Gregoth Paalas |
Will do!
As the color returns to his eyes and the world comes back into focus, Gregoth slumps, leans against the wall beside him.
Medicine vs DC 15: 1d20 + 6 ⇒ (13) + 6 = 19
Survival vs DC 10: 1d20 + 6 ⇒ (10) + 6 = 16
“Why… why would someone kill their cow outside and then pull it inside? This is a kitchen, not a butcher’s yard.” He rubs his eyes, looks down at the gauze covering his torso as if seeing it for the first time, and takes several deep breaths.
Perception: 1d20 + 8 ⇒ (6) + 8 = 14
Ernie "The Extractor" Ozmaut |
Medicine: 1d20 + 9 ⇒ (16) + 9 = 25
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Ernie pulls a bandana over his mouth before cutting into the cow to perform an autopsy.
"Look. Bite marks here, here, and here. Not from an animal. Something that was once humanoid, but not so much anymore. Definitely undead. About five days ago. Then the beast had its head smashed in later."
Ernie strips off his gloves then rinses them with water from his flask as he talks. "So I have a theory, but we need evidence. I think the cow may been killed outside by undead and then moved itself here after rising from the dead, where it was killed again with blunt force. So we need to look out for two things. Whoever finished off the cow might still be alive. But there is also most likely more undead in the area. Likely zombies or ghouls."
"And one final thing. I think we should burn this corpse. Just in case."
Ernie "The Extractor" Ozmaut |
Treat Wounds, Self, DC 15: 1d20 + 9 ⇒ (14) + 9 = 23
Healing, Mortal Healing, Godless Healing: 4d8 + 5 ⇒ (7, 4, 1, 4) + 5 = 21
Treat Wounds, Knight Night, DC 15: 1d20 + 9 ⇒ (7) + 9 = 16
Healing, Mortal Healing: 4d8 ⇒ (3, 2, 2, 7) = 14
GM Silbeg |
Andagard's Perception (T): 1d20 + 5 ⇒ (20) + 5 = 25
Zeldana's Perception (E): 1d20 + 7 ⇒ (14) + 7 = 21
Andagard uncovers a human tooth in the grass near the bloodstains, also covered in dried blood.
You can take the time to heal up fully at this point.
After investigating the last farmhouse, the only way forward is down the valley path into Fiorna’s Faith. The path is dangerous, made worse by recent downpours that have washed away many of the slopes. Each of you must attempt a DC 15 Athletics check to see if they make it down in one piece.
Roll 2d8 slashing damage as you fall across sharp rocks and tree roots.
Gregoth Paalas |
Athletics vs DC 15: 1d20 + 9 ⇒ (1) + 9 = 10
Slashing damage: 2d8 ⇒ (8, 4) = 12
Critical Failure Slashing damage?: 2d8 ⇒ (7, 1) = 8
Gregoth's crooked leg gives out at just the right time to send him down the hillside on his face.
GM Silbeg |
No crit fail, not a basic save :P
Gregoth makes it down the hill the hard way.
Conditions:
Andagard: 47/47 [pending]
Ernie: 35/35 [pending]
Gregoth: 41/53
Knight Night: 39/39 [pending]
Zeldana: 41/41 [pending]
GM Silbeg |
Zeldana and Andagard make it down safely.
The three look up to watch Ernie and Knight Night.
Ernie "The Extractor" Ozmaut |
Ernie ties one end of his fifty feet of rope to a tree trunk before carefully rappeling down the slope, holding the rope in one hand.
Athletics: 1d20 + 10 ⇒ (19) + 10 = 29
Knight Night the Hero Bear |
Website did not show any new posts.
Athletics: 1d20 + 8 ⇒ (15) + 8 = 23
The bear grabs onto the rope Ernie ties to the tree trunk and lowers himself down. If Knight Night did bounced into the rocks, he didn't seem to get caught at all.
GM Silbeg |
Ernie and Knight Night manage to make it down!
After descending into the rain-drenched valley, the village of Fiorna’s Faith finally comes into view. No smoke rises from the chimneys of the quiet town. Even from this distance, it’s clear something has gone terribly wrong. Doors hang open, windows are shattered, and no light or sound emanates from what appears to be an empty, abandoned town.
Map on slide 3
Please move the party token to where you want to go
Knight Night the Hero Bear |
My 10 cents is the building to our west with the partially destroyed wall might be of some significance, but I will follow what everyone thinks is best for the first move.
Knight Night keeps his sword out to help detect the presence of any undead. Search
Whenever an undead creature or captive soul is within 100 feet of this object, the spiral glows, shedding dim blue light in a 10-foot radius. If the creature is hiding or the soul is hidden, it must succeed at a Stealth check against your Perception DC to fool the sigil and prevent the spiral from glowing.
Ernie "The Extractor" Ozmaut |
Ernie nods in agreement.
"I'd rather know this side is cleared before crossing that river, just in case we have to retreat back over it."
He suggests the smaller houses to the east and south of their current position, then going to the larger building to their north..
GM Silbeg |
The party moves into town without looking into the houses. As they do, the rains pick up, and the sun seems to be hiding behind a thick blanket of clouds. Signs of struggle show on every building, from broken doors to bloodstains. A backpack lies in the middle of the street with one of its shoulder straps snapped.
GM Silbeg |
In the backpack Andagard finds clothes, a bit of food (bread and dried meats) wrapped in a cloth, 2 torches, a hatchet, and a silver locket showing a simple drawing of a half-elf woman (worth 2 gp).
Ernie "The Extractor" Ozmaut |
I think we did actually want to search the houses as we go. Can we start with the ones in the yellow boxes?
"No body by the backpack. Maybe the owner had to drop it to escape from something. We should probably save the locket for now."
Ernie goes back through the small houses in the north of town with Andagard to check for survivors or any lurking undead.
Knight Night the Hero Bear |
"For their sake, let us hope the truth is so. This place is rather spooky." Knight Night's grip on his sword tightens, he checks if it is glowing at all.
GM Silbeg |
Moved token.
thank you.
You make your way back tot he first house. The village is eerily quiet, not even the sounds of birds can be heard, and the normal complement of squirrels and other small animals appear to be missing. This small house, of daub and wattle construction and a thatched roof, much like most in the area, is abandoned. A damp, musty smell pervades the house as obvious signs of mold and mildew can be found near the windows left open even during the current rain. It appears that whoever lived here left in a hurry, as they left drawers open, with odds and ends of clothing left flung around the room. The panty is bare, with storage containers left open around the kitchen. Lying on the floor is a corn husk doll, oddly shaped, with 6 arms.
Ernie "The Extractor" Ozmaut |
Ernie carefully approaches the dool, then picks it up.
"Six arms, huh? Its a weird toy to give a child."
Seeking the area before picking up the doll, then trying to examine the doll. Perception +6, Arcane, Occultism, and Society +9
GM Silbeg |
It seems like it is just a doll... maybe a little creepy, but still just a doll. Zeldana seems to recall that there were stories about a cryptid up in the River Kingdoms that folks would make dolls of like this.
Ernie "The Extractor" Ozmaut |
moved token to next house
Ernie sets the doll back where he found it. "Let's look at the next house."
Gregoth Paalas |
Gregoth limps along, pausing only to pull the ointment-soaked bandage from Ernie off his torso and tie it tight around his bloodied leg.
Medicine to Battle Medicine Self vs DC 15: 1d20 + 6 ⇒ (13) + 6 = 19
Healing: 2d8 ⇒ (8, 2) = 10
Knight Night the Hero Bear |
Knight Night looks a the doll after Ernie sets it down. It seems like a reflection to the bear, as though coming across a kindred spirit, even if it is a lifeless doll. If no one objects, Knight Night takes the doll.
"Hello, little friend. My adventure also had confusing beginnings."
Knight Night then catches up to the rest of the group heading for the next house.
GM Silbeg |
Ok, looks like my post was eaten in the outage yesterday.
The building’s front door has been barricaded from the outside with wooden boards and planks. Next to it on the wall, someone has painted a crude skull. The back door of the house, or one of the windows, has been smashed from the inside. The inside is a mess, with dirt and mud all over the floor and the heavy smell of rot hanging in the air.
Under all the dirt and mud you find a hole in the floor that looks like something, or someone, dug UP from under the ground. It is quite collapsed now.
You swear you see the little doll turn its head towards you and its face scrunches up as if in a smile. The very long needle-like nose is a little disconcerting, though.
Ernie "The Extractor" Ozmaut |
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
"Something dug themselves out of the ground. Could be something that burrows, but my theory is they buried somebody that didn't want to stay buried."
Knight Night the Hero Bear |
Knight Night wonders if it was his imagination, but smiles in return anyways. He places the doll onto his belt at his hip and gives it a comforting, gentle pat.
Checking his sword again for any sign of undead, Knight Night looks around cautiously for any sign of recent activity outside of the pit.
Perception: 1d20 + 8 ⇒ (6) + 8 = 14
Survival: 1d20 + 1 ⇒ (19) + 1 = 20
Andagard Daesyn |
"That's not horrifying..." Andalgrad grabs his staff and walks across the street. "I'll head over and check out this house, see if there are similar signs." He looks back to see if someone wants to head over with him.
GM Silbeg |
The party follows Andagard across the street after finding nothing more in here. This is another residence, and inside you find blood splatters everywhere, but no one to be found.
You find another hole in the floor where it looks like something dug its way up. Eerily, in the dirt, you find a single humanoid finger, severed from its hand, rotting in the mud.
Time of Day: 12:30pm
Gregoth Paalas |
Perception vs DC 15: 1d20 + 8 ⇒ (18) + 8 = 26
"Another," Gregoth grunts. Carefully he unstraps the broken wood on his back and uses it to poke at the pit.
Assuming nothing happens...
Slowly the large man kneels and pulls a rotting finger out of the hole. "No hand," he offers by way of explanation, showing it to Andalgrad.
GM Silbeg |
Nothing happens to Gregoth.
You can search houses more thoroughly, but that will take more time
Ernie "The Extractor" Ozmaut |
"Let's be quick about it though. There are a lot of houses for us to look at and if there are survivors here, they might be wounded or in danger."
Ernie suggests splitting into two groups and searching the houses in pairs. He chooses to start with the house where Gregoth found the finger.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
GM Silbeg |
The team splits up to thoroughly search the last two houses.
Andagard spends time to thoroughly search everything, and finds a mug that is not broken, a couple of bars of soap, and a shovel.
Ernie does the same thing in the other house, but finds no additional body parts. He does find a pair of shears and an hourglass.
This takes about 30 minutes to perform a full search in each case.
Time: 1:00 PM
Knight Night the Hero Bear |
"I'll start heading for the next house, if I see anything I will return and report it." Knight Night cautiously makes his way to the next house, the little bear being weary of the deafening silence of anticipation. He keeps his sword close in hopes that the night light blade could tell him of any dangers ahead.
Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Also continuing to utilize the Soul Warden ability, any undead attempting to hide needs to beat a DC18 Stealth versus my Perception. Any undead not actively hiding will also light the blade.
Ernie "The Extractor" Ozmaut |
Ernie looks at the sheers and says "These could probably cut off a finger in a pinch.". He tosses them aside but decides to keep the hourglass on a hunch. He follows the animate bear to the next house once finished with his examination.
Andagard Daesyn |
"So far, this is looking rather grim. Several creatures seem to have come from below." Andagard follows behind Knight Night. "It's going to take nearly a week to search everything here." He looks off at all of the destruction and houses.
Moved the token on the map.
GM Silbeg |
As you appraoche the next house, the battered door opens with a long, drawn-out creak, revealing a dark room that stinks of rotten meat. Something stirs in the darkness and rushes forward. Three large boars move out to attack!
Andagard's Initiative: 1d20 + 5 ⇒ (11) + 5 = 16 4
Ernie's Initiative: 1d20 + 6 ⇒ (14) + 6 = 20 2
Gregoth's Initiative: 1d20 + 8 ⇒ (11) + 8 = 19 3
Knight Night's Initiative: 1d20 + 8 ⇒ (4) + 8 = 12 6
Zeldana's Initiative: 1d20 + 7 ⇒ (7) + 7 = 14 5
boar 1: 1d20 + 8 ⇒ (1) + 8 = 9 8
boar 2: 1d20 + 8 ⇒ (13) + 8 = 21 1
boar 3: 1d20 + 8 ⇒ (3) + 8 = 11 7
One of the boars charges up to Andagard and tries to gore him!
tusk vs AC21: 1d20 + 10 ⇒ (12) + 10 = 22
piercing: 2d6 + 4 ⇒ (5, 2) + 4 = 11
tusk vs AC21: 1d20 + 10 - 5 ⇒ (16) + 10 - 5 = 21
piercing: 2d6 + 4 ⇒ (2, 2) + 4 = 8
It does quite the number on him!
Bacon!
Gregoth, Zelda, Andagard, Ernie is/are up.
Conditions:
kn: Nature
Saves Pending:
- x Boar 2
- => Ernie
- => Gregoth
- => Andagard
- => Zeldana
- => Knight Night
- Boar #3
- Boar #4
Conditions:
Andagard: 28/47
Ernie: 35/35
Gregoth: 53/53
Knight Night: 39/39
Zeldana: 41/41
Enemy Conditions
Boar 1:
Boar 2:
Boar 3: