Southfort Adv # 2
(day/night 2)
Actual date 11/06/11 Arden date June 21, 1253
Last night a group of ’outsiders’ (ones who found
themselves in the area with no other safe haven from the madmen) temporarily joined to help out Southfort. Unfortunately that temporary grouping did not last, one was bitten and is in the sick tent, and one ran
out alone and was Lost to the horde, still others are around but have taken up a spot on the wall…
The newly formed group of outsiders consists of:
(cleric) Cyne a man immediately respected as a man of the cloth
(ranger) Holt brothers of Cyne, both from Wensel
(druid) Kinson, who is known as a bit of a pariah,
a tree hugger in a lumber town (sorcerer)
Edgar Bacon, little is known about the forest dwarf
(dusk
blade) Hanker eventually made his way into the party, a non forest dwarf showed his battle skills Still others may decided
to throw their lot in with the ’outsiders’
The party awoke after a brief respite from a LONG night (see
Adv #1 notes). The town was gathered in the center for some kind of event…
Once the group moved in closer a make shift hangman’s stand had been erected and a ‘tiefling’ was strung
up. Father Dithers was giving him his last rights as the demon spawn was yelling
‘pagans!’ This disturbed several members of the party, Kinson started
yelling at Timdon. He questioned what evidence was there to commit such an evil
act. Timdon simply said “just look at him.” Trying to avoid a riot,
Cyne calmed Kinson.
Cyne attempted to
‘fish’ by hooking the holy warriors (who had died just outside the walls) body with a rope and fishing hook. He stated he wanted to bless the body before it could join the horde of mad men. Unfortunately his skills with a fishing line seem to be lacking. Holt eventually hoped down and freed the rope line returning it to Cyne with no body in tow.
Kinson spoke with Sunani in jail and also was able to get Cyne
to enact her release her under his ‘guidance’. Cyne learned how well
built the jail was and hoped every able body could help protect Southfort, even a suspicious niece of a known shaman.
Later that morning a monk (Thaddeus) was running towards Southfort,
he slipped and was caught up by mad men sixty feet away from the walls; he was quickly lost to the madmen. Once evening returned, the madmen became more active again. Tearing
a hole in the wall, by the time the party made it to the hole a guard had been bitten and three madmen had entered. A vicious fight ensued, slowing bringing down the madmen, and the guard.
Only the guard had been bitten, and a cot had been placed over the hole. More
wood was found to secure the cot in place. The madmen apparently dad kept getting
back up a few rounds after dropping, by clearly fatal blows. Decapitation and
fire was tried on moving madmen but nothing SEEMED to keep them down…
DM
NOTE: Another night has come and gone, the party seemed at a loss for ways to KEEP the mad men down. (little do they know HOW close they were on several occasions to keeping one down, who knows what the future
holds but if things continue as they are Southfort will be overrun sooner rather than later.
Adv #3 Day three and four in Southfort…
A wall guard (Zarcus) showed the group one way to ‘put
down’ a mad man. He crushed their skull once they have fallen with a blunt
weapon. None have risen back up yet from this procedure, also fire damage to
one fallen has also worked. Father Dithers convinced them to concrete the local
graveyard. Once there a recently departed frequently visitor of Southfort (a
nasty traveling salesman) Hoyt Merris. He is defeated along with some hurling
head skeletons. A magical pipe, arcane scroll and long sword along with a normal
chain shirt are found.
Next they asked Zarcus to join them and go to the Miller farm
to check out the meteor. The defeated all of the various undead on the
farm: a horde of skeletal chickens, some plague zombies (madmen) some dark shades of some sort in the farm house and a large
boar in the barn. Some zombielike creatures in the fields were avoided. Several potions, a silver sickle $, food and valuables along with two magical books
were found. Hanker and Cyne were infected by the boars itch not sure if this
led to madness or zombiehood or just a bad rash the group was concerned. Zarcus
is taken to the sick tent.
Sunanni mentions
a magical tree nearby that might help the group with the boar’s itch, once
their they defeat a few summoned protectors Kinson explains his intent and the tree allows them to pick 6 apples. Two are quickly eaten and diseases are cured…
The group divided up the spoils…
Unsure of what to do next, Edgar suggests they finish the delivery
of the alter to the church and that might possibly protect the entire town of Southfort against the Evil madmen. Cyne bargained with the town to borrow the horses, if he swore to return them and for two apples to experiment
in the sick tent, he was able to acquire the two horse to bring back the alter. The venture out at first light and run into a few wandering zombies and Cyne banishes
them into the woods. Upon reaching the wagon they find it overturned. After some pondering the remove the alter from the wagon and then righted the wagon and replaced the alter. Once the alter was set back onto the wagon five madmen rushed the wagon. Dues again came to Cyne’s aid and 3 of the men ran away. The
two remaining madmen did something quite peculiar; they looked at each to her as if gauging whether to continue the attack
without the others… This is the first sign of intelligence among the ‘madmen’. The two seemed to agree to fight and quickly injured the party. After
several rounds, Cyne finally was able to muster enough faith and these two ‘intelligent madmen’ ran off. The attached the horses and began the trip back, unfortunately a few hours in turned
into night.
After some close calls, the party made it to the outskirts of
Southfort. Kinson summoned 3 wolves to draw the madmen away from
the gate, this worked… Once in the town, the alter was brought into the
church and Dithers started his preparations. Dithers felt waiting for Dawn would
be most fortuitous.
While talking to Dithers they found out the bad news. While the apple slice had helped many of the sick tend ‘turn the corner’ on the disease many
were not help and not only passed on in the night but also returned as madmen. Nearly
a third of the remaining townfolks had been lost as the party was out. A LARGE pile of corpses lay strewn about the northeastern part of town. Zarcus and Edgar began the work of permanently putting down the fallen people before they rise again…
While Dithers continued his preparations loud screaming was heard
from the main gates. The party rushed forward to see the gates bend and break
as three screaming horrors entered the town (three madmen joined at the shoulders with a large mouth of thorns underneath
screaming…) The group quickly engages them and a deadly battle ensues. Without Cyne curing Hoyt and Hanker during the battle both of them and possible the
fort would have been lost… Kinson entangle the screaming terrors, the party
and also importantly the broken gate… While everyone nearby was temporarily
immobile, Holt slowly killed his with some fiery help from Edgar. Meanwhile Hanker
was dealing lots of damage that eventually dropped another one, he was receiving TONS of damage himself, luckily Cyne spent
most of his curing spells on him during this fight…
While the entangle spell affected the ground level, two guard closed one side of the gate as Holt raised the other
side and temporarily afflicts it to the other gate as the entanglement drops. Some
madmen are able to reach the gate and try to break in but are unsuccessful.
The alter is consecrated and Cyne aided in the eulogy, a ‘Holt
lasso trick’ is performed to get a madmen for testing out the ‘new and improved’ church grounds. The church is ‘better’ protected but not immune to harm…
The party is thinking they may not wait for the town’s
mass exodus of the following morning. Keeping all of the injured, women and children
safe in a woods full of madmen sound like a fool’s errand. Going to the
Abby on their own sounds better and better.
MVP …Hanker
Artist …Kinson Role
Play… Cyne
Adv#4
After another grueling night the town had given up hope (even
after the church dedicated a new alter) and decided to have a mass exodus at first light.
The party decided to go their own way just before dawn. Some removed their
heavy armor so they could run, the dwarf drank a potion on long strider, Kinson smoked his pipe into a smoke screen and sent
his wolf fang off in another direction to distract some of the zombies and finally Cyne turned the closest zombies which altogether
made for a easy initial escape from Southfort.
While in the woods, Kinson finally stumbled on his own words
on protecting the woods while a haunted treant tangled up the party, Edgar lit it on fire with the rest of the party chopped
it down to size making quick work of it…
As the party considering traveling speeds they found the road and decided they would make better time on the road rather
than through a thick woods (with more haunted treants also likely).
Once it was close to dust they would find a large tree and haul
the dwarf and wolf up… This seemed to work for the most part. It was clear that there are lots of undead wolves in the area, who always found the tree but then would
leave. After several days of travel like this they made it to the Abby.
John Macon the Bishop of the East(BOE) and Holland Phillips (hand
of Di) greeted them, they looked very weary, only 7 monks remained at the Abby that once contained over 50 souls. They were glad to let them in once a detect life spell was cast and made some mention of a “live
looking” person they allowed to enter in the first few days who brought
havoc to the place. The gate was no longer functional, a breach is a side wall
told of some viscous attacks, and they report these attacks were not mindless madmen but seemed coordinated by some greater
intelligence. Once night fell, the
party took places on the wall. A small demon child (bacob’s child) flew
down and puked on Ralph. All at once he seemed to glow in a eerily light and
HORDES (well 38 anyway) zombies stormed the wall to get to Ralph.
Holland and Hanker took out the demon child. The Abby and party were distracted by the onslaught (oddly enough Cyne mentioned the unmanned opposing
wall, ghoul wolves were about to jump it). BOE easily turned to DUST some of
the horde but not before they killed Ralph. As they were ‘mopping up’
the remaining zombies four wolves attacked from the opposing wall. (All the while a vampiric lord looked on) Two more of the ‘guardians of light’ fell before they were driven back. Kinson’s wolf and fire summoned fire elemental helped Holland dispatch the wolves as Edgar danced
on the gate…
Now a dark man on a horse boomed his voice loud enough for all
to hear “ THIS ABBY IS A CYST ON ARDEN THAT SHALL SOON BE REMOVED, I NEED MORE, SO I SHALL BRING MORE” Holt and Cyne ran after him, he slowly turned his horse and disappeared into the night before they could
get close.
BOE asked for the promise of helping them to defeat this horseman
in exchange they could have access to the Abby’s treasury ($ and magic), they with some discussion, complied.
During the night Mal of the remaining guardians of light recognized
Holt’s name and wanted to speak to him in private about some ‘secret’ of unknown silliness.
AWARDS
MVP Kinson RP the ever flamboyant Cyne Artist Holt
Adv#5 summary 12/18/11 day 8
The party started by dividing up the
treasury. The party had decided to stay until the dark rider was slain, so the BOE said they could have four items. Magic
is quite rare so this is quite a treasure horde. Once the items were divvied up they went back to fortifying the abbey. Night
fell and the BOE offered anyone who asked a death ward spell. Some walkers were
still milling about the abbey area ever since noon.
An hour after sun set the dark rider appeared again, this time
with three ‘warriors’ with him. Also on the far side of the abbey, a child of bacoob puked on Brutus (one of the
abbey monks.) A much larger horde stormed the wall. Cyne pulled out a relic given to him by the bishop (much to the wonder of the party why the BOE was not
already using it) Which rained sunlight on an area surrounding the abbey. Nearly
all of the walkers fell over, two of the warriors burned up (the party was thinking vampires), while the third dropped from
the damage and turned into a gaseous cloud. He reformed after Holt attacked the
cloud. The rider rode up just as Cyne ran out to him (Later saying he thought
the Abbey’s paladin would be right behind him) and was quickly dropped with several negative levels. Then the rider rode up (apparently on some type of Dakamule) and slayed Nusuada (another monk guard) who
was about to stake the vampire prone on the ground. At this time Phillip (the
hand of Deus) joined the fray and attacked the rider. He attacked him along with
Hanker, and Holt as Edgar continually threw multiple positive energy spells at him…
While this was going on Kinson healed Cyne as the BOE restored his negative levels.
Then the BOE then ran over and staked the prone warrior vampire, and cut off his head after putting holy wafers in
his mouth. Eventually, the rider dropped Phillip, the hand of Deus in combat
after several negative levels seriously weakened him.
Finally after the group effort, the rider was knocked from his horse as
he was falling to the ground Holt and the BOE saw some apparition leave the body just before he turned into a gasous cloud. Holt again reformed him and the cut off his head and staked the heart. The BOE was so distraught over the loss of Phillip that he offered to take the group to the largest city
in the area (via wind walking). The group wanted to go back and save the abbey
currently full of walkers. They quickly agreed to leave with the BOE. Just before night ended, they arrived a few miles outside of Citron.
The BOE mentioned wanting to give them safe passage to this city which he hopes is safe while he returns to the Archbishop
and reports the loss of the abbey and the hand of Deus…
Before he leaves he drops a bag of holding and thanks them for their efforts, The party asks why he did not perform
some mighty healing on Phillip, but he responded, we now live in a dead world, I have previously tried to revive some of the
abbey monks with no success, and Philip had his blood drain as well as death, he might have come back as a walker OR vampire
neither of which would have be for the hand of Deus…” He must
report the death knight possessing a vampire to the Arch bishop in hopes of helping solve this plague that is ravishing the
land…
DM/Keith
Adv #6 Safety with the Duke of Cidron… 1/15/12
The BOE left the party with a personal note of introduction
for Brother Cyne and his associates. He also gave them directions to a secret way into the Duke’s castle. He has been
in communications with the Duke since the Zombie plague. But is pretty sure the castle is surrounded and an indirect path
will be required. Zarcus came up from the south, looking tired and covered in blood but shockingly not looking for ‘brains’.
He mentioned being the only survivor from the mass exodus of Southfort at least that he knows of. After being questioned about
how he could have failed the town, he mentioned being attacked nearly the entire time since they left Southfort.
The party was left on the outskirts of town. Madmen can
be seen wandering throughout the burned down ruins of the once great city of Cidron. A few buildings still had partial walls
but mostly consisted of burned out husks. The directions would have been perfect one week earlier. Unfortunately, road signs
and helpful locals no longer exist amongst the ruins…
The directions mentioned heading down flower street, just
past smith road with be the apothecary on the right, ask the man inside (Raymond) for the shine of Deus, he will escort you
downstairs to a series of catacombs leading to the castle. Kinson has Fang, his wolf see if he can sniff out the apothecary.
The still smoldering town does restrict even Fang’s powerful snout. After some searching he was able to find a burned
flower smell, also this particular street had a extra row of flower beds, burned down but still partially visible indicating
to the group they had found their road. They ran into some wild madmen after quickly dispatching them moved slowly down the
road with Fang in the lead. He found an odd smell of MANY different smells he was unfamiliar with, which most closely matched
what Kinson wanted him to find. Cyne started walking through the rubble of what might be the apothecary…
Cyne quickly found an entrance to the basement by falling
through the floor into catacombs. They started investigating various tunnels, some ending in dead ends, others full of truly
dead madmen and previous creatures who resided in the catacombs. Also a ladder entrance was found in tact, leading to another
burned out building.
They continued exploring the endless catacombs wondering
where the ‘easy’ way to the castle is, when one of the party is shot at. After some parley, they meet Raymond
(from the Apothecary) and some men at arms. He offers to lead them to a secret entrance/ short cut to the castle that will
also help them avoid having to go through running water. Everyone said they ‘KNEW’ where the secret door was but
were not able to open it… Raymond also checked the party for plague signs and discussed how the plague actually works
and explained it in detail to the party (see the meta-gaming description below on campaign page)
Raymond and his group needed some convincing to lead the
party into the castle, the group wanted them to lead the way but Raymond said, “Not standing in front is why they are
STILL alive.” A trap door lead into the kitchen, which was oddly empty. For a castle so large they would expect 6 to 12 people working in it. With provisions being so low nearly every day of the past week. The
group took advantage of a fully stocked kitchen, filling any empty bags and pockets.
After listening to the doors, Holt decided to go towards
the noises/voices, which opened into a large room with ornate double doors. He
cracked those doors and alerted the zombie gurads at those doors. The group started
a tactical retreat while Zarcus and Holt held the doorway, then reconsidered staying there once the situation became more
clear. Several door guards ran towards them but the HUGE room appeared preoccupied. The party refocused themselves in the doorway (Kinson finding cooking oil in the kitchen
Edgar firing spells through the guards while Zarcus and Holt held the doorway, Cyne turning and Raymond protecting the trapdoor/escape
route). The room was full of pews facing the far end roughly 140 feet from the
doorway. A leader likely the Duke was fully engrossed in some type of chanting/ceremony. The pews were full of all manner of undead…
After only a few rounds the guards were dropped, including
two very large undead ‘tanks’. The
party ignored the mesmerized congregation and focues a few attack spells on the ‘Duke’ After various spells ability
combinations Edgar fired a spelled arrow and Cyne seared him with light.
The Duke opened his eyes and boomed “You have made
it this far, congratulations, have no fear you will be one of my minions in just a few moments”
DM TIME STOP
·
Zombie Plague – a person bitten by a plague zombie is entitled to an immediate saving
throw vs. FORT. If the person fails the save, they acquire the plague, although
they feel fine for the first 12 hours or so. Each twelve hour period after the
first, they are entitled to a saving throw to prevent the disease from further progress.
The first stage of the disease will see the person sweat profusely and have dry mouth and stomach cramps. Failing the save causes 1d4 CON drain. The second stage of
disease causes achy joints, chills and fatigue. The victim withstands acute nausea
and solid foods are not likely to stay down. This stage does an additional d4
CON damage. In the third stage of the disease, the victim loses control of their
bowels and their muscles, shaking uncontrollably and frequently uttering nonsense. This
stage does 1d4 CON damage and 1d4 INT damage. The final stage of the disease
sees a person go unconscious and take 1d4 CON damage. If at this point, they
remain above 0CON, they will come back to consciousness after 24+1d8 hours and survive the affair, eventually regaining lost
attributes and health.
· DC
14 FORT save
· Stage
One: 0-12 hours, no CON damage, profuse sweating, dry mouth, stomach cramps
· Stage
Two: 13-24 hours, 1d4 CON damage, achy joints, chills, and fatigue, acute nausea, can’t stomach solid foods.
· Stage
Three: 25-36 hours, 1d4 CON damage and 1d4 INT damage, loss of bowel control, loss of muscle control and motor functions –
twitching and shaking
· Stage
Four: 37-48 hours, 1d4 CON damage, comatose, seeming peace.
· Stage
Five: 49-56 hours, cured or reawaken as a plague zombie. If cured, attributes
heal normally.