Cape Belmore was designed to ward off common undead. The things that weren't intelligent; zombies and ghouls, common skeletons. The heavy gates warded out most, and the priest usually managed to keep out the rest. But a wraith... it had passed right through the gates, and gone straight for the priest.
It had opened up the town to too much destruction. Without the priest there, even the garden variety undead had descended, overwhelming the gates and wreaking havoc on the town. Taking down the wraith had been a challenge, even with Nietve's help. And dealing with the rest... with the Cold Moon, that had taken hours.
And now, most were dead. Zombies were being piled into carts for burning later, the villagers coming out to help now that the worst was over. It was the ghouls that were still the issue; seeing the rising sun, they'd fled. It was going to take time and energy to track them down, and end them before they could do too much more damage.
rolled 1d20 and got a natural 20. After the modifier of +2, got 22
Perception roll for finding Nietve in the chaos after the battle
There were guards intermixed with common folk gathered around, all looking weary and easily over half of them injured or bloody in some way. The faces looked grim, even under the rising sun.
Nietve himself looked tired; dark circles were under his eyes, and blood had soaked through his pant leg. Still, he looked far from done; there was too much left to do.
He was organizing parties to hunt for the ghouls; on closer inspection, it looked like the group had already been broken into teams. He was directing them to different areas, pointing to a map so all the areas ghouls were likely to hide got checked.
Seeing Daxton, he made eye contact with him and finished up what he'd been saying, dismissing the group.
Daxton inquired of the sheriff, walking over to study the map on the table. His bow slung on his back, his eyes pouring over the descriptions to try and get a better lay of the land
"regardless though, where can I best help?"
rolled 1d20 and got 3
Memorization roll for the map
The map was upside down to him from this angle, and it was too difficult to interpret it and talk at the same time.
"I'm most concerned about the east side of town, north of where our docks are. The cliffside is riddled with holes and caves; we try and keep them sealed so nothing takes up residence, but they're popular for smuggling and such. Just the other night, I'd gotten word someone had seen a light down there, and I'd hazard a guess that one's been opened up.
"It's the perfect place for the stray undead to hide. If you could make sure it's cleaned out, you'd be doing the town a huge favor."
*With that you immediately depart, making your way to the docks and then north from there to try and find these smugglar caves. Eager to quickly get this over with before the Ghouls could cause much more damage*
*This close to the coast, you doubt you'd find any....but as a way to ease your mind from the previous fight and keep it fresh for the coming one....you keep an eye out for potential new pocket lizards*
rolled 1d20 and got a natural 3. After the modifier of +2, got 5
Perception roll for finding lizards
The sound of the ocean meets your ears, rhythmic in comparison to the town down below. Over the horizon, you can see the sun coming up, barely peeking its head over the waves. It's still chillier than this time of year warrants, but slowly, it is warming.
And then you see the caves. True to what Nietve had told you, you see that many of them have been blocked off, whether with large boulders or wooden boards according to size. Salt crystals grow around on the rocks, along with barnacles, and it gives the whole of it a strange look... rounded off where there should be sharp corners and harsh edges, there's a layer of rounded softness.
Also true to what Nietve had said, one of the cave mouths looks opened. There's no light inside now, but the boulder has clearly been rolled aside. The tide is high now, but even so, the water at the mouth of the cave looks shallow. It would be cold, you can tell, but it is possible to wade through it.
For a second, you think you see a lizard... but it turns out to be just a piece of driftwood. Damn.
rolled 1d20 and got a natural 3. After the modifier of +3, got 6
Stealth roll for approach
[It's mostly a nuisance, but I'm gonna do a pinching roll. If it rolls high enough, it might do a point or two of damage. Strength roll to remove.]
[If you'd like to know more about what may or may not be going on inside the cave, feel free to do a listening check.]
rolled 1d20 and got a natural 13. After the modifier of +2, got 15
Strength check
rolled 1d20 and got a natural 10. After the modifier of +2, got 12
Cave perception/listening check
You know from prior experience what a ghoul sounds like, and while there might be one in there with her, she herself is not a ghoul.
rolled 1d20 and got a natural 3. After the modifier of +3, got 6
stealth roll
As you're walking, the sounds become clearer, and it becomes obvious that this woman is fighting something off. You hear the dull thuds of flesh being struck, and then it finally comes into view.
There's a woman fighting off a ghoul with a piece of driftwood she's found, though she doesn't appear to be making much progress in actually defeating it. The ghoul is focused enough on her that it hasn't noticed you at all; any splashes you're making is easily covered up by her growling annoyed noises.
It doesn't seem like she's noticed you yet, either.
[Please give me a perception check on top of any actions you wanna take.]
rolled 1d20 and got a natural 10. After the modifier of +5, got 15
attack roll 1 (advantage)
rolled 1d20 and got a natural 6. After the modifier of +5, got 11
attack roll 2
rolled 1d20 and got a natural 13. After the modifier of +2, got 15
Speaking of her, you can see even from where you are that something about her is off. Her shirt is hanging weirdly; almost like she's wearing armor underneath, which is definitely not the standard way of wearing it. Her right arm, also looks strange; oddly angular, and almost shiny. Certainly not like flesh, in any case. Besides that, she looks human.
She's also horribly cold; you see that she's not dressed nearly warm enough for a cold moon, let alone a seaside cave. It's giving her tremors, and her skin is pale from it.
rolled 6d20 and got a natural 40. After the modifier of +5, got 45
Moderators: SanityFallen dave_pod