Without compunction or remorse, Lanarial empties the moneybox, slipping about half into his belt pouch and showing the rest to the group. (Sleight of Hand: 14)"Found some coins. Let's see what else we can find that may give us a clue as to why the undead attacked this place..."
He will check the human bartender first, then the half-elf woman, looking for any possessions or marks or out-of-the-ordinary marks that might lead to an undead assault....
Yerp. It's Myrkul alright, but that's about all you guys know about at the moment. A religion roll of 15 or higher might reveal more info. The question is, why were they here?
"Hmm, or perhaps the zombies were worshipers or cultists of this death god, transformed and unleashed on these citizens? The bodies came from somewhere... where do they come from?"
Mykrul, also known as the Lord of Bones, the Lord of the Dead, and the Reaper, was the god of the dead. He was originally a mortal man, a necromancer, who ascended to godhood alongside Bhaal, the god of murder, and Bane, the god of war and tyranny. From his mortal life and well into godhood, Myrkul maintained a complicated kinship, if not outright friendship, with Bane and Bhaal. His worshipers, who were often undertakers in one form or another, were a morose, secretive lot, reticent to share their faith with those outside his meager and unorganized church. These Myrkulytes were tasked with ensuring the people of Toril both feared and respected death.
Tex relays the information then stands back up, “We need to keep moving, let’s keep a close watch as we proceed.” He heads back to the cart, ready to move along.
Rollback Post to RevisionRollBack
Corinne Hemlock: Dhampir courtesan and dusk huntress Kraig Bronzeaxe: Dwarven archaeologist and guerilla archer
After your time at the Wayside Inn, you all have less than twenty miles of travel along the High Road to reach Leilon. When you all get less than a mile from the location where the town is being rebuilt, you come upon an impromptu town meeting.
Roughly fifty people stand in a clearing just off the High Road, where the forest to the northeast and the swampland to the southwest give way to grassland for a bit on each side of the road. The beginnings of gardens or larger fields of crops are half-dug here.
The people mill about in a panic. Some shake in fear, others shout in anger, and in the center of it all an enraged dwarf waves her arms and tries to get those around her to listen. A bored-looking human in a chain shirt and shield decorated with the sigil of Neverwinter stands next to the dwarf. He finally bangs his spear against his shield to quiet the tumult.
You are close enough to hear the conversation clearly. Here are some of the finer points of the meeting, for sake of simplicity.
The dwarf, Grizzelda - leader of the rebuilding project, begins by berating the townsfolk for being such an unruly mob as they evacuated the town. She calls out a few individuals by name, shaming them in front of the group. She asks if anyone saw anything strange happening in the town as they were evacuating. One of the stonemasons claims that she saw something strange happening in the water out on the swampland, past the marsh islands, but then she picked up her tools and ran as the soldiers ordered her to evacuate. Another stonemason claims to have seen heard some of the returning fishing-folk, who were still out on their skiffs in the marshland, shouting in panic. Others nod and “harrumph” to indicate they heard this as well. At this point a short dragonborn wearing a holy symbol of Lathander shouts, “May the Morninglord forgive me! We are missing two of the children. Smithwell and Burnice aren’t here. They were right behind me as we left the town.” This pronouncement sends the collected townsfolk into a panic again, forcing the guard Yorrum, who is the one standing next to Grizzelda, to put spear to shield to quiet the crowd. Merrygold, a priest of Lathander in the crowd, insists that they must immediately go back to town to retrieve the children, consequences be damned. Grizzelda insists that they stay right here until one of the soldiers from the town comes to tell them that it is safe. Until then, no one is going anywhere. Valdi, head fisherman, seems unsure what to do, as no one here (except Sgt. Yorrum) is much of a fighter.
"Um... Hi? What is going on? What direction are the kids and where did you see them last? Oh and I'm Iridansa, of the sea elves. It is a pleasure to meet all of you."
"Lass, during town meetings, two servants of the Morninglord are tasked with keeping an eye on a group of about twenty children between the ages of four and twelve. These kids belong to some of the workers in the town. Now, while the parents work, the children are looked after and taught by the acolytes of Lathander who inhabit the Shrine of Lathander, which is currently the only finished stone building in the town, mind you." she says with a little annoyance to the crowd, then looks back at you. "These children, some of them terrified and missing their parents, others mischievous and too young to understand consequences, decided to run off in different directions during the meeting."
"We need yer help, lass. Have your friends help the acolytes round up the wayward children. Have you and them each make a check. This could involve DC 10 ability checks like Strength (Athletics) to get them down from trees, Dexterity (Acrobatics) to pull them out of the marshland, or Charisma (Persuasion or Intimidation) to cajole or order them to behave." she says, as if she's not breaking down a fourth wall AT ALL. "Go on, now. We've got stuff to discuss. Go on."
This post has potentially manipulated dice roll results.
Tex sheepishly scratches the back of his neck and leans down as he approaches, “Howdy, Ms, Grizzelda, it’s Tex, Ms. Arkana’s boy. Long time no see. We’re on it, me and my friends here will collect those little varmints quicker than an owlbear finds honey.”
Tex gives a loooooud whistle and shouts at the top of his lungs “Hey! Y’all little children better come back now ya’hear? I’m y’all but I shudder to think how tall I coulda been if Ms Grizzelda hadn’t caught me when I was acting up as a kid!” INTIMIDATE: 20
Rollback Post to RevisionRollBack
Corinne Hemlock: Dhampir courtesan and dusk huntress Kraig Bronzeaxe: Dwarven archaeologist and guerilla archer
This post has potentially manipulated dice roll results.
Lanarial wanders towards the marsh, looking for any child who may have thought it would be a good idea to hide or play in the area. If he sees any, he will first attempt to persuade them to come to him. (Persuasion: 10)"Hey, kid. Ever seen a magic wand before? If you come over here, I'll show you how this one works..."He'll activate the Immovable Rod so that it hangs in mid-air, and then the rogue will swing himself up on it so that he is sitting six feet in the air on the rod.
If that fails, or if he needs to pull a kid out of the muck, he will use his reflexes and acrobatic skills to snatch them from danger. (Acrobatics: 23)
Iri walks to the where she can see the kids and then calls out, "Come here young ones, your elders are worried about you," Casting command at 2nd level to get both of the children to approach DC15 Wis save. (I have no good cha or str or dex checks)
This post has potentially manipulated dice roll results.
DC15 Wis save: 10
Collectively, you're all able to wrangle up the children and return them to the High Road meeting spot - the parents are overjoyed. It's no doubt that you are all heroes.
You notice a caravan slowly coming down the High Road in the direction of Lelion. Strange knights bearing a symbol with three lightning bolts striking ride horses made of water. Accompanied by a wagon full of archers, pulled by another of the water steeds.
Without compunction or remorse, Lanarial empties the moneybox, slipping about half into his belt pouch and showing the rest to the group. (Sleight of Hand: 14) "Found some coins. Let's see what else we can find that may give us a clue as to why the undead attacked this place..."
He will check the human bartender first, then the half-elf woman, looking for any possessions or marks or out-of-the-ordinary marks that might lead to an undead assault....
Love God. Love Others. Any Questions?
Lanarial, you DO notice that the dead zombies have a particular mark on their bodies, and that it is similar to the symbol of the death god Myrkul.
Lanarial, you notice a large shadow show up behind you as Gareth-Wyn stoops to look over your shoulder, eyes fixed on the symbol of Myrkul.
"What is this thing?" he rumbles, gesturing with a large pale hand.
Religion: 9
"I'm not sure...never seen this before."
Love God. Love Others. Any Questions?
Vi leans down and gives the sigil a look, Talav rustling on her shoulder.
Religion: 13
"Looks like the symbol of Myrkul, one of the gods of the dead."
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Yerp. It's Myrkul alright, but that's about all you guys know about at the moment. A religion roll of 15 or higher might reveal more info. The question is, why were they here?
"They are a follower of the god of death, killed by undead. Oh the irony."
Religion 10
"Hmm, or perhaps the zombies were worshipers or cultists of this death god, transformed and unleashed on these citizens? The bodies came from somewhere... where do they come from?"
Religion: 27
“Now why on Faerun would a cult to Myrkul have a presence all the way out here?...”
Corinne Hemlock: Dhampir courtesan and dusk huntress
Kraig Bronzeaxe: Dwarven archaeologist and guerilla archer
Mykrul, also known as the Lord of Bones, the Lord of the Dead, and the Reaper, was the god of the dead. He was originally a mortal man, a necromancer, who ascended to godhood alongside Bhaal, the god of murder, and Bane, the god of war and tyranny. From his mortal life and well into godhood, Myrkul maintained a complicated kinship, if not outright friendship, with Bane and Bhaal. His worshipers, who were often undertakers in one form or another, were a morose, secretive lot, reticent to share their faith with those outside his meager and unorganized church. These Myrkulytes were tasked with ensuring the people of Toril both feared and respected death.
Why they are here, has yet to been discovered.
Tex relays the information then stands back up, “We need to keep moving, let’s keep a close watch as we proceed.” He heads back to the cart, ready to move along.
Corinne Hemlock: Dhampir courtesan and dusk huntress
Kraig Bronzeaxe: Dwarven archaeologist and guerilla archer
"Agreed. This is likely only the beginning of a horrible series of events..."
Love God. Love Others. Any Questions?
A TOWN MEETING
ONE MILE BEFORE LEILON
After your time at the Wayside Inn, you all have less than twenty miles of travel along the High Road to reach Leilon. When you all get less than a mile from the location where the town is being rebuilt, you come upon an impromptu town meeting.
Roughly fifty people stand in a clearing just off the High Road, where the forest to the northeast and the swampland to the southwest give way to grassland for a bit on each side of the road. The beginnings of gardens or larger fields of crops are half-dug here.
The people mill about in a panic. Some shake in fear, others shout in anger, and in the center of it all an enraged dwarf waves her arms and tries to get those around her to listen. A bored-looking human in a chain shirt and shield decorated with the sigil of Neverwinter stands next to the dwarf. He finally bangs his spear against his shield to quiet the tumult.
You are close enough to hear the conversation clearly. Here are some of the finer points of the meeting, for sake of simplicity.
The dwarf, Grizzelda - leader of the rebuilding project, begins by berating the townsfolk for being such an unruly mob as they evacuated the town. She calls out a few individuals by name, shaming them in front of the group. She asks if anyone saw anything strange happening in the town as they were evacuating. One of the stonemasons claims that she saw something strange happening in the water out on the swampland, past the marsh islands, but then she picked up her tools and ran as the soldiers ordered her to evacuate. Another stonemason claims to have seen heard some of the returning fishing-folk, who were still out on their skiffs in the marshland, shouting in panic. Others nod and “harrumph” to indicate they heard this as well. At this point a short dragonborn wearing a holy symbol of Lathander shouts, “May the Morninglord forgive me! We are missing two of the children. Smithwell and Burnice aren’t here. They were right behind me as we left the town.” This pronouncement sends the collected townsfolk into a panic again, forcing the guard Yorrum, who is the one standing next to Grizzelda, to put spear to shield to quiet the crowd. Merrygold, a priest of Lathander in the crowd, insists that they must immediately go back to town to retrieve the children, consequences be damned. Grizzelda insists that they stay right here until one of the soldiers from the town comes to tell them that it is safe. Until then, no one is going anywhere. Valdi, head fisherman, seems unsure what to do, as no one here (except Sgt. Yorrum) is much of a fighter.
Suddenly, collectively, all eyes turn to you.
"Um... Hi? What is going on? What direction are the kids and where did you see them last? Oh and I'm Iridansa, of the sea elves. It is a pleasure to meet all of you."
Grizzelda waves you over.
"Lass, during town meetings, two servants of the Morninglord are tasked with keeping an eye on a group of about twenty children between the ages of four and twelve. These kids belong to some of the workers in the town. Now, while the parents work, the children are looked after and taught by the acolytes of Lathander who inhabit the Shrine of Lathander, which is currently the only finished stone building in the town, mind you." she says with a little annoyance to the crowd, then looks back at you. "These children, some of them terrified and missing their parents, others mischievous and too young to understand consequences, decided to run off in different directions during the meeting."
"We need yer help, lass. Have your friends help the acolytes round up the wayward children. Have you and them each make a check. This could involve DC 10 ability checks like Strength (Athletics) to get them down from trees, Dexterity (Acrobatics) to pull them out of the marshland, or Charisma (Persuasion or Intimidation) to cajole or order them to behave." she says, as if she's not breaking down a fourth wall AT ALL. "Go on, now. We've got stuff to discuss. Go on."
Tex sheepishly scratches the back of his neck and leans down as he approaches, “Howdy, Ms, Grizzelda, it’s Tex, Ms. Arkana’s boy. Long time no see. We’re on it, me and my friends here will collect those little varmints quicker than an owlbear finds honey.”
Tex gives a loooooud whistle and shouts at the top of his lungs “Hey! Y’all little children better come back now ya’hear? I’m y’all but I shudder to think how tall I coulda been if Ms Grizzelda hadn’t caught me when I was acting up as a kid!” INTIMIDATE: 20
Corinne Hemlock: Dhampir courtesan and dusk huntress
Kraig Bronzeaxe: Dwarven archaeologist and guerilla archer
Vi sighs. "All right kids, anyone who tries to play chase with me will find themselves rapidly caught," she warns as she takes off into the marshland.
Acrobatics: 12
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Lanarial wanders towards the marsh, looking for any child who may have thought it would be a good idea to hide or play in the area. If he sees any, he will first attempt to persuade them to come to him. (Persuasion: 10) "Hey, kid. Ever seen a magic wand before? If you come over here, I'll show you how this one works..." He'll activate the Immovable Rod so that it hangs in mid-air, and then the rogue will swing himself up on it so that he is sitting six feet in the air on the rod.
If that fails, or if he needs to pull a kid out of the muck, he will use his reflexes and acrobatic skills to snatch them from danger. (Acrobatics: 23)
Love God. Love Others. Any Questions?
Iri walks to the where she can see the kids and then calls out, "Come here young ones, your elders are worried about you," Casting command at 2nd level to get both of the children to approach DC15 Wis save. (I have no good cha or str or dex checks)
DC15 Wis save: 10
Collectively, you're all able to wrangle up the children and return them to the High Road meeting spot - the parents are overjoyed. It's no doubt that you are all heroes.
You notice a caravan slowly coming down the High Road in the direction of Lelion. Strange knights bearing a symbol with three lightning bolts striking ride horses made of water. Accompanied by a wagon full of archers, pulled by another of the water steeds.
They don't look friendly.