
Lance Blackhilt |

“Poor folk huh” Lance repeats, then looks over at Lyria figuring she wouldn’t like the sound of that. “ 'All that I have shall be thine’. Oh, why am I not surprised. Guess we can’t call the burgomaster a lair, a crook maybe. Clever use of words though, but I guess when you’re the leader of a community you do what you gotta do. Can’t well expect aid to come rushing in to help if you come right out and say you’ve nothing but a thanks and gratitude to offer.”

Rourke of the Nines |

"Bah, money or no, I say we go and take care of their problem. A necromancer is bound to have something worth selling. Plus, some of them walkers he's dug up might be wearing the family's best, if you know what I mean." Rourke spreads his hands and shrugs his shoulders to emphasize his next point, "It ain't grave robbing if they ain't in their graves."

Gerth Sol |

Talking to no one in particular; "If there are undead does that necessitate users of magic that create or control such creatures or could it be more random? In Limbo there would be random outbreaks of many different things. Does the same phenomenon happen here, or are all things connected to some underlying cause, which has it's own cause, and so on, all the way back to your creator-Gods?" Gerth continues to mutter to himself about metaphysical principles and random vs. caused acts, forgetting entirely about the undead.

Brinmore Kane |

Talking to no one in particular; "If there are undead does that necessitate users of magic that create or control such creatures or could it be more random? In Limbo there would be random outbreaks of many different things. Does the same phenomenon happen here, or are all things connected to some underlying cause, which has it's own cause, and so on, all the way back to your creator-Gods?" Gerth continues to mutter to himself about metaphysical principles and random vs. caused acts, forgetting entirely about the undead.
"Gerth my friend, sometimes things do seemingly have no reason for happening and sometimes we just can't see or understand why they happen. That is why we pray for Pelor's light and guidance. If we trust him then he will light our path and show us the truth of things."
"Now, whether the undead be attacking the town by random chance or at the direction of a foul servent of Nerull, there are still undead attacking a town that need to be dealt with and we won't figure out the cause of the attacks until we get there. So with that, I'm heading to bed. Remember, we'll want to leave before first light in order to get there before dark so that we can get a look at things."

Ghetto DM |

The next morning you head out under an overcast sky. Puddles give testament to last night's rain. For now assume Asfer is travelling with you...
Around mid-afternoon - Black pools of water stand like dark mirrors about the muddy roadway. A pall of thick, cold mist spreads over the ground. Giant tree trunks stand guard on both sides of the road, their branches clawing at the mists. In every direction the fog grows thicker and the forest seems more oppressive.
And about two hours later, just before dusk - Gray in the fog, high stone pillars loom up from the impenetrable woods on both sides of the road. Huge iron gates hang from the stonework, dew clinging to their rusty bars. Standing before the pillars are two stone statues of armed guardians with wicked polearms. Their carved heads lie among the weeds at their feet, neatly broken from their stone shoulders.
What do you do?

Gerth Sol |

Gerth rolls a spot check for the statues, trees and his companions if there is time. 21,9,24 respectively. He is carrying his quarterstaff lightly in one hand.

Ghetto DM |

Gerth rolls a spot check for the statues, trees and his companions if there is time. 21,9,24 respectively. He is carrying his quarterstaff lightly in one hand.
Nothing unusual about any of them.

Lance Blackhilt |

Lance will also look about as he approach one of the statues, then he’ll look for its head amongst the weeds. He his looking to see if the statue or head have any religious significances to them, like perhaps to ward off evil an such, as is the case with many such stone sculptures.
Spot Check=14 link shows a modifier of +4, should be +6, corrected in profile now
Knowledge Religion = 15 (Taking 10)
"Shall we continue on?" he asks no one in particular.
“One moment my friend. Strange that both statues have lost their heads.”
“Gaspar what do you make of this?” Lance asks, knowing that Gaspar would be more informed such matters.
After closer inspection, Rourke adds, "I wonder what could cut so cleanly through stone?" He grips his crossbow a little more tightly and scans the forest and fog surrounding.
“puzzling indeed my friend if a dwarf cannot tell by what, and in the manner a stone was cut.”
Questions….
Have we or do we see any outlining homes?
Is the village walled in?

Gaspar Dawnbringer |

Gaspar steps forward to take a closer look at the statues.
Knowledge Religion (1d20+9=23) ( Only a 15 if it's knowledge History)
And raises his eye at the opening of the gate.
Gaspars spell selection for the day: Domain; Disrupt Undead, Bless Weapon, Searing Light. Orisons/ Detect Magic, Light, Mending, Guidance, Resistance. 1st; Conviction, Hide from Undead, Light of Lunia, Resurgence. 2nd; Consecrate, Deific Vengeance, Elation, Light of Mercuria. 3rd; Dispel Magic, Hammer of Righteousness, Stone Shape.

Brinmore Kane |

Knowledge: Religion (1d20+3=18)
Brinmore stares at the statues to try and see if he recognizes anything but when the gates swing open he readies his shield and mace looking for anything that might have moved the gates.
"Is there any magic in the area that would have opened those gates?"
Brinmore advances through the gate with his mace and shield ready.

Gerth Sol |

"You all seem so tense. Is this a common human custom when encountering fog and empty wilderness or do you expect something out of the mist? On Limbo we always expect something out of the mist, but that is because there is not but mist from which to expect things from." Gerth moves forward to back up Rourke.

Lyria Flamedancer |

"Well, it does appear someone is expecting us. And I hope it'll be a bit more interesting than an insane stonecutter."
Lyria does look unintimidated, but her interest has awaken because of the obvious use of magic to open the gates.
Spellcraft, Knowledge(Arcana), Knowledge(Religion) (1d20+15=26, 1d20+13=17, 1d20+13=18)

Gerth Sol |

"C'mon slim, I'm done staring at headless statues, guarding a gate with no wall attached, surrounded by this confounded fog! Lets scout up a little ways and see if anything around here makes any sense."
As you wish companion-Rourke. Shall I allow you a head start or do you want me to walk on my hands again?

Rourke of the Nines |

"Huh? Oh, yeah... uh... why don't you just stick close and take it slow. No more of that walking on your hands bit. It draws attention to how weird you are." Rourke just shakes his head at his odd companion. "Could be worse, I could be traveling with an orc again."
Moving down the trail with Gerth, a little ways ahead of the rest of the party, Rourke loads his crossbow and scans the misty treeline for movement.

Ghetto DM |

None of the your Knowledge checks reveal any information about the statues. Either they are of no real significance, or the significance is so obscure you are not aware of it.
Although some of you are aware of spells such as knock and open/close, there was no indication that any magic was used to open the gates.
As Brinmore, Rourke, and Gerth pass through the gates they seem to suffer no ill effects.
Sorry to have kept you all waiting. For future reference, I have zero chance of posting on Wednesdays. I go from work to a f2f game to bed, I meant to mention it before, but now you know.

Lance Blackhilt |

Moving down the trail with Gerth, a little ways ahead of the rest of the party, Rourke loads his crossbow and scans the misty treeline for movement.
"Don't scout to far ahead, remember there are undead about, perhaps on the towns outskirts as well." Lance calls out as he also moves through the open gate.

Ghetto DM |

After another mile or so of travel, tall shapes loom from the dense fog, and the muddy ground underfoot gives way to slick cobblestones. A dilapidated wooden sign reads "Welcome to the Village of Barovia." As you grow closer, the shapes resolve into tenements whose windows are boarded, broken, and lightless. Nothing moves nearby, though the fog limits visibility. Faint sounds, as of something groaning, echo hollowly from somewhere deeper in the village.
Assuming you follow the sounds and move along the main road, a couple of blocks away...
The streets are choked with mist, limiting vision only a few dozen feet. The buildings here at the edge of town look abandoned, burned out, or barricaded. Garbage litters the ground, and a carrion stench assaults your nose. Ahead, an overturned haycart blocks the street.
Everyone, please post a Spot check and Initiative check.
Barovia Map 1
North is up, and the party is entering from the east. Please post a square to be in that is at least 40 feet (8 squares) east of the cart. Brown squares, other than the hay cart, represent outer walls. If you are inside of a building you can stand in a brown square, but not if you are outside. Slashes (/) represent doors. If the door is on a brown square that door is closed. Slashes on white squares are open doors.

Brinmore Kane |

Initiative check (1d20+5) = 23
Brinmore Kane is located in square [P,9]. He pauses next to the door and checks to see if it is locked or not.

Lance Blackhilt |

“Everyone at the ready, things just got interesting” Lance says ironically, though he already knows his companions can easily detect the stench same as he can.
With sword drawn, Lance stopped for a moment, since his vision was obscured by the mist he decided to rely on his hearing to further locate where the faint groaning might be originating from.
using some semblance of our posting I’ll say Lance is at Q8. If its alright I added in a Listen Check to either detect where the groans are coming from or if they are drawing nearer
Location = [Q,8]
Lance's Initiative (1d20+5=21)
Spot Check = 16 (taking 10)
Listen Check (1d20+6=22)

Ghetto DM |

If its alright I added in a Listen Check to either detect where the groans are coming from or if they are drawing nearer
The noises don't seem to be eminating from anywhere nearby. And though there might actually be multiple sources, they don't sound as if they're getting closer.

Lance Blackhilt |

He pauses next to the door and checks to see if it is locked or not.
It's barred or otherwise barricaded from the inside.
"Hey, Brinmore, whatcha' you doing?" Lance ask as he watches his friend at the nearby door.
"you hear something wrong inside there?"

Lyria Flamedancer |

Spot Check, Initiative Check (1d20=17, 1d20+2=17)
Lyria follows behind the rest of the group, looking around. "Seems like we're too late and the undead have overrun this village. Doesn't seem like anything around here is alive. Too bad for the villagers I guess. I hope the trip would be worth it for us however."
Lyria will be at R8.

Brinmore Kane |

Ghetto DM wrote:Brinmore Kane wrote:He pauses next to the door and checks to see if it is locked or not.It's barred or otherwise barricaded from the inside.
"Hey, Brinmore, whatcha' you doing?" Lance ask as he watches his friend at the nearby door.
"you hear something wrong inside there?"
"I don't want anything surprising us."

Asfer |

Asfer jerks his bow from one sound to the next. He keeps to the rear of the group, waiting for orders.
Spot=3, Listen=24, Initiative=22, R6
All the time he can spare is spent looking at the others to see them.

Lance Blackhilt |

"I don't want anything surprising us."
“ah, I see. Just don’t be to hasty. Give the rest of us some warning if you will. There are likely undead still about and we are in the open."
"In Pelor’s name don’t go vanishing into a building without some backup.”

Ghetto DM |

I'm posting for Rourke to move things along. It figures I'd get two twenties.
Spot = 29; Initiative = 23
Rourke stops and points, "Get ready lads. Corpses are moving by the cart."
Initiative order:
Surprise round:
Rourke - 23
Gory rats (gr1+2) - 6
Corpses (C1-6) - 4
Rourke uses his surprise round to draw his crossbow.
Two gore streaked, four footed animals that look like a cross between an overlarge rat and a wolf become visible as they move out from the southern road.
Two corpses shamble out from behind the cart. They are joined by another from the northern street. Beyond the cart you see the doors to two buildings swing open and you can just make out more figures in the doorways.
Round 1
Brinmore - 23
Rourke - 23
Asfer - 22
Lance - 21
? - 19
Lyria - 17
Gerth - 15
Gaspar - 11
Gory rats - 6
Corpses - 4

Brinmore Kane |

As soon as I get home from work I'll post Brinmore's action since I can't see the doc from work.
Ghetto, as a crusader, Brinmore enters combat with three random maneuvers available. Could you randomly select three maneuvers and let me know which ones they are so that I know what is available for my action?
Thanks!

Brinmore Kane |

Brinmore expends his swift action to activate his Bolstering Voice stance which gives everyone +2 morale bonus to Will saves and +4 to Will saves against fear.
Brinmore charges the nearest rat creature (moving to M9) and strikes at the creature with his mace (power attacking for 2).
Melee attack with mace (1d20 +6 BA, +3 Str, +2 charge, -2 Power attack) (1d20+9=12)
I forgot the +1 for my mace so it is 13 to strike the creature.
Mace damage = 1d8 +3 str, +1 mace, +2 power attack (1d20+6=8)
AC = 22 for the remainder of the round