tend to your wounds as well as those of your comrades.
You set watch, and each of you says a silent prayer to
your respective gods that the spirits of your foes find
their rest and trouble you no further this night. You
eventually drift off to sleep, but your sleep is fitful—
filled with Talon’s devilish screams.
You wake to the sound of rain and gray skies. The sun, even hidden
behind the clouds, is a welcome sight.
If nyone wishes to do anything else please let me know before we continue onwards. Experience points will follow shortly.

IRONHARD |

Awarding Experience
First Watch: The party made a good camp and were
smart about their preparations, 20 XP each.
A Voice in the Darkness: Encountering the leucrotta and avoiding
the mother, 225 XP each
The Smiling Skull: 25 XP for searching around the 'skull hill'
Good roleplaying: 50 XP
Farmhouse: 60 XP for deciding to bury and sanctify the bodies.
Ambush at the farmhouse: 750 XP each
Total: 1130 XP each

IRONHARD |

And now to continue...
"It has been two days since the encounter with Vortigen and his devilish familiar, Talon. You still bear the wounds of the battle. Many of your group still bear lingering injuries both physical and mental, not the least of which are the nightmarish images that plague Otto in his dreams. You recall vividly the bodies of the farmer and his family, the clawed hands of the skeletons as they pushed through the soil, summoned by Vortigen and the helish shrieks of Talon as it revealed its true form.
Weary from your long journey and its experiences your party makes its way along the path toward the village of Fairhill searching for a warm fire and a safe bed.
The road you travel on gradualy slopes upward as you leave the Tradeway behind and move into the foothills of the Stoneheart Mountains. The rolling hills are covered with green grass and spring flowers that lift your spirits. You believe that you should arrive in Fairhill within two hours."

War Nuraim |

War at Level 2:
War Nuraim
Male Dwarf Barbarian 2
Chaotic Good
Representing Nerak
Strength 16 (+3)
Dexterity 16 (+3)
Constitution 16 (+3)
Intelligence 10 (+0)
Wisdom 12 (+1)
Charisma 6 (-2)
Size: Medium
Height: 4' 5"
Weight: 220 lb
Skin: Tan
Eyes: Dark Brown
Hair: Dark Brown; Wavy; Thick Beard
Total Hit Points: 27
Speed: 30 feet [barbarian]
Armor Class: 18 = 10 +3 [studded] +2 [heavy steel] +3 [dexterity]
Touch AC: 13
Flat-footed: 15
Initiative modifier: +3 = +3[dexterity]
Fortitude save: +6 = 3 [base]+3[constitution]
Reflex save: +3 = 0 [base]+3[dexterity]
Will save: +1 = 0 [base] +1 [wisdom]
Attack (handheld): +5 = 2 [base] +3 [strength]
Attack (unarmed): +5 = 2 [base] +3 [strength]
Attack (missile): +5 = 2 [base] +3 [dexterity]
Grapple check: +5 = 2 [base] +3 [strength]
Light load: 76 lbs or less
Medium load: 77-153 lb
Heavy load: 154-230 lb
Lift over head: 230 lb
Lift off ground: 460 lb
Push or drag: 1150 lb
Languages: Common, Dwarven
Armor and Weapons:
Throwing Axe [1d6, crit x2, range inc 10 ft., 2 lb, light, slashing]
Dwarven Waraxe [1d10, crit x3, 8 lb., one-handed, slashing]
Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]
Heavy Steel Shield [+2 AC; check penalty -1; hardness 10; hp 20; 15 lb.]
Feats: Improved Unarmed Strike
Skills: Climb +8 (+6 with armor and shield) (5 ranks), Listen +6 (5 ranks), Search +2 (4 ranks), Survival +6 (5 ranks), Swim +4 (1 rank)
Dwarf:
* +2 constitution / -2 charisma (already included)
* Can move 20 feet even if in heavy armor
* Darkvision (see 60 feet in pitch-dark)
* Stonecunning (+2 on searching stone, intuit depth)
* +4 to avoid being bullrushed while standing on ground
* +2 racial bonus on saves vs. poison
* +2 racial bonus on saves vs. spells / spell-like abilities
* +1 racial bonus to hit orcs and goblinoids
* +4 dodge bonus on AC against giants
* +4 stability bonus to avoid being tripped/bull rushed standing on ground
* +2 racial bonus on appraise checks if stone/metal
Barbarian:
* Illiteracy (2 skill points to learn to read)
* Rage
* Uncanny Dodge
* Fast Movement (already included)
* This barbarian cannot yet read/write.
War Nuraim's Equipment:
Arrows (quiver of 20) x1 (3 lb)
Backpack x1 (2 lb)
Bedroll x1 (5 lb)
Blanket, winter x1 (3 lb)
Fishing net x1 (5 lb)
Mug x1 (1 lb)
Rations (1 day) x2 (2 lb)
Waterskin x1 (4 lb)
Total weight carried: 70 lbs
Coins/Treasure: 8 gp, 4 sp, 8 cp

War Nuraim |

The stumpy frame, the wild hair and beard, the erroneous odor of wet goat- War Nuraim does not seem at place here with the pretty flowers and rolling green landscape. Jagged mountains, rock filled warrens, lightning stricken trees- these seem to fit the look and feel of the groups resident dwarf. Not that he seems to care if he fits in or not. "So, Ahto- whoot doo ya thin' thaat tha maan with tha hood whans yer necklice foor? An wher en da niin hells ar we 'eaded?" With a slight shrug, he looks about at the rest of the group, not really listening (or waiting) for Otto's answer, but trying to break up the monotony of the day's journey. Grabbing a few small rocks from the ground in a large dwarven paw, he places them in his battered pewter mug and shakes it about. (To no one in particular) "Ah doon't knoo abou yoo, boot ah fancy som fresh maet or somthin'. Am goona try an catch somthin' tosty ta eat." With that said, War heads out from the group and tries to scrounge something edible (not necessarily tasty) from the nearby lands.

IRONHARD |

War

War Nuraim |

Ironhard:

IRONHARD |

War

War Nuraim |

Ironhard:

IRONHARD |

War:

War Nuraim |

Ironhard:

IRONHARD |

War:
"Hoo, hoo , hoo! Hello little man. 'ave you come to pay tribute to Karigror?"
The troll has a great axe in one claw and a human femur in the other from which he proceeds to suck the marrow from.