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The Grove Mound


Starhawk

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After a spell of consideration, a general consensus is reached that the mound to the East needs to be looked at.

The civilians are left behind to clean, repair and build. They split into three groups. One group cleans the Big House, a source of a fair amount of nausea. Another group sets about repairing the windows. Thankfully, Vosh had levered off the retaining bolts so there is not much to be done there. The final group set about dismantling the huts outside the incomplete walls so as to secure a supply of wood for further fortifications.

As to the company heads East, the mound with the trees dropping blossoms in the wind gets slowly larger and larger.

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image.jpeg.d2a8e07a33a39020c39594fe43fa14dc.jpeg Torren Grimstad

AC 23 (AC 21 Greatsword) HP 39/52, Fort +6, Ref +2, Will +1, Init +1

Male NG Human Fighter

Level 4 Init 1 HP 39/52 Speed 20
AC 23 (21 Greatsword) Touch 12 Flat-footed 21 (19 Greatsword) CMD 20 Fort 5 Ref 2 Will 1 CMB +9 Base Attack Bonus 4   
Great sword, Masterwork 11 (1d10+9, 19-20/x2)
Longsword 10 (1d8+7, 19-20/x2)
20 Str Composite Long bow 5 (1d8+5, 20/x3)
F. Plate/Hvy Steel Shield +9 Armor +2 Shield +1 Dex +1 Dodge

Str 21 Dex 13 Con 14 Int 12 Wis 10 Cha 8

Condition None 

Torren looks at the tree, "Yep, it's a tree. Looks... leafy. So you were saying something about a 'cairn'? What is a cairn anyway?"

 

 

 

 

 

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headdesertwoman2.jpg.2879d6283f0f91d63dfab8f83814e0a6.jpg

Heva

AC17, HP24/28, F+4, R+5, W+4, Init +6, Song 2/10. 1st:0/4.  Dex Dmg 3 (-1 to modifer)

 

AC 18, Touch 14, Flat-footed 14, CMD 17, Fort 4, Ref 5, Will 4, CMB +3, Base Attack Bonus 2

mw longbow comp. (+1 str) +7 (d8+1, x3)

cestus +6 (1d4+1, 19-20x2) mithral chainshirt (+4 Armor, +4 Dex)

Abilities Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 17 Condition None

Skills: +11 disable device;+10 sing(sense motive, bluff),diplo; +8: acro,escape,UMD, Ride; +7animal;+5appraise,climb,swim, perc, know(D,E,L,N)Ling

 

 


"While waiting on the roof of the big house, I tried to look for a graveyard. Didn't see any graves but I saw this out of place hill. If the previous residents used burial mounds rather than graves, this would probably be it " Heva explains.

She starts looking around for burial mounds or entrance. "Now did they bury people on the inside of the mound. If they did, there should be some type of entrance."

 


Action

 

 

Edited by Rakle (see edit history)
Name
perception
11
1d20+5 6
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The mound, some eighty feet in diameter, is only about 20 feet high. Despite this, around fifteen trees, all about thirty feet high, are crowded onto it. All.. somehow.. raining white blossoms continuously down onto the bed of clover, which covers the mound to its furthest extent.

Something not visible before is the back of the mound extends in a tear drop fashion onto a dyke, earthen palisade which is covered in vines and in some places bushes and small trees. The earthen palisade runs straight as an arrow, north and south, perpendicular to the road from the beach to the village.

As you approach, the trees begin swaying despite a near absence of wind.

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spacer.pngFather Raziel de' Fatale

AC16 HP 27/27 Fort 4 Ref 2 Will 7 Init 0 Perception 6

Level 3 Init 0 HP 27/27 DR - Spd 30 ft.
AC 16/17 (melee/ranged) Touch 10 FF 16/17 CMD 1 Fort Ref 2 Will 7 CMB +4 BAB 2 Power Points 0/0 Action Pts 0
MW Morning Star +5 (1d8+3, x2)
Composite Long Bow +2 (1d8+2, x3)
Sickle +4 (1d6+3, x2)
Mithril Chain Shirt, Darkwood Buckler (+4 Armor, +1 Shield)
Str 14 Dex 10 Con 12 Int 10 Wis 19 Cha 16
Condition Normal

 

CLERIC CHANNEL ENERGY

Channel Energy 7 times per day (1/7)

DAILY DOMAIN POWERS

Animal Domain (Insect) - Exoskeleton 7 times per day (2/7)

Plant Domain (Leshy Caller) - Grant +4 sacred bonus Leshy's next attack 7 times per day (6/7)

DAILY SPELLS

0 LEVEL: Create Water, Guidance, Resistance and Stabilize

1st LEVEL: Calm Animals (Domain) 0/1, Cause Fear 1/1, Endure Elements 0/1, Shield of Faith 1/1

2nd LEVEL: Hold Animal (Domain) 1/1, Defending Bone 0/1, Spiritual Weapon 0/1

MAGIC ITEMS

Cure Light Wounds Wand (35/50 Charges) 1d8+1

Father de' Fatale stays in the second rank with his loaded light crossbow in hand as he quietly moves staying behind the more combat oriented members of the group who are trying to find the local burial site so they can utilize its consecrated ground to bury the remains of the tortured blacksmith's remains and hopefully end the haunting at the smithy.

When Torren asks what a cairn is, Raziel says in a hushed tone, "Typically it's a heap of stones piled up as a memorial or sometimes as a marker, however mounds such as this are merely dirt versions, however in this case on a much larger scale given its size." Even as the group silently presses forward, the Priest of Erastil keeps his eyes and ears focused on the surrounding environment watching and listening for the sight or sound of movement or anything unusual.

However, when the group discovers the earthen palisade covered in vines at the back of the mound the priest whispers and asks the more martially inclined members of the party, "What do you make of this palisade, and its location leading from the beach to the village?" However, the padre quickly grows silent and points at the tree line when he realizes that the trees have started to sway to and fro upon their approach despite the lack of any notable wind in the area.

Actions for LAST round

 

Swift:

Move:

Move Action:

Free:

Standard:

Immediate:

CONTINUING EFFECTS: None

Name
Perception
12
1d20+6 6
Knowlege Religion
25
1d20+7 18
Knowledge Arcana
15
1d20+7 8
Knowlege Engineering
4
1d20+1 3
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spacer.pngSnow White

AC18 HP 42/42 Fort 8 Ref 3 Will 4 Init +3 Perception +7

Snow White
F, CG, human barbarian(wild rager) 2 fighter 1, Level 3, Init 3, HP 42/42, Speed 30
AC 18, Touch 12, Flat-footed 16, CMD 19, Fort 8, Ref 3, Will 4, CMB +7, Base Attack Bonus 3   
butchering axe +8 (3d6+6, 20/x3)
armor spike +7 (1d6+4, 20/x2)
silver cestus +7 (1d4+4, 19-20/x2)
no check penalty for climbing and jumping masterwork agile breastplate (+6 Armor, +2 Dex, +0 Misc)
Abilities Str 19, Dex 14, Con 14, Int 9, Wis 13, Cha 10


Conditions: +2 bonus to will saves vs mind affecting effects 

Snow has joined the group, the village is going to be their camp for some time, securing it is important and these people appear in charge.

When the trees move on their own without wind "Witchcraft..."

In Snow dictionary witchcraft is a catch all term for any phenomenon she cant explain.

She draw her ginormous axe and look around.

Name
perception
15
1d20+7 8
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headdesertwoman2.jpg.2879d6283f0f91d63dfab8f83814e0a6.jpg

Heva

AC17, HP24/28, F+4, R+5, W+4, Init +6, Song 2/10. 1st:0/4.  Dex Dmg 3 (-1 to modifer)

 

AC 18, Touch 14, Flat-footed 14, CMD 17, Fort 4, Ref 5, Will 4, CMB +3, Base Attack Bonus 2

mw longbow comp. (+1 str) +7 (d8+1, x3)

cestus +6 (1d4+1, 19-20x2) mithral chainshirt (+4 Armor, +4 Dex)

Abilities Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 17 Condition None

Skills: +11 disable device;+10 sing(sense motive, bluff),diplo; +8: acro,escape,UMD, Ride; +7animal;+5appraise,climb,swim, perc, know(D,E,L,N)Ling

 

 


"Lizardfolk to the east, and Sahuagin to the west... The palisade would allow the villagers to between this mound and the village without exposing themselves to ranged attacks. This place must have been important to someone in the past" Heva suggests as she briefly studies the mound and surround area.

"

 


Action

 

 

Edited by Rakle (see edit history)
Name
knowledge engineering
14
1d20+7 7
know geography
20
1d20+3 17
know nature
23
1d20+7 16
know religion
21
1d20+7 14
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image.jpeg.d2a8e07a33a39020c39594fe43fa14dc.jpeg Torren Grimstad

AC 23 (AC 21 Greatsword) HP 39/52, Fort +6, Ref +2, Will +1, Init +1

Male NG Human Fighter

Level 4 Init 1 HP 39/52 Speed 20
AC 23 (21 Greatsword) Touch 12 Flat-footed 21 (19 Greatsword) CMD 20 Fort 5 Ref 2 Will 1 CMB +9 Base Attack Bonus 4   
Great sword, Masterwork 11 (1d10+9, 19-20/x2)
Longsword 10 (1d8+7, 19-20/x2)
20 Str Composite Long bow 5 (1d8+5, 20/x3)
F. Plate/Hvy Steel Shield +9 Armor +2 Shield +1 Dex +1 Dodge

Str 21 Dex 13 Con 14 Int 12 Wis 10 Cha 8

Condition None 

Torren is a bit weirded out by the highly localized 'weather'. "Alright, so we just dig a hole and throw the bones in? Or we gotta go in there?"

 

 

 

 

 

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Posted (edited)

Information Obtained.

Perceptions.. Aside from wierd trees, nothing catches your attention.

Knowledge Religion Raziel/Heva.. The manner of internment and tomb suggests the mound was constructed by lizardfolk.

Knowledge Nature.. Heva.. Awakened Trees, not as kickass a treants but still.. desecrators beware.

Knowledge Geography. The 'wall' runs between two areas of higher ground. The land you stand on has all the appearances of a land previously flooded.

 

Edited by Starhawk (see edit history)
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spacer.pngTheodmer Naejor
Spell Slots | Spells Prepared | AR : 3/11 | Active Effects

AC 14 HP 21/28 Fort 3 Ref 5 Will 6 Init 3

%5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2868783%5D%5BB%5D%5BSIZE%3D%2B1%5DTheodmer%20Naejor%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AM%20N%20Elf%20Arcanist%20(Occultist)%2C%20%5BB%5DLevel%5B%2FB%5D%204%2C%20%5BB%5DInit%5B%2FB%5D%203%2C%20%5BB%5DHP%5B%2FB%5D%2028%2F28%2C%20%5BB%5DSpeed%5B%2FB%5D%2030%0A%5BB%5DAC%5B%2FB%5D%2014%2C%20%5BB%5DTouch%5B%2FB%5D%2013%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2011%2C%20%5BB%5DCMD%5B%2Fb%5D%2014%2C%20%5BB%5DFort%5B%2FB%5D%203%2C%20%5BB%5DRef%5B%2FB%5D%205%2C%20%5BB%5DWill%5B%2FB%5D%206%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B1%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%201%20%20%20%0A%5BB%5D%20%20Sickle%20%5B%2FB%5D%20%2B1%20(1d6%2C%20x2)%0A%5BB%5D%20%20Light%20Crossbow%20(30)%20%5B%2FB%5D%20%2B4%20(1d8%2C%2019-20x2)%0A%5BB%5D%20%20Silken%20Ceremonial%20Armor%5B%2FB%5D%20(%2B1%20Armor%2C%20%2B3%20Dex)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2011%2C%20Dex%2016%2C%20Con%2012%2C%20Int%2019%2C%20Wis%2012%2C%20Cha%2012%0A%5BB%5DCondition%5B%2FB%5D%20None%20
Theodmer Naejor
M N Elf Arcanist (Occultist), Level 4, Init 3, HP 28/28, Speed 30
AC 14, Touch 13, Flat-footed 11, CMD 14, Fort 3, Ref 5, Will 6, CMB +1, Base Attack Bonus 1
Sickle +1 (1d6, x2)
Light Crossbow (30) +4 (1d8, 19-20x2)
Silken Ceremonial Armor (+1 Armor, +3 Dex)
Abilities Str 11, Dex 16, Con 12, Int 19, Wis 12, Cha 12
Condition None

Bison :
Senses low-light vision, scent; Perception +8

Defense

AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 42 (5d8+20)
Fort +8, Ref +4, Will +1

Offense

Speed 40 ft.
Melee gore +10 (2d6+12)
Space 10 ft., Reach 5 ft.
Special Attacks stampede (see aurochs), trample (2d6+12, DC 20)

Statistics

Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +12; CMD 22 (26 vs. trip)
Feats Endurance, Improved Bull Rush, Power Attack
Skills Perception +8


Following along with the group, Theodmer had generally kept quiet during the walk. As they came up to the mound, the elf peered around for signs of magical auras, all the while running through what knowledge he had of such structures.
"Given that it doesn't seem like the ghouls were raiding it for snacks, probably not the safest place to try to break into. Either that, or it sees regular upkeep."

Actions

Detect Magic

Knowledges - Take 10 - 19 on Arcana & Religion, 18 on everything else

 

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1 hour ago, dhemon said:

spacer.pngTheodmer Naejor
Spell Slots | Spells Prepared | AR : 3/11 | Active Effects

AC 14 HP 21/28 Fort 3 Ref 5 Will 6 Init 3

%5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2868783%5D%5BB%5D%5BSIZE%3D%2B1%5DTheodmer%20Naejor%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AM%20N%20Elf%20Arcanist%20(Occultist)%2C%20%5BB%5DLevel%5B%2FB%5D%204%2C%20%5BB%5DInit%5B%2FB%5D%203%2C%20%5BB%5DHP%5B%2FB%5D%2028%2F28%2C%20%5BB%5DSpeed%5B%2FB%5D%2030%0A%5BB%5DAC%5B%2FB%5D%2014%2C%20%5BB%5DTouch%5B%2FB%5D%2013%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2011%2C%20%5BB%5DCMD%5B%2Fb%5D%2014%2C%20%5BB%5DFort%5B%2FB%5D%203%2C%20%5BB%5DRef%5B%2FB%5D%205%2C%20%5BB%5DWill%5B%2FB%5D%206%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B1%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%201%20%20%20%0A%5BB%5D%20%20Sickle%20%5B%2FB%5D%20%2B1%20(1d6%2C%20x2)%0A%5BB%5D%20%20Light%20Crossbow%20(30)%20%5B%2FB%5D%20%2B4%20(1d8%2C%2019-20x2)%0A%5BB%5D%20%20Silken%20Ceremonial%20Armor%5B%2FB%5D%20(%2B1%20Armor%2C%20%2B3%20Dex)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2011%2C%20Dex%2016%2C%20Con%2012%2C%20Int%2019%2C%20Wis%2012%2C%20Cha%2012%0A%5BB%5DCondition%5B%2FB%5D%20None%20
Theodmer Naejor
M N Elf Arcanist (Occultist), Level 4, Init 3, HP 28/28, Speed 30
AC 14, Touch 13, Flat-footed 11, CMD 14, Fort 3, Ref 5, Will 6, CMB +1, Base Attack Bonus 1
Sickle +1 (1d6, x2)
Light Crossbow (30) +4 (1d8, 19-20x2)
Silken Ceremonial Armor (+1 Armor, +3 Dex)
Abilities Str 11, Dex 16, Con 12, Int 19, Wis 12, Cha 12
Condition None

Bison :
Senses low-light vision, scent; Perception +8

Defense

AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 42 (5d8+20)
Fort +8, Ref +4, Will +1

Offense

Speed 40 ft.
Melee gore +10 (2d6+12)
Space 10 ft., Reach 5 ft.
Special Attacks stampede (see aurochs), trample (2d6+12, DC 20)

Statistics

Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +12; CMD 22 (26 vs. trip)
Feats Endurance, Improved Bull Rush, Power Attack
Skills Perception +8


Following along with the group, Theodmer had generally kept quiet during the walk. As they came up to the mound, the elf peered around for signs of magical auras, all the while running through what knowledge he had of such structures.
"Given that it doesn't seem like the ghouls were raiding it for snacks, probably not the safest place to try to break into. Either that, or it sees regular upkeep."

Actions

Detect Magic

Knowledges - Take 10 - 19 on Arcana & Religion, 18 on everything else

 

Theo: Take 10's is below what other people got by rolling.

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headdesertwoman2.jpg.2879d6283f0f91d63dfab8f83814e0a6.jpg

Heva

AC17, HP24/28, F+4, R+5, W+4, Init +6, Song 2/10. 1st:0/4.  Dex Dmg 3 (-1 to modifer)

 

AC 18, Touch 14, Flat-footed 14, CMD 17, Fort 4, Ref 5, Will 4, CMB +3, Base Attack Bonus 2

mw longbow comp. (+1 str) +7 (d8+1, x3)

cestus +6 (1d4+1, 19-20x2) mithral chainshirt (+4 Armor, +4 Dex)

Abilities Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 17 Condition None

Skills: +11 disable device;+10 sing(sense motive, bluff),diplo; +8: acro,escape,UMD, Ride; +7animal;+5appraise,climb,swim, perc, know(D,E,L,N)Ling

 

 


"The body needs to be buried near his family. We need to confirm that his family buried here. We need to find graves from the past villagers. ". She replies to Thorren. Heva walks over to the palisade to see if there is a entrance into the mound, or any signs of newer graves.

"

 


Action

 

 

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spacer.pngFather Raziel de' Fatale

AC16 HP 27/27 Fort 4 Ref 2 Will 7 Init 0 Perception 6

Level 3 Init 0 HP 27/27 DR - Spd 30 ft.
AC 16/17 (melee/ranged) Touch 10 FF 16/17 CMD 1 Fort Ref 2 Will 7 CMB +4 BAB 2 Power Points 0/0 Action Pts 0
MW Morning Star +5 (1d8+3, x2)
Composite Long Bow +2 (1d8+2, x3)
Sickle +4 (1d6+3, x2)
Mithril Chain Shirt, Darkwood Buckler (+4 Armor, +1 Shield)
Str 14 Dex 10 Con 12 Int 10 Wis 19 Cha 16
Condition Normal

 

CLERIC CHANNEL ENERGY

Channel Energy 7 times per day (1/7)

DAILY DOMAIN POWERS

Animal Domain (Insect) - Exoskeleton 7 times per day (2/7)

Plant Domain (Leshy Caller) - Grant +4 sacred bonus Leshy's next attack 7 times per day (6/7)

DAILY SPELLS

0 LEVEL: Create Water, Guidance, Resistance and Stabilize

1st LEVEL: Calm Animals (Domain) 0/1, Cause Fear 1/1, Endure Elements 0/1, Shield of Faith 1/1

2nd LEVEL: Hold Animal (Domain) 1/1, Defending Bone 0/1, Spiritual Weapon 0/1

MAGIC ITEMS

Cure Light Wounds Wand (35/50 Charges) 1d8+1

Father de' Fatale keeps a close eye on the swaying trees not fully knowing what to make of the situation other than that they seemed to come 'alive' when the group got closer to the mound and that, as an unknown, they presented both a potential risk and danger to the party.

He had already asked what folks made of the trees and, without a response, Raziel assumed that no one had solid answers to explain the details behind the animated flora and, thus the holy man attempted a spellcraft check before focusing on what he did know and sharing those perceptions with his newfound colleagues.

Speaking in a lowered respectful voice and following the leaders, the minister says, "The manner of internment and tomb suggests the mound was constructed by Lizardfolk, so Heva is right, we need to find the place where the villagers buried which should be consecrated ground. That is exactly what we need to lay this poor tortured blacksmith and his tormented soul to rest."

Actions for LAST round

 

Swift:

Move:

Move Action:

Free:

Standard:

Immediate:

CONTINUING EFFECTS: None

Edited by Terran (see edit history)
Name
Spellcraft
9
1d20+7 2
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image.jpeg.d2a8e07a33a39020c39594fe43fa14dc.jpeg Torren Grimstad

AC 23 (AC 21 Greatsword) HP 39/52, Fort +6, Ref +2, Will +1, Init +1

Male NG Human Fighter

Level 4 Init 1 HP 39/52 Speed 20
AC 23 (21 Greatsword) Touch 12 Flat-footed 21 (19 Greatsword) CMD 20 Fort 5 Ref 2 Will 1 CMB +9 Base Attack Bonus 4   
Great sword, Masterwork 11 (1d10+9, 19-20/x2)
Longsword 10 (1d8+7, 19-20/x2)
20 Str Composite Long bow 5 (1d8+5, 20/x3)
F. Plate/Hvy Steel Shield +9 Armor +2 Shield +1 Dex +1 Dodge

Str 21 Dex 13 Con 14 Int 12 Wis 10 Cha 8

Condition None 

Torren nods at all the information. I was good to be around scholarly people since they had so much to offer. His own education wasn't significant and mostly self studied so he intended to glean as much as he was able from them. "Alright yeah lets go in there. Let me be in front in case there's something in there. I mean it doesn't even have to be an undead monster, but a bear might have turned it into a warren." He draws his greatsword and steps forward helping Heva look for an entrance to the mound.

 

 

 

 

 

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spacer.pngFather Raziel de' Fatale

AC16 HP 27/27 Fort 4 Ref 2 Will 7 Init 0 Perception 6

Level 3 Init 0 HP 27/27 DR - Spd 30 ft.
AC 16/17 (melee/ranged) Touch 10 FF 16/17 CMD 1 Fort Ref 2 Will 7 CMB +4 BAB 2 Power Points 0/0 Action Pts 0
MW Morning Star +5 (1d8+3, x2)
Composite Long Bow +2 (1d8+2, x3)
Sickle +4 (1d6+3, x2)
Mithril Chain Shirt, Darkwood Buckler (+4 Armor, +1 Shield)
Str 14 Dex 10 Con 12 Int 10 Wis 19 Cha 16
Condition Normal

 

CLERIC CHANNEL ENERGY

Channel Energy 7 times per day (1/7)

DAILY DOMAIN POWERS

Animal Domain (Insect) - Exoskeleton 7 times per day (2/7)

Plant Domain (Leshy Caller) - Grant +4 sacred bonus Leshy's next attack 7 times per day (6/7)

DAILY SPELLS

0 LEVEL: Create Water, Guidance, Resistance and Stabilize

1st LEVEL: Calm Animals (Domain) 0/1, Cause Fear 1/1, Endure Elements 0/1, Shield of Faith 1/1

2nd LEVEL: Hold Animal (Domain) 1/1, Defending Bone 0/1, Spiritual Weapon 0/1

MAGIC ITEMS

Cure Light Wounds Wand (35/50 Charges) 1d8+1

Father de' Fatale holds up a hand to stop the group and offers another thought before the group starts to look for an entrance to the Lizardfolk's burial mound, saying in the same lowered voice as before, "Perhaps we should keep this same distance from the trees as we circle the mound to look for the burial place of the villagers."

"So far, at this distance the trees have animated, presumably as a warning that 'here we are.' It would seem logical that they should not react differently to us as long as we maintain the same distance from the mound when we explore as compared to the distance from the mound right now," Raziel adds as a logical precaution during the investigatory phase of the group's efforts.

"At this point we don't even know that any villagers are buried in the burial grounds of the Lizardfolk. They may very well be in there, which if we do find an entrance that shows recent activity entry, then the likelihood greatly increases, but even that could be the work of Ghouls. For as far as we know right now, the dead villagers could have been buried in a nearby sunny field," the minister says while presenting alternate possibilities.

"All those possibilities aside, I'm merely recommending staying an equal distance away from the mound as we explore and, then when we find something worth investigating further, then we develop and execute a separate strategy at that point," the Priest of Erastil clarifies with a sincere smile as he holds his loaded light crossbow in hand and prays for 'Guidance' while watching and listening for the sight or sound of movement or anything unusual.

Actions for LAST round

 

Swift:

Move:

Move Action:

Free:

Standard:

Immediate:

CONTINUING EFFECTS: None

Edited by Terran (see edit history)
Name
Perception with Guidance
10
1d20+7 3
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