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Post by The Dungeon Master on Nov 4, 2007 8:54:32 GMT -5
Gustav and Galadaeg both start awake at the same time. Inexplicably they had dozed off during their watch. They wake to find the skull out of its wraps and sitting on the table, almost as if it was watching them.
In the early morning light Galadaeg notices that the shadow cast by the skull is of the wrong shape and size. It seems too big, too black, and seems to move of its own accord. No resistance is met as the skull is re-wrapped, however, and noting else happens before full sunrise. Does anyone wish to do anything before heading out again?
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Post by eighteez on Nov 5, 2007 8:36:14 GMT -5
"Yeah... Thats real normal...." Gustav says. A shiver going thru him.
"I don't like this thing. And the sooner we get it back to the church the better."
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Post by louist on Nov 5, 2007 11:13:06 GMT -5
LogazNir grunts in accordance with Gustav's comment. His face retains the dark and sour look of the previous evening, and the dwarf seems to be keeping the haft of his axe closer at hand than is his norm.
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Post by Candace on Nov 5, 2007 12:36:51 GMT -5
"All right you lot, stop fussin' over that there spook skull, and lets beat feet back to the city so we can be rid of it. We'll take shifts carryin' it, just so as none of us get taken over by it again. No one 'olds it for more then an 'our at a time. Let's pack up and head out so as we don't endanger any of the people 'ere, any more then we already 'ave."
"Sound good to you Father? Let just be 'oping that your crew 'ave done their part and found a way to be gettin rid of it for good."
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Post by lot on Nov 7, 2007 15:34:34 GMT -5
Konrad starts packing up as soon as the idea to leave is introduced.
"Great idea. We should leave immediately."
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Post by hyarion on Nov 7, 2007 16:25:00 GMT -5
"Indeed, the sooner we're free of this accursed thing the better off we'll be."
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Post by The Dungeon Master on Nov 8, 2007 5:51:53 GMT -5
Father Odo agrees wholeheartedly.
It is Aubentag, the 25th of Sigmarzeit, 2522 I.C.
You begin your journey one again. Konrad is having quite a time keeping control of his horse, as it seems quite spooked. I assume ArdFionn now carries the blanket-wrapped skull, and any time she gets near Konrad’s horse it goes out of it’s way, and off the path, to avoid her.
It is well into the day and you are in a very deep part of the forest when a piercing wail sounds from within the blankets wrapping the skull. Regardless of your efforts to silence the scream, within a few minutes the skull’s call is answered by a distant bellows from deep in the woods.
What do you do?
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Post by eighteez on Nov 8, 2007 8:35:43 GMT -5
Gustav quickly tries to assess the number of answering bellows...
"I suggest we move as quickly as we can. We're going to have company very quickly. We need to find a place of tactical advantage in case this thing doesnt shut up!"
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Post by hyarion on Nov 8, 2007 9:26:43 GMT -5
Galadaeg draws his bow and nocks an arrow while looking around intently. "At the very least, we need somewhere a bit more defensible than in the middle of the road, surrounded by forest!"
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Post by Candace on Nov 8, 2007 11:45:38 GMT -5
"Agreed, Lets get off the path. ArdFionn will jam the skull, wrapped, into her pack. All right we need to keep this thing out of the hands of whatever it's trying to call. We kill whatever is coming or die trying."
ArdFionn looks for a place to hide Father Odo, so he will not get caught in the battle.
"If I go down some grab my pack fast, we don't want this thing falling into the wrong hands."
ArdFionn grabs her bow and looks for a place to position herself facing the answering bellows.
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Post by eighteez on Nov 8, 2007 14:21:32 GMT -5
Gustav loads his crossbow and follows the others to wherever they determine is the best spot.
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Post by The Dungeon Master on Nov 12, 2007 6:36:02 GMT -5
You make all the arrangements stated and find excellent positions in the trees. Father Odo seems safely out of harm’s way. It is almost 10 minutes since the answering bellows was heard before your attackers can be seen crashing through the forest. Eleven beastmen! The leader appears to have the legs of an animal, the face of a beast and large horns and suckers on it’s hands. Armored in full mail it wields a greataxe. Behind it are 2 creatures with the upper bodies of men but the hindquarters of a horse and an ox, respectively. Their torsos are armored in leather jacks and they wield demilances and shields. Following closely behind are 2 creatures that look much like the lead beastman, only in leather jacks and wielding swords and shields. And bringing up the rear are 3 beastmen with smaller horns, no armor, swords and shields; and 3 beastmen with no horns, similarly equipped. One of these last creatures has running sores all over its body. They seem to be making a bit of noise moving through the forest, so it’s no surprise when they come into view. Likewise it seems some of you are more visible to them than others, so they seem to be able to pick out your group almost immediately. This translates into no surprise round.
You have a round or 2 before they are upon you. What does everyone want to do?
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Post by eighteez on Nov 12, 2007 8:30:20 GMT -5
Gustav open fire with his crossbow. Aiming for the closest beastman he can see. He'll use the aim action for his first shot. (since its already loaded)
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Post by hyarion on Nov 12, 2007 9:40:03 GMT -5
Whispering curses in Elven, Galadaeg begins to rain down a flurry of arrows on the beastmen leader hoping to demoralize the lesser creatures.
Actions: Fire at the beastmen leader (if there's a clear shot, if not he'll aim for one of the ones armed with demilances). Reload (free) If the first target went down, then pick a new target, if not, then fire a second shot at the same target.
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Post by Candace on Nov 12, 2007 13:04:55 GMT -5
ArdFionn will open fire on the leader in the hopes of taking down the leader.
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