Despite the futility in the effort, any spook that happen to get close to Narrakas is one the goblin took at least one mighty strike at out of fear borne anger, only to misjudge the distance anyways and fall into the muck. Fortunately, for better or worse, not many are liable to have caught the incident with the bewildering charge of the dead into the group's midst. In the aftermath of the event, and as it slowly dons on even the goblin what had happened, he'd try again to bury his feelings in a scowl, before letting club rest on a shoulder as he moved to follow alongside the caravan by foot.
Only this time, if he could help it, he'd try to stay closer to the middle of the train, and did his level best to avoid looking back for even a moment. "A-aye, aye, boss. Eyes forward, and lets get some pep in those steps."He further barks out in encouragement.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Half an hour into their continued travel, Narrakas and Thune, notice a scent of sickening sweetness mixed with an underlying sourness that hangs heavily in the air. The odor seems to be coming from the wagon with the guard's corpse.
Eldon stands for a while in his wagon, but the spirits not returning, he finally sits on the bench, his staff still shining brightly. He sends his hawk out above and ahead of the wagon in a circling loop, and periodically gets whispered reports about the road ahead. He’s quiet, trying to remember other lore of this place, those strange spirits, and what they might expect next.
(@Cyber: I doubt it very seriously, but could Narrakas roll Warfare Lore to try and determine what the smell might signify? The rough idea being something related to identifying the warning signs from a war perspective of particular undead rising in the wake of battle? Or would this be closer to a religion/occultism check?)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
(@Cyber: I doubt it very seriously, but could Narrakas roll Warfare Lore to try and determine what the smell might signify? The rough idea being something related to identifying the warning signs from a war perspective of particular undead rising in the wake of battle? Or would this be closer to a religion/occultism check?)
For the purpose of identifying what the smell may signify and considering your character, I think Warefare Lore makes sense. For more specific knowledge about undead - religion, occultism and even medicine would be options.
Narrakas sniffed at the air a few times before his face eventually wrinkles up upon discovering the source. Though resolved initially to dismiss the smell and reposition in such a way as to be upwind from the corpse, the nagging words of a former boss has him grudgingly getting closer to the corpse wagon, give it a few more sniffs for good measure, and even taste the air to try and further confirm growing suspicions. (see above roll)
"Might wanna... ditch the stiff." He'd either say with callous conviction or with a note of wariness and uncertainty to his voice depending on what eventually comes to mind. "Spooks left there mark I think in more ways than one."He'd further add regardless, but at a least loud enough to be heard by those nearby. But until he saw or heard the corpse rustle about and start causing trouble, Narrakas kept near the wagon as best he could while keeping a wary eye on it during the remainder of the journey, leaving anyone that overheard him echo the sentiment to others in the caravan or try to downplay the commentary.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Between the two of you, you realize the scent is certainly of the decaying corpse, but much further along than is should be for just half an hour. ((assuming you check the body as well)) Lifting the sheet that had been over it, in order to do this inspection makes the scent much stronger throughout the area.
You confirm that it is already in an advanced state of decay, almost as if stripped of its soul, the body was now discarded. Medically, it does not show any signs of life, or "unlife". It is simply a very rapidly decomposing corpse.
The wagons roll on, Narrakas and Thune, standing in a middle wagon agog over the body of the deceased guard. The scent continues to waft from the pungent corpse.
With little more than huff of mild disappointment, Narrakas at least hops out of the wagon to continue traveling alongside it. Though he would mutely standby his commentary about getting rid of the body sooner than later all the same, he knew just as well that the sentimentality of 'civil folk' would prevent them. 'So whatever's left will be a nice, nice surprise' He thought, grinning from ear to ear. But not long afterwards, he's scowling and keeping an eye out as much as he could for any dangers yet to be faced in the last stretches to town.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
As night blankets the land, a thick fog envelopes the area, adding an eerie ambiance to the scene. The rapid decay of the fallen guard's corpse intensifies, emitting a putrid stench that hangs heavy in the air. The caravan continues its journey for another half hour, the odor of decay lingering around them, a constant reminder of the perils they have faced.
As the caravan approaches the ruins of an old town, faint lights glimmer through the mist and tree cover in the distance. The source of the lights is a single dwelling, standing resolute amidst the dilapidated structures. It is the long-awaited Weeping Willow Inn, a beacon of hope in the darkness.
The caravan reaches the edge of the ruined town, the remnants of the old gate acting as a barrier that they must pass through single file. The foundations of the gate stand as a reminder of the town's former glory, now reduced to crumbling ruins.
Just as the lead wagon reaches the gate, the tranquility of the night is shattered by the sudden attack of three ghouls. These twisted and malevolent creatures descend upon the caravan with calculated intelligence, their eyes glinting with a hunger for flesh. Their focus is clear as they target the wagon containing the decaying corpse, seeking to divide and conquer the caravan's protectors.
In the face of this unexpected assault, Master Garret, the Wagon Master, swiftly calls out orders, his voice resolute amidst the chaos.
Master Garret: "To the gate! Make for the gate if you can! Two guards, stay behind and aid those who do not make it through! We must protect the living!"
The urgency in Master Garret's voice resonates through the ranks as the caravan members scramble to follow his command. The first two wagons manage to pass through the gate, leaving the rest of the caravan vulnerable to the onslaught of the ghouls.
Lady Seraphina Othmor, displaying her noble spirit, implores Lord Gerrold Foppington to assist those left behind, knowing the importance of unity and protecting their companions. With a determined nod, Lady Othmor drives off towards the safety of the Weeping Willow Inn, leaving Lord Foppington with the crucial task of aiding their allies.
The battle commences in a flurry of action and desperation.
(OOC: And I don't believe I've shown the art for Narrakas, or at least the one I'd imagine for him, so left that in spoiler. Obviously he covered up still atm.)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
In response to the imminent threat, Thune, the gnome druid, channels his connection with nature and summons a creature from the nearby swamp. With a burst of magical energy, a common eurypterid emerges, its formidable form ready to engage the ghoul by the front of the caravan.
The eurypterid lunges forward, its chitinous claws poised to strike. However, despite its swift movements, the ghoul proves elusive, narrowly evading the eurypterid's attack. The creature's pincers snap shut, missing its intended target by a hair's breadth.
The ghoul at the front lashes out at the euryterid with its claws:
Despite the futility in the effort, any spook that happen to get close to Narrakas is one the goblin took at least one mighty strike at out of fear borne anger, only to misjudge the distance anyways and fall into the muck. Fortunately, for better or worse, not many are liable to have caught the incident with the bewildering charge of the dead into the group's midst. In the aftermath of the event, and as it slowly dons on even the goblin what had happened, he'd try again to bury his feelings in a scowl, before letting club rest on a shoulder as he moved to follow alongside the caravan by foot.
Only this time, if he could help it, he'd try to stay closer to the middle of the train, and did his level best to avoid looking back for even a moment. "A-aye, aye, boss. Eyes forward, and lets get some pep in those steps." He further barks out in encouragement.
When you realize you're doing too much: Signature.
The caravan has been delayed by about an hour.
Half an hour into their continued travel, Narrakas and Thune, notice a scent of sickening sweetness mixed with an underlying sourness that hangs heavily in the air. The odor seems to be coming from the wagon with the guard's corpse.
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
Eldon stands for a while in his wagon, but the spirits not returning, he finally sits on the bench, his staff still shining brightly. He sends his hawk out above and ahead of the wagon in a circling loop, and periodically gets whispered reports about the road ahead. He’s quiet, trying to remember other lore of this place, those strange spirits, and what they might expect next.
(@Cyber: I doubt it very seriously, but could Narrakas roll Warfare Lore to try and determine what the smell might signify? The rough idea being something related to identifying the warning signs from a war perspective of particular undead rising in the wake of battle? Or would this be closer to a religion/occultism check?)
When you realize you're doing too much: Signature.
For the purpose of identifying what the smell may signify and considering your character, I think Warefare Lore makes sense. For more specific knowledge about undead - religion, occultism and even medicine would be options.
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
(OOC: I can't believe out of everything, medicine didn't occur to me. xD But gonna go with that since he's also trained in that as well.)
-Medicine: 11.
Narrakas sniffed at the air a few times before his face eventually wrinkles up upon discovering the source. Though resolved initially to dismiss the smell and reposition in such a way as to be upwind from the corpse, the nagging words of a former boss has him grudgingly getting closer to the corpse wagon, give it a few more sniffs for good measure, and even taste the air to try and further confirm growing suspicions.
(see above roll)
"Might wanna... ditch the stiff." He'd either say with callous conviction or with a note of wariness and uncertainty to his voice depending on what eventually comes to mind. "Spooks left there mark I think in more ways than one." He'd further add regardless, but at a least loud enough to be heard by those nearby. But until he saw or heard the corpse rustle about and start causing trouble, Narrakas kept near the wagon as best he could while keeping a wary eye on it during the remainder of the journey, leaving anyone that overheard him echo the sentiment to others in the caravan or try to downplay the commentary.
When you realize you're doing too much: Signature.
Thune will also come over and test the air. Medicine: 23
He will also think about anything in nature: Nature: 10
D&D since 1984
Between the two of you, you realize the scent is certainly of the decaying corpse, but much further along than is should be for just half an hour. ((assuming you check the body as well)) Lifting the sheet that had been over it, in order to do this inspection makes the scent much stronger throughout the area.
You confirm that it is already in an advanced state of decay, almost as if stripped of its soul, the body was now discarded. Medically, it does not show any signs of life, or "unlife". It is simply a very rapidly decomposing corpse.
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
The wagons roll on, Narrakas and Thune, standing in a middle wagon agog over the body of the deceased guard. The scent continues to waft from the pungent corpse.
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
With little more than huff of mild disappointment, Narrakas at least hops out of the wagon to continue traveling alongside it. Though he would mutely standby his commentary about getting rid of the body sooner than later all the same, he knew just as well that the sentimentality of 'civil folk' would prevent them. 'So whatever's left will be a nice, nice surprise' He thought, grinning from ear to ear. But not long afterwards, he's scowling and keeping an eye out as much as he could for any dangers yet to be faced in the last stretches to town.
When you realize you're doing too much: Signature.
As night blankets the land, a thick fog envelopes the area, adding an eerie ambiance to the scene. The rapid decay of the fallen guard's corpse intensifies, emitting a putrid stench that hangs heavy in the air. The caravan continues its journey for another half hour, the odor of decay lingering around them, a constant reminder of the perils they have faced.
As the caravan approaches the ruins of an old town, faint lights glimmer through the mist and tree cover in the distance. The source of the lights is a single dwelling, standing resolute amidst the dilapidated structures. It is the long-awaited Weeping Willow Inn, a beacon of hope in the darkness.
The caravan reaches the edge of the ruined town, the remnants of the old gate acting as a barrier that they must pass through single file. The foundations of the gate stand as a reminder of the town's former glory, now reduced to crumbling ruins.
Just as the lead wagon reaches the gate, the tranquility of the night is shattered by the sudden attack of three ghouls. These twisted and malevolent creatures descend upon the caravan with calculated intelligence, their eyes glinting with a hunger for flesh. Their focus is clear as they target the wagon containing the decaying corpse, seeking to divide and conquer the caravan's protectors.
In the face of this unexpected assault, Master Garret, the Wagon Master, swiftly calls out orders, his voice resolute amidst the chaos.
Master Garret: "To the gate! Make for the gate if you can! Two guards, stay behind and aid those who do not make it through! We must protect the living!"
The urgency in Master Garret's voice resonates through the ranks as the caravan members scramble to follow his command. The first two wagons manage to pass through the gate, leaving the rest of the caravan vulnerable to the onslaught of the ghouls.
Lady Seraphina Othmor, displaying her noble spirit, implores Lord Gerrold Foppington to assist those left behind, knowing the importance of unity and protecting their companions. With a determined nod, Lady Othmor drives off towards the safety of the Weeping Willow Inn, leaving Lord Foppington with the crucial task of aiding their allies.
The battle commences in a flurry of action and desperation.
Roll Initiative!
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
Thune Init: 23
D&D since 1984
Narrakas Init: 15. (Using perception)
(OOC: And I don't believe I've shown the art for Narrakas, or at least the one I'd imagine for him, so left that in spoiler. Obviously he covered up still atm.)
When you realize you're doing too much: Signature.
7 Eldon initiative
Eldon is looking through his pack as the wagons approach the gate.
((Initiative rolled in encounter builder for Ghouls, Guards and Lord Foppington))
Order: Thune -> Ghouls -> Narrakas -> Lord Foppington -> Guards -> Eldon
One Ghoul is by the town gate, the other two are flanking the cart with the corpse. ((Not quite in melee yet, so flanking does not apply, YET))
Wagon drivers and passengers are uselessly freaking out.
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
Thune will cast Summon Animal and summon a COMMON EURYPTERID.
The Eurypterid will attack the ghoul by the cart.
Attack: 10 Damage: 4
COMMON EURYPTERID
CREATURE -1
D&D since 1984
In response to the imminent threat, Thune, the gnome druid, channels his connection with nature and summons a creature from the nearby swamp. With a burst of magical energy, a common eurypterid emerges, its formidable form ready to engage the ghoul by the front of the caravan.
The eurypterid lunges forward, its chitinous claws poised to strike. However, despite its swift movements, the ghoul proves elusive, narrowly evading the eurypterid's attack. The creature's pincers snap shut, missing its intended target by a hair's breadth.
The ghoul at the front lashes out at the euryterid with its claws:
Attack 1: 17
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
The attack hits for: 4 Damage, plus the Eurypterid must make DC15 Fortitude save.
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
((WHILE WE SEE WHAT Thune's EURYTERID ROLLS AS FORTITUDE SAVE))
Ghoul 2 and Ghoul 3 attack the carriage that Thune and Narrakas are by (and which carries the corpse) from opposite sides:
Ghoul 2 makes a SWIFT LEAP at Thune and then attacks:
Ghoul 3 makes a SWIFT LEAP at Narrakas and attacks:
((DAMAGE PENDING))
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms