PrP: What's in the Box?
The town of Miller's Rest was once a peaceful and idyllic little village, a picturesque little haven tucked away in rural Alexandria. Sadly, the community has had it's share of troubles in recent years. As the mists of the Felwood expand, they creep closer and closer to the town's borders, and the citizens have been plagued by unusual and troubling calamities in recent years. So it is perhaps a cause for some concern when the town's church of Daeus put out an urgent call requesting armed adventurers to respond as quickly as possible.
The adventurers have answered the call, and are just now arriving at the humble church. It's perhaps an hour before sundown, and a gloomy fog is already settling in over the village. Even by the church, tavern, and shops, the streets are practically empty despite the remaining daylight, adding to the creepy quality of the area. At the church, an older human man wearing vestments of the Daeusite faith waits, pacing nervously.
Benthus looks anxious and concerned as well, as he makes his way to the church. As he gets near the older man wearing the vestment of Daeus, he hails to him saying: "Brother of the faith, we have arrived. Please, do tell us what is troubling you and this village you offer divine enlightenment?"
"Well, that don't look good." Ormarr scowls over his shoulder as he stumps into the tiny church. He walks with a rounded gait, the gait of a man who'd spent his youth atop a horse. His face, physique, is scarred, the look of an older warrior whose hide is now tanned to thicker stuff, a sort of scarred leather come to rest over an older man's heavy frame. He wears a roughened hide, with a hunting-hawk carried on an arm. They both eye the Felwood, a deep-seated, heavy mistrust emanating from them. "That wood's never felt right. You go back, years, it's never felt right. After Taara and her shit, don't reckon it's gonna get any better." And, "Howdy," to those present. "Looks like we're about t'get in the thick of it."
Albrecht looks up skyward, inspecting the position of the sun and then scans outward, at how claustrophobic the fog settling in makes the place feel. He steps forward as one of the party addresses the priest, and nods in greeting, before responding with a "Hello," to Ormarr, who he recognizes. He turns around, to look at the way from which they came.
Right behind Benthus, Moonshadow tilts her head at the fog around the area and how quickly people are locking up their homes and businesses. "Insteresting why people would be hiding themselves this quickly." She says before looking towards the elder gentleman. "Yes, what is troubling you? Perhaps we can help."
Brannigan snorts and tosses his head as he and his rider trot from the many roads of Alexandros into the hamlet. The massive black draught horse glares balefully, ill-tempered as ever.
Quint, meanwhile, remains unruffled sitting straight-backed in the saddle with one gloved hand loosely gripping reins and the other holding his polearm up and stabbing skyward like a mounted standard-bearer -- sans standard, of course. His armor clatters quietly and his surcoats flap; the silver-and-blue trim leaving little doubt to his faith.
The priest looks quite relieved when the adventurers arrive, particularly when he sees so many holy warriors among their ranks. "Thank Daeus you're all here. And just in time. Please, follow me, I'll explain on the way." He starts moving towards the back of the church, through the door that leads to his quarters. "I have a package for you all to deliver to the Temple of Daeus in Alexandria. They're the only ones in the nation who will be able to deal with it appropriately. It is of vital importance that the package reach Alexandria as soon as is feasible, and that you get it out of town before nightfall."
Inside the priest's quarters is a large coffin lying beside his bed, crafted from oak. The coffin has several heavy iron chains wrapped around it, secured with a large lock. Symbols have been painted upon the chains which look magical in nature. The priest looks at the coffin with obvious trepidation. "I've already hired a wagon and a driver. I simply need you all to escort the item, as there is some risk that others may attempt to intercept you."
GAME: Quint rolls Spellcraft: (2)+5: 7
Ormarr squints at the new arrival--or rather, his horse. After a while, the oruch-who-needs-a-bath gives a grunt, and follows the priest back towards the back of the temple. He with a sort of stump--his footsteps echo like thumping pillars against the flooring. "We'll be glad t'. What makes you think anyone--" he pauses. Then: "Felwood. Stupid question."
Albrecht peers at the package and asks dryly, "Are all of the sunny days and non-spooky things in town locked inside?" He nods though and says "It'll make it through, don't worry."
Moonshadow tilts her head at the elderly man before looking to Ormarr. "Felwood? What is Felwood?" She says before glancing to Benthus and then back to the elderly man. "Isn't that where the wild orcs live?"
Benthus offers a return nod to Moonshadow before he looks at the coffin for a moment, examining it. He then shifts his attention to the priest and ask, "I was told of the urgency to come here, brother, and to deliver a package somewhere. Although I was expecting something large considering the number of brothers and sisters who have been called upon, I didn't expect it to be this. What is inside the coffin, brother? And how did you come by it??
The horse is outside, tethered now and glaring at people that wander too close. It just isn't interested in your salt or affection. It's probably best all the small children are locked away safely in their homes, too.
Quint carries his helm in hand once inside but the thick leather gloves stay on. A cursory examination of the coffin has him offering a mild shake of his head -- his expression seems to be stuck in an impassive, mild frown. He awaits any further details offered by the Sunguard.
The oruch's face darkens. Not in anger, but sorrow. "Used to be part of the Eldwyn," he says, shortly. "Bout five hundred years ago, demons got to it. Now and then, et's people like them," he nods to the priest, "Get together with my brothers and I, and we go huntin'. You have t'thin the wretched place out, now and again, or it..." he clears his throat, nods in apology to the priest. "...grows."
Halani eyes the coffin somewhat mistrustfully, no doubt already conjuring various horrific images of what might pop out of it. Then she sighs and shrugs. "Heya, wouldn't be hiring big muscle sorts like you if it was supposed to be easy, yeah?"
The priest continues to look wary of the coffin, apparently not set at ease by Albrecht's humor. "No. No they are not." Benthus' more direct questions make the priest distinctly uneasy. "I wish I could answer you directly. But I have reason to believe it may not be safe to discuss the contents of that coffin in detail. It may be safer if you don't know exactly what it is you're carrying. I wish such measures weren't necessary, but... well, I think things may become more clear once you make the delivery. The clergy of your city's temple should be able to provide you with a more satisfying explanation once the item is... attended to. Speaking of..."
The priest moves towards his desk, rummaging through a drawer. He finds a rolled up parchment sealed with wax and a large key, both of which he hands over to Benthus. "... Please give them these along with the item. This letter should provide all the information they will require in order to do what needs to be done. The key will unlock the chains binding the coffin. I cannot stress enough how vitally important it is that you do not open the coffin. Under no circumstances, no matter what happens, do not open it." He takes a deep breath, nervous. "Now, unless there are any questions that must be asked, we should carry this to the wagon. You must get this out of the town before nightfall."
Albrecht levels a look at the priest, appraisingly, head slightly tilted as he considers that response, and apparently doesn't like what he's heard, but also figures that it's probably the best that he is going to get. "Alright, pallbearers," he says with an ironic tone as he moves to a forward corner of the coffin and readiest to lift.
Moonshadow tilts her head. "Why before nightfall?" She says as she starts to head back towards the entrance. "Is it going to stumble around nastily if we nudge it hard?" She says before lifting the coffin. "I really should stop hanging around Jibbom. His joke telling is catching."
Ormarr looks at the coffin, then the paperwork. "Right," he says, roughly. The oruch is obviously biting words back, because his mouth thins around his tusks, even the ancient, broken one. "We'll see to it." Pauses. "Best of luck to yer town," awkwardly. And then, "Probably gets worse then. Everything's goin' t'."
Halani doesn't quite scoff at the implied suggestion she help carry. She's so small compared to everyone else! She pauses only long enough to clap her hands in front of her and offer the old priest a small bow before she skips ahead of the group. To scout. And not be close enough to be told to lift.
Benthus looks at the key with deep concern and is more anxious now than before. That the priest offered to him the key was encouraging to him. But it also brought a great weight on his burden. For a moment he was about to protest as he deems himself unfit to carry such a responsibility. But faith compelled him to accept what the priest is giving into his hand. With a grave nod of his head, he takes the key and binds it with the necklace that also holds his sacred symbol. The paperwork he inserts in a hidden pocket within his coat. "I will obey your commands, brother. The coffin will remain sealed while I am alive." He looks to the others and the impending approach of the night. He longs for the sun to stay on the horizon just a bit longer, but such miracles are not for him to call upon.
The priest moves in to assist in lifting the coffin. Even when one takes the chains into account, it's quite heavy. The traditional four pallbearers aren't enough, the efforts of most of the group will be required to move the coffin easily. The priest pales a little at Moonshadow's question, but doesn't provide a straight answer. Fortunately, the wagon the priest spoke of isn't all that far from the church. A nervous-looking young man meets the group there and assists in loading the heavy item into the back. The priest looks quite relieved to no longer be touching it.
"I thank you all, on behalf of myself, my town, and my faith. May Daeus bless and watch over you." The priest's words only seem to make the wagon driver more nervous as he eyes the eerie coffin. The priest continues. "Please, stick to routes where the mist is thinnest, and where the path takes you furthest from the Felwood. Make all possible haste. I shall pray for your success." With that, he heads back to the church. The driver eyes the group. "So you're... adventurer types, eh? We're heading off, I take it?"
Quint takes up a spot at the side of the coffin without comment, waiting for the others to be ready before lifting up. He glances between those assembled, his eyes shifting lazily, then hefts with the time comes. The priest is given a shallow nod and then he's moving with the others towards the wagon.
Albrecht walks along as the coffin is carried, nodding the wagon driver aside and then handing him the lead edge of the coffin, all the while whistling a cheery little tune that seems wrong in this environment, and the pall over the town makes the little ditty seem almost creepy against the rising gloom. Nodding to the driver, he says "If something does happen, keep for the city and don't panic, alright?" He's such a reassuing sort.
Ormarr looks long and hard at the thing. "Guard," he says briefly, and the hawk hops atop the wagon. She lifts her proud head, looking this way or that, as a hawk might. As any bird of prey might. "Dun' like the look of this, but one foot in front of the other, we'll be there soon enough. ...Sunguard, ya got a few extra torches?" he asks.
Moonshadow says, "Eluna shall protect us, Sunguard. Do not worry. She always lights the way when it is darkest." She then gives a nod of her head before getting towards the wagon. She then looks towards Ormarr. "Can't you see in the dark anyways?" She says before chuckling towards Albrecht. "Don't worry, we'll make it.""
Benthus grasp firmly the forearm of the priest in a form of an affectionate handshake, and bows his head to him. He says no more as he goes off to join with the rest of the team. He feels his heart thumping against his chest considering the task that he and the others are about to do. He looks at Moonshadow and smile bravely for her, not finding the words to provide encouragement to her. Deep down he feels sad and inadequate for the mission. But he is a son of Deaus. There is no task that is to big for him when he is called upon to do so. He looks at the others, nods, and tries to move to the front, doing his best to appear brave.
Ormarr squints at her. "Sure, but most of them can't." He looks upwards, back down. "An' it gets darker here, faster, than it does anywhere else in th' Heartlands. Nor are the animals where we're goin' all that sane."
The driver, who introduces himself as Jimmy, looks only further alarmed by Albrecht's advice. "Knew they wouldn't pay this much for a normal job... But Father Parall wouldn't steer us wrong, he's a good man. Okay. Let's get it done." And so, the group sets out on the road. Jimmy tries to make small talk to distract from the ominous horrible coffin in the back of his wagon, but quickly runs out of things to talk about. He is something less than a gifted conversationalist.
While tensions run high, getting the wagon out of Miller's Rest proves surprisingly easy. The streets are empty now. A few townsfolk might be spotted watching the wagon pass through their windows. Many close the shutters or draw their curtains as you pass. The heavy coffin is an obvious burden on the horses pulling Jimmy's wagon, but he drives them ahead as fast as he can. By the time the sun dips behind the horizon, Miller's Rest is no longer visible.
Then, as darkness falls, the coffin begins to make noises. Those nearby will hear a scratching sound, something scraping against wood.
"I knew it..." Halani mutters to herself, though she doesn't elaborate. "Rats! He's getting us to carry rats away from his town."
Ormarr glances back, and his mouth thins. The hawk jerks, her wings flailing as she tries to regain her balance. And then she's staring at it, too. The oruch has little to say after that, just keeps moving forward, one step at a time.
Moonshadow says, "I'd think they used cages for rats." She says before looking towards the coffin. She keeps walking as well, but keeps her eyes upon the coffin for a little bit, and looking up to see if she can see the moon."
Albrecht walks alongside the wagon, his shield strapped to one arm, and at the sound, he jumps up onto one of the foot boards and peers down into the bed at the coffin. "Yep. Son of a.." he shakes his head and sighs to himself then drops back to the ground and resumes his march. Nothing for it but to hope that the bindings of a country priest hold until morning and that nothing in the forest takes an interest. These are reasonable things to hope, right?
Quint rides atop his own horse to one side of the wagon, balancing the ranseur and looking out from behind his barbute. His presence is calming for those close enough, just one of many boons granted by his Goddess. The horse snorts, glancing back at the coffin as it contents come 'alive' and rider mutters words lost in the breeze, calming the beast.
After a minute or two of scratching, the sound gives way to a rhythmic sort of 'thunking' sound, something striking the inside of the coffin again and again. It's accompanied by a haunting sort of sobbing cry. The sound is muffled, but it almost sounds like someone screaming.
Up ahead, the road winds through a heavily forested area. It's not truly part of the Felwood, but a little bit of the foul mist lingers even this far out. Jimmy seems to be having some trouble concentrating on the road, keeping one eye on the coffin making those terrible sounds.
GAME: Quint rolls Perception: (10)+1: 11
GAME: Moonshadow rolls perception: (11)+8: 19
GAME: Albrecht rolls perception: (17)+0: 17
GAME: Ormarr rolls perception: (5)+7: 12
GAME: Ormarr rolls 1d20+7: (9)+7: 16
Benthus looks at Halani and tries to brave chuckle, but his vocal cords are not working properly. It sounded more like a cough. He moves towards Jimmy and tries to keep him from becoming sombre, as the prevassive atmosphere is affecting almost everyone. "So, Jimmy is it? How long do you think it would take us to reach the city?" He tries his best to sound calm and composed, but at the same time looking around for any hints of other unnatural activity, the scrapping sound on the coffin not included. It was at this point that a screaming sound can be heard from the coffin. He grit his teeth.
GAME: Benthus rolls perception: (3)+5: 8
GAME: Halani rolls perception: (12)+12: 24
Ormarr reaches up and grasps one of the torches. The end of it nearly vanishes in his mitt, and he scowls...with a little work, the torch burns brighter, the flame higher. And another, deeper, mistrustful look at the coffin.
"Shhh!" Halani suddenly hisses, hodling up a hand. "I think something moved, up ahead, in the trees... "
Albrecht begins to tap out a tune that uses the rhythmic, upsetting thumping as whatever is in the coffin gets more adgitated. It eventually takes the sound of a popular airmen's tune and he begins to sing along quietly, but enough for the group to hear. "I left my love in Gateway, sailed so high and crossed th-" He cuts off as the short woman signals for silence, and he peers out into the gloom with a frown, loosening his sword in its scabbard.
The older oruch stills. He looks back over his shoulder as Halani speaks up. He doesn't move, save to crouch slightly, so the wagon itself might grant some cover should something jump out. This takes him a little longer than it would other people: his knees creak.
Moonshadow draws her eyes upward as Halani calls for silence. She keeps beside the wagon as she watches the trees.....
Jimmy gulps before he answers Benthus. "Well sir, if me horses don't tire out, we should get there... uhm, around two hours past daybreak, I'd wager. So long as nothing delays us, of course." Always a smart thing to say in these circumstances. Halani's warning panics the already nervous fellow. "What? What sort of something? Where did you see..."
BLAM! A sound rings out that those familiar with firearms will recognize immediately: the blast of a rifle. A flash of light is seen from the trees, and an instant later one of the wagon wheels shatters, the whole vehicle slumping to one side as the axle buckles under the uneven weight. The horses panic and try to rush off, but there's no pulling the damaged vehicle.
"Hands up! Everyone, hands up!" A humanoid voice calls out. A man emerges from the trees, a smoking rifle in hand. He looks about forty, with a large scar on his face. He's wearing chainmail with a tabard over it. A few similarly dressed men, carrying swords or bows, emerge from the trees swiftly and surround the downed wagon. "I don't want to hurt any of you!" The rifle-wielding man calls out. Jimmy, of course, looks absolutely terrified and swiftly puts up his hands.
Quint hefts up the polearm, balancing it against the meat of his forearm and lowering it down into a readied hold. "This is most unwise," he offers, looking down from horseback and out into the tangle of trees and brush. His words carry but he doesn't shout. They're possessed of an odd, halting cadence.
Moonshadow clicks her tongue loudly as they call for all of them to put their hand up. "You don't want to hurt us, and yet you fire at the wagon. So, what, pray tell, DO you want to do?" She does look at the tabards of the different people as well.
Benthus hesitates for a moment, not wanting the wagon to stop for anything. He controls the fear that is slowly taking control of him, and allows himself to exhale. He was about to touch Jimmy's shoulder so that he can halt the horses when the rifle shot erupted. He feels the wagon tilting to one side when the wheel shattered. He grits his teeth even more.
Ormarr looks over at the coffin, "Whatever's in there's gonna eat ya," he says after a moment, as he raises his hands. "If ya open it, I ain't bein' responsible." He stays in his crouch, though, and after a moment--the hawk takes off, her wings reaching, clawing into the air.
GAME: Benthus rolls diplomacy: (11)+11: 22
Albrecht lifts his hands in the air halfway, casually and says "My associate is correct. Unless you've come seeking whatever's in the box on spec, in which case you have other problems, I think that this is probably not the cargo that you are interested in. Can we talk about this?"
Halani looks a little bit shifty eyed, then slowly puts her hands up. "Hey, hey, hey now. We don't want to hurt you, either. Well, they don't." She gestures with her thumb back at the wagon and troupe. "Well, probably some of them don't, yeah?"
The rifle-wielding man keeps his weapon raised as he answers Moonshadow. His voice has a hard edge, but he can't entirely hide a nervous quality in his voice. "I'm just here to take my daughter back home. Let her go and we'll leave. That's all I'm here to do. Please don't make us hurt you. I just want her back." More men emerge from the woods, forming a circle around the downed wagon. About half are attired with the same outfits as their apparent leader. The other half aren't in any sort of uniform, but are all obviously armed and wearing armor, cheap leathers for the most part.
The coffin continues making thunking sounds and sobbing muffled screams.
GAME: Albrecht rolls diplomacy: (19)+10: 29
Benthus draws deep within himself for the voice that is not his own to bring a peaceable solution to the escalating problem. He says something to the effect that they are carrying a dangerous 'item', and it would be in everyone's best interest that no delay must be made in getting it secured inside the city's church. He will emphasis 'secure' and 'church' so that they may be inclined to think that Benthus and group is carrying something... unholy.
Albrecht glances sidelong at Benthus and says "I.. Think they know pretty much exactly what we are carrying. And I think that's the problem." He looks up at the lead waylayer. "That's her in there? That's very unfortunate. I'm sorry. Any chance we can get you to come with us to Alexandria and sort this out there, rather than doing something hasty out here?" He seems genuinely saddened by the situation.
"Why don't we take'er to th' Altheans?" Ormarr suggests, speaking up. "They're known fer mercy. If her father were there..."
GAME: Ormarr rolls diplomacy: (1)+1: 2
Moonshadow gestures to Albrecht. "He has a point. Rather than doing anything out here where all fo us, not just us, are in danger, how about we get to Alexandria, where it's safe, and take it to the temple plaza, where we all can see just what we have? Out here in the wilderness? We're begging to get mugged."
"You challenge chosen of Telmentar, Draco Solis, and the Dreaming Goddess." Quint counters, still sitting atop Brannigan. Still watching the rifleman. "Your petition should be made to the Sunguard of Alexandria in the High Church of Daeus. If you seek justice you have no better place to look." He tilts his head, glancing to Albrecht and Ormarr, then back at the troubled speaker. "Do not allow for grief to cloud your judgement."
Benthus shakes his head to Ormarr and says, "No. Our instructions were clear. We are to take the coffin to the temple of Daeus within the city, and have the priests there handle the situation from there."
GAME: Quint rolls Diplomancy: (7)+Diplomancy: 7
GAME: Quint rolls Diplomacy: (9)+11: 20
The rifle-wielding man is silent for a moment as he listens to Albrecht, then lowers his weapon. He gestures for the rest of his group to do the same, which they do. "Of course we can talk. Nobody wants this to end with blood." He listens to Benthus, then sighs heavily. "... You don't even know what you're carrying, do you?" He shakes his head. "I'm sorry. Father Parall has gone mad. Since the mists starting rolling in, he's become deeply paranoid. All his sermons are about constant vigilance against evil. He believes my daughter is evil, a servant of the dark gods."
There's obvious pain in the man's voice. "He ordered the militia to abduct her and bind her in that thing you're carrying. These men with me couldn't obey that order, they've seen how unhinged Father Parall has become." A few of the men in uniform nod in agreement. "She's not a perfect girl, but my daughter is no worshipper of evil. Please, let her go. If she were your daughter, would you let people carry her away in the night?"
Moonshadow glances back at Benthus and tilts her head. "Benthus. Which comes first to you? Orders or your own personal code of conduct?" She says before nodding. "Let's end that debate right now then.' She then turns around. "I heard of the most holy of paladins are able to detect evil. Who can do that now?"
"Your daughter will not be punished without due consideration." Quint continues, nodding his head shallowly. Once. "Not within the walls of Alexandria. Not by the followers of Daeus. See reason and understand that if madness damns any soul this evening it will not be the madness of one man."
Albrecht looks at Benthus and says "That intractibility is going to get you or somebody else killed someday, and soon." He nods at the suggestion of detecting evil in the general direction of the coffin, then says "Whatever the case, I'll ask the Hearthguard to be present for any of the proceedings, to advocate for her."
Ormarr squints at Quint, then looks back at the man. "Them's a lot of words. What he means is, he's a nice guy an' don't have much sensa humor. He'll do what he's said he's goin' to do. An' havin' the Hearthguard there ain't unreasonable. They're what you call a pair, ya know?" Daeus and Althea. One justice, the other, mercy.
Benthus looks at Moonshadow and feels saddened that his conduct is put into doubt. He breathes deeply and fears what he is about to do next. That such a "package" was given into their care could only mean that the item in tow is very unholy. He did not want to doubt his brother priest, but he doubt these people will not comply to his wishes if he does not do something to vindicate his position. And so, he nods slowly to Moonshadow and says, "As you wish... If ever I collapse. Do everything you can to keep the coffin closed." After saying that he begins to pray to his God for enlightenment. His eyes begin to glow, and he stares at the coffin. A terrible spasm almost overwhelms him and he is brought to one knee. "... Whatever is inside... May Daeus have mercy on it..."
Halani watches the whole exchange with something of a slightly detatched air. Since it seems nobody is shooting anyone immediately, she puts her hands down and steps to the side a little. Of course, Benthus's reaction to the coffin piques her interest, and when he utters his prayer, she claps her hands together and dusts them off. "Well! I guess that settles it, yeah? Whole town seems like a nuthouse.. and when you're in the nuthouse, it's hard to tell which ones are the crazy ones. So. Time to go?"
Moonshadow gestures towards Benthus as he's brought to a knee. "There you have it. Whatever is in the box is so unholy that even a paladin of Daeus is brought to a knee." She then looks the leader in the eyes. "Move aside."
The paladin's reaction causes obvious deep concern to some of the men surrounding the wagon, who exchange troubled looks. Even the man with the rifle looks concerned, a bit of his resolve shaken. One of the others speaks up. "Captain... I'm sorry. But that man's a Sunguard, look at him. They don't lie, do they? Maybe... maybe we should let them take Mella? Maybe they can help her?" The 'Captain' looks quite torn. "... If you really are holy men, then can't you do whatever it is you're going to do here? Please. I'm a follower of Daeus myself, I know he'd never approve of taking a girl away from her family in the dead of night, caging her up in that horrible thing." When Moonshadow looks at him he raises his rifle again, voice shaking. "Please, don't..." Some of the other men are visibly shaken. It's clear that the adventurers have given them some serious doubts about the righteousness of their mission.
Albrecht shakes his head slightly and keeps his hands raised and steps forward as the man levels his gun again, stepping in the path of where he is aiming. "Look, whatever happens now, it needs to happen in the day, in a place where people with magic a lot stronger than ours can try to help her. It's not too late to come with us, see this through, but you need to put the weapons down, aright? What's your name?"
Moonshadow says, "My companion is correct. Whatever needs to be done has to be done during the daytime, when Daeus is at his strongest. If you are so concerned about whoever this is, whether it's your daughter or not, come with us. Assist us in returning this person to the light. It's the least you can do for delaying us by destroying one of the wheels of the wagon.""
"We are not possessed of an over abundance of time." Quint counsels, shaking his head mildly. "This realm borders the Fel. Further conversation is best held within the safety of the city walls."
Benthus is pale from the exertion of what he had to endure, body and spirit. He bites hard on his lips as he pushes himself, wavering as he does so, to stand and approach the captain. "Loyal child of the the sun god, please, let your heart not be burdened. I grieve for you and what you are going through. But it you have faith in our god, then have faith in us too. We too want to do what is best. Doing what you want, may not be what Daeus wants at the moment. If you love your daughter, then allow us to do our part in bringing her to the temple."
"Seriously, yeah? I really don't think anyone wants to sit around here waiting for some demon monster nasty to come jump on us. Or..." Halani looks a little uneasily at the coffin... "Something else. Maybe something out there can 'smell' evil..." So she turns to look at the captain and his posse. Then clenches her fists. "We gotta go, yeah? Come with us, stand aside, or fall under us. Time's up, vers."
"My name's Filus Reckam. I'm the Captain of the Miller's Rest militia." The rifle-wielding man introduces himself. His hands are shaking, his uncertainty evident. He sighs heavily and lowers his rifle again. "... Alright. I s'pose... I suppose it's alright if the temple priests see her. Just to make sure she's alright." The other militiamen look obviously relieved. "But please, can you at least get her out of that horrible coffin he locked her in?" The screaming and pounding within is gorwing in intensity. "Listen to her. She must be so scared. I promise if you let her out, I'll take her to the temple with you. I swear it."
Albrecht nods to the man. "I'm Albrecht, Sentinel of the Temple of Althea in Alexandria. As to opening the coffin, that.. Might not be a good idea. If something's happened to her that is making this happen against her will, all of you could be in danger if we open it. If we hurry we can still make it to Alexandria by morning and this can all be over. But they're right. The more we delay, the more danger. We must go, Filus."
GAME: Albrecht rolls diplomacy: (16)+10: 26
Benthus looks with great sadness at the father. He slowly draws up a hand and places it comfortingly on Filus shoulder, "I do not know the great bond that exists between fathers and daughters, but I can feel it. And I share in your sadness. But if you worship Daeus, you know that the greater good is that more important than our own needs. I can not promise you salvation for your daughter, but I can provide you assurance that the priest will do everything they can to bring your daughter back to you. For now, you have to be stronger than you are now... For your daughter's sake."
Ormarr stands there, his hands in the air and his look solemn. He likely has a daughter, too. Somewhere. For now, it seems to be the best thing to do is let the paladins talk. He nods to Albrecht, too.
Filus frowns heavily. There's a great sadness in his eyes as he looks to the coffin, which continues to produce the horrible sounds of someone scared and desperate for escape. He's torn for a moment after Albrecht's words, but finally he returns his rifle to the holster on his back. "... Change of plans, men. We're going to help them fix the wagon and escort them to Alexandria." The men mutter acknowledgements, obviously relieved. Jimmy lets out a breath, quite relieved himself. "Oh, thank Daeus. I keep a spare axle and a couple wheels on hand, we can probably fix it and be back on the road pretty quick if we all work together." The wailing sounds within the coffin continue unabated.
Moonshadow sighs softly as she looks back at the paladins. They're wasting time, but won't say anything to upset the uneasy truce they have at the moment.
Ormarr glances over at the coffin, and slowly lowers his arms. "I got one, too," he tells Filus. And looks at the coffin, back again. "I'll walk with y'," he says roughly. His hair is salt-and-pepper, and he's missing most of one of his tusks. An old fight, then worn smooth with experience, with age.
Benthus allows Filus to leave his presence first before he allows himself and exhale. He stumbles down on one knee. One hand planted on the ground, the other resting on bended knee, he begins to murmur under the cowl of his coat.
Albrecht nods to Jimmy and waves a couple of the militiamen over to him and says "Alright, when they get it ready we'll have to lift from both rear corners to get the old axel out and the new one in." Giving a nod to Ormarr as he takes over talking to Filus, he then glances at the militia leade slash bereaved father and says simply, "Thank you," before getting to work.
"Finally," the islander monkette mutters to herself. And it might speak volumes of her unease at being in this part of the outdoors at this time of night that she actually helps out with the wagon repairs. For the most part. She does take one break to bang on the coffin and tell the 'girl' inside to shut up.
Filus gives Ormarr a pained look. "Do you know? And how would you deal with it, if something like this was happening to your daughter?" The woman banging on the coffin provokes a flash of anger, but one of the other militamen puts a hand on his captain's shoulder to try to calm him down. Most of the others are now scrambling to help lift up the wagon so that repairs can begin. The coffin's horrible noises continue, uninterrupted by the banging upon it.
"Keep your eyes turned out." Quint advises Halani, pulling Brannigan to ride past her. He dips a hand into his saddlebags and produces the brass rod swaddled in thin cotton, dropping the sunrod down to her. For his part, he's keeping an eye on Filus-- he'd like to think the man has had a change of heart but grief can do strange things to people.
GAME: Moonshadow rolls perception: (12)+8: 20
GAME: Quint rolls Perception: (7)+1: 8
GAME: Albrecht rolls perception: (20)+0: 20
GAME: Ormarr rolls perception: (8)+7: 15
GAME: Benthus rolls perception: (4)+5: 9
GAME: Halani rolls perception: (5)+12: 17
Halani steps back from the 'work' at Quint's suggestion, easily snatching the sunrod out of the air. She nods once to him, silent for a change, then snap-activates the alchemical device to shed some light outside the perimiter of the camp.
Albrecht is stooped over, his shoulders under the rear board of the wagon when he pauses, turns his head and calls softly "Hold up! Something in the woods, coming this way. Maybe more. Be careful, everyone." He steps forward out from under the wagon and draws his shield up again.
"Prolly not well," Ormarr admits. And frowns at the person banging on the coffin. "Don't mind them. The Fel's probably got t'er. Ya know how it gets, 'ere." And the look the older oruch sends Halani is the exact look you give someone when they just ran across your lawn. Young punk.
GAME: Quint used a Sunrod.
Ormarr squints in the sudden light. He takes a step away from the direction of the sunrod.
Moonshadow walks away from the light for a bit and takes a deep breath, before her ears perk and she nods to Albrecht. "Humanoid. They're trying to use the trees to conceal their movement." She then closes her eyes for a moment and takes a long relaxing breath.
GAME: Ormarr casts Barkskin.
"Really?" Halani breaks her brief moments of silence with an exasperated sigh. Broken up slightly with a nervous cough. To hide her agitation, she tosses the sunrod back and forth in her hands.
Ormarr glances upwards, and back again. His leathery skin takes on a rougher look--faint cracks appear across it, though in a pattern. And the next time he takes a step, there's the slow creak of wood and forest.
When Halani lights the sunrod, it illuminates a rather horrifying sight at the edge of the trees. There's a creature lurking there, watching, something that looks like a tall skinny man with horns, stripped of skin, oozing blood. It has a long spiked tail and tiny green glowing eyes. It clutches a spear in one clawed hand. The creature lets out a hiss when the sunrod's light illuminates it, barking out words in some horrible-sounding language. Beasts emerge from behind the trees, short fat creatures with claws, fangs, and crude weapons, clothed in rags. They immediately charge towards the wagon.
The militiamen drop the wagon immediately, of course. "To arms, men! To arms!" Everyone reaches for weapons.
GAME: Albrecht rolls initiative: Roll: 10 + Bonus: 2 = Total: 12
GAME: Ormarr rolls initiative: Roll: 7 + Bonus: 2 = Total: 9
GAME: Moonshadow rolls initiative: Roll: 11 + Bonus: 3 = Total: 14
Benthus doesn't stir from his position as people are alerted by Albrecht about something. It is only when he is done with his prayer does he stand up and look about. He begins moving, heading to the leader of the small group. "Captain Filus, please watch over the wagon. See to it that the wheels get fixed. The sooner it gets done, the sooner the priest will cure your daughter. Send someone to us when it is all fixed." He pats his shoulder and moves away. He looks to the rest of his comrades and says, "Brothers, sisters, let us investigate what it is that is approaching us." He moves bravely towards the direction where Albrecht indicated. And then the inevitable happened.
"Do not break and run. We cannot protect you if you flee." Quint lowers the polearm once more, adjusting his grip so that the tri-pointed speartip twirls will past Brannigan's flank. He draws the horse around the wagon to the side indicated by the sharp-eyed members of the party and stares out.
GAME: Quint rolls initiative: Roll: 9 + Bonus: 3 = Total: 12
GAME: You roll initiative for Fat Guys: Roll: 14 + Bonus: 0 = Total: 14
GAME: You roll initiative for Red Guy: Roll: 13 + Bonus: 5 = Total: 18
GAME: You roll initiative for Militia: Roll: 2 + Bonus: 1 = Total: 3
GAME: Benthus rolls Knowledge/planes: (12)+Knowledge/planes: 12
GAME: Benthus rolls initiative: Roll: 4 + Bonus: 2 = Total: 6
GAME: Halani rolls initiative: Roll: 4 + Bonus: 4 = Total: 8
GAME: Jibbom rolls 1d20+14: (4)+14: 18
The red fellow obviously doesn't care for having a sunrod shining right in his face. With another angry hiss he leaps from the trees with surprising speed and agility, jabbing at Halani with the spear he carries. Luckily, the monk is nimble enough to avoid the blow.
GAME: Moonshadow rolls 1d20+5: (16)+5: 21
GAME: Moonshadow rolls 1d6+3: (6)+3: 9
GAME: Moonshadow rolls reflex: (12)+6: 18
GAME: Jibbom rolls 1d20+6: (2)+6: 8
GAME: Jibbom rolls 1d20+6: (8)+6: 14
GAME: Jibbom rolls 1d20+6: (14)+6: 20
GAME: Jibbom rolls 1d20+6: (2)+6: 8
GAME: Jibbom rolls 1d4+1: (2)+1: 3
GAME: Jibbom damaged Moonshadow for 3 points. 15 remaining.
Hearing the hiss, Mooshadow leaps right for it. Spinning in place, she gives the monster a good solid kick on the stomach, but the spinning action causes another hiss to come off of her calloused foot, which she kicks off the liquid that is on her foot. "Acid! Be careful!"
The first wave of the oddly squat, pale, unpleasant-smelling creatures charges out from the trees, barking their battle cry. Four rush to the aid of their apparent leader, swinging crude cudgels and dull blades. One strikes Moonshadow with something that resembles a heavy tree branch, giving her a nasty bruise. More are continuing to emerge from the shadows, their total numbers still uncertain at this point.
GAME: Quint rolls 1d20+8: (3)+8: 11
GAME: Albrecht rolls 1d20+11: (20)+11: 31
GAME: Albrecht rolls 1d20+11: (10)+11: 21
Quint maneuvers the large horse with practiced skill, rearing to turn the beast and then thunder a quick charge to the larger of the demonspawn. The spear cuts in but the beast evades nimbly, leaving the riding to watch its movements and ready another attack.
GAME: Albrecht rolls 2d8+16: (5)+16: 21
Albrecht watches as the mounted knight and the fisticuffer engage the red, spear wielding figure with a calmness about him. He raises his shield as he approaches, and his eyes begin to glow with a silvery blue light, which suffuses his body and sword for a moment, and he speaks quietly but surely. "You'll not have her. Begone." Feinting high with the shield, he pivots into a full spin on his heel and brings his blade into the creature's side with a resounding, bonecracking thud, the light exploding around his sword for just a split second as it sears the creature.
GAME: Ormarr rolls 2d6: (10): 10
GAME: Ormarr casts Stone Call.
GAME: Halani rolls 1d20+9: (5)+9: 14
GAME: Halani rolls 1d20+9: (16)+9: 25
GAME: Halani rolls 1d20+9: (12)+9: 21
GAME: Halani rolls 1d20+4: (3)+4: 7
GAME: Halani rolls 1d8+7: (3)+7: 10
GAME: Halani rolls 1d8+7: (5)+7: 12
GAME: Halani rolls reflex: (6)+10: 16
GAME: Halani rolls reflex: (4)+10: 14
GAME: Jibbom rolls 2d8: (10): 10
GAME: Jibbom damaged Halani for 10 points. 22 remaining.
"Ah, no ya don't. Yer not puttin' a foot out here if we can prevent it...!" Ormarr moves quickly back towards the wagon, and raises two heavy, trunk-like arms. Near the treeline, the earth shatters and breaks--rocks crunch, taking to the air and pelting the creatures there relentlessly.
"Whoah.." Halani says as she narrowly avoids getting stabbed. Out of the corner of her eye she notes Albrecht springing to her rescue and she shifts sideways to accomodate. Then follows up with her own assault. Problem is, when her fists draw back from striking the red man, her knuckles hiss and smoke. And the monkette winces in pain.
GAME: Benthus rolls 1d20+4: (11)+4: 15
GAME: Benthus rolls 1d6: (3): 3
GAME: Jibbom rolls 1d20+3: (15)+3: 18
GAME: Jibbom rolls 1d20+3: (5)+3: 8
GAME: Jibbom rolls 1d20+3: (15)+3: 18
GAME: Jibbom rolls 1d20+3: (1)+3: 4
GAME: Jibbom rolls 1d2o+8: (2o)+8: 8
GAME: Jibbom rolls 1d20+8: (16)+8: 24
GAME: Benthus used a Alchemist's Fire.
GAME: Jibbom rolls 2d4: (8): 8
The militia, obviously unused to being in this sort of situation, scramble to ready their weapons after the wagon is set back down. Some of the swifter ones fire off arrows, but the effort is largely useless. Only the Captain does anything effective, firing his rifle with impressive accuracy and lodging a bullet in the red fellow.
GAME: Jibbom rolls 1d20+12: (14)+12: 26
GAME: Jibbom rolls 1d20+12: (3)+12: 15
GAME: Jibbom rolls 1d20+12: (18)+12: 30
GAME: Jibbom rolls 2d6+10: (3)+10: 13
Benthus examines the field of battle critically and decides to direct his attention on the second wave. He draws out a flask from inside his coat and lobs it over to where the second group of fat monsters are located. The ground erupts in fire, but it doesn't do any damage to the creatures on top of it.
GAME: Jibbom damaged Albrecht for 13 points. 8 remaining.
It turns out that horrible red oozing monster men really, really don't like being smited by holy paladins. The red guy lets out an ear-piercing shriek of rage before dropping his spear and leaping upon Albrecht, ripping at him with razor-sharp claws and diving in to sink his fangs into the paladin's shoulder, drawing blood.
GAME: Moonshadow rolls weapon4-1: (11)+0+-1: 10
GAME: Moonshadow rolls weapon4-1: (16)+0+-1: 15
GAME: Moonshadow rolls 1d6+3: (2)+3: 5
GAME: Moonshadow rolls 1d6+3: (1)+3: 4
GAME: Jibbom rolls 1d20+4: (4)+4: 8
GAME: Jibbom rolls 1d20+4: (5)+4: 9
GAME: Jibbom rolls 1d20+4: (18)+4: 22
GAME: Jibbom rolls 1d20+4: (9)+4: 13
GAME: Jibbom rolls 1d20+4: (9)+4: 13
GAME: Jibbom rolls 1d20+4: (7)+4: 11
GAME: Jibbom rolls 1d20+4: (6)+4: 10
GAME: Jibbom rolls 1d20+4: (19)+4: 23
GAME: Jibbom rolls 1d20+4: (4)+4: 8
GAME: Jibbom rolls 1d20+4: (10)+4: 14
GAME: Jibbom rolls 1d20+4: (8)+4: 12
GAME: Jibbom rolls 1d20+4: (13)+4: 17
GAME: Jibbom rolls 1d20+4: (12)+4: 16
GAME: Jibbom rolls 1d20+4: (1)+4: 5
GAME: Jibbom rolls 1d20+4: (20)+4: 24
GAME: Jibbom rolls 1d20+4: (8)+4: 12
GAME: Jibbom rolls 1d20+4: (9)+4: 13
GAME: Jibbom rolls 1d20+4: (12)+4: 16
GAME: Jibbom rolls 2d4+2: (5)+2: 7
GAME: Jibbom rolls 1d4+1: (2)+1: 3
GAME: Jibbom damaged Moonshadow for 7 points. 8 remaining.
GAME: Jibbom damaged Benthus for 3 points. 16 remaining.
Letting out a grunt as she's hit by a limb, Moonshadow throws out a flurry of punches on the small fat enemies that have her surrounded, hitting one of them twice for a good bit of damage, but it doesn't drop it. She's in a bit of a pickle here.
The oruch monk finds herself surrounded by a terrifying swarm of horrifying foul creatures that stink of sulphur and waste. Dropping their weapons, they set upon her with tooth and claw, gnashing in a mad fury. Her agility enables her to avoid most of the onslaught, but she still suffers scratches from two clawed strikes.
Meanwhile, the second group is disoriented and split apart by the stones Ormarr has hurled at them. Two head towards Ormarr, intent on revenge, but their attacks prove ineffective. The other two, annoyed at having fire thrown at them, pursue Benthus instead. One lunges forward with surprising ferocity, slashing at him with a large, dull blade.
GAME: Quint rolls 1d20+12: (3)+12: 15
GAME: Albrecht rolls 1d6: (6): 6
GAME: Jibbom damaged Albrecht for -6 points. 14 remaining.
GAME: Albrecht rolls 1d20+9: (11)+9: 20
GAME: Albrecht rolls 1d20+9: (4)+9: 13
GAME: Albrecht rolls 1d8+6: (1)+6: 7
Quint lets the long-hafted weapon fall from his grip, his hand already darting to draw out the curve-bladed sword he wears at his hip. The matte black metal of the weapon is alight with runes pulsing purple flames. The cut is wide, however, and the beast avoids.
Albrecht narrows his eyes in pain as the thing bites him viciously, and he pulls away, laying his shieldhand over his shoulder and gritting his teeth, then making a shield bash that comes up short, but a quick stab with his sword that connects and pierces the creature's side with another searing burst of light.
GAME: Jibbom rolls 1d20+12: (7)+12: 19
GAME: Jibbom rolls 1d6+5: (6)+5: 11
GAME: Ormarr rolls 1d20+6: (8)+6: 14
GAME: Ormarr rolls 1d3+4: (1)+4: 5
"Oh, here ya are now. Decided to have a lil' fun, eh?" Ormarr repositions--his foot goes behind him, keeping a minimal profile between himself and the two thugs. Removing this advantage, the old warrior draws back, slamming a fist into one of the creature's ugly faces. "I'll teach ya fun! Frightful! Fetch!"
GAME: Jibbom rolls 1d20+4: (6)+4: 10
GAME: Benthus rolls 1d20+4: (1)+4: 5
GAME: Halani rolls 1d20+9: (8)+9: 17
GAME: Halani rolls 1d20+9: (4)+9: 13
GAME: Halani rolls 1d20+9: (14)+9: 23
GAME: Halani rolls 1d20+4: (17)+4: 21
GAME: Halani rolls 1d8+7: (2)+7: 9
GAME: Halani rolls 1d8+7: (1)+7: 8
GAME: Halani rolls reflex: (19)+10: 29
GAME: Halani rolls reflex: (4)+10: 14
GAME: Jibbom rolls 1d8: (4): 4
GAME: Jibbom damaged Halani for 4 points. 18 remaining.
Benthus takes a hit from a clubbed weapon. Thankfully, it only connected with his breastplate. Still, it smarted. He jumps to one side and draws out his greatsword from his back, which elicited a hostile reaction from one of the fatties. The club doesn't find its mark this time. Fear, or just having dulled his combat skill due to living in a peaceful place, his own attack falls short of his expectations.
GAME: Jibbom rolls 1d20+3: (8)+3: 11
GAME: Jibbom rolls 1d20+3: (7)+3: 10
GAME: Jibbom rolls 1d20+3: (10)+3: 13
GAME: Jibbom rolls 1d20+3: (20)+3: 23
GAME: Jibbom rolls 1d20+3: (4)+3: 7
GAME: Jibbom rolls 1d20+8: (16)+8: 24
Despite the hissing and smoking as her flesh burns away on her knuckles, Halani maintains her assault, not appearing to hold back or in any way make her attacks any more cautionary.
GAME: Jibbom rolls 2d4 + 1d6 + 1: (8)+(5)+1: 14
GAME: Jibbom rolls 1d20+12: (9)+12: 21
GAME: Jibbom rolls 1d20+12: (4)+12: 16
GAME: Jibbom rolls 1d20+12: (1)+12: 13
GAME: Jibbom rolls 1d6+5: (6)+5: 11
GAME: Jibbom damaged Albrecht for 11 points. 3 remaining.
The militia are slowly getting a little more organized, but it's clear that whatever kind of training they've been doing has not adequately prepared them for an invasion force from another plane. Arrows and bullets fly wildly, with two lodging in the red guy. The red fellow, despite the many forces assaulting him, continues to rage against Albrecht's holy smiting power, clawing his face with more force than one would expect from such a near-skeletal creature.
GAME: Moonshadow rolls weapon1: (3)+5: 8
GAME: Moonshadow rolls weapon1: (11)+5: 16
GAME: Moonshadow rolls 1d6+3: (2)+3: 5
GAME: Jibbom rolls 1d20+4: (10)+4: 14
GAME: Jibbom rolls 1d20+4: (13)+4: 17
GAME: Jibbom rolls 1d20+4: (4)+4: 8
GAME: Jibbom rolls 1d20+4: (20)+4: 24
GAME: Jibbom rolls 1d20+4: (1)+4: 5
GAME: Jibbom rolls 1d20+4: (20)+4: 24
GAME: Jibbom rolls 1d20+4: (15)+4: 19
GAME: Jibbom rolls 1d20+4: (15)+4: 19
GAME: Jibbom rolls 1d20+4: (13)+4: 17
GAME: Jibbom rolls 1d20+4: (12)+4: 16
GAME: Jibbom rolls 1d20+4: (7)+4: 11
GAME: Jibbom rolls 1d20+4: (17)+4: 21
GAME: Jibbom rolls 1d20+4: (1)+4: 5
GAME: Jibbom rolls 1d20+4: (20)+4: 24
GAME: Jibbom rolls 1d20+4: (5)+4: 9
GAME: Jibbom rolls 1d20+4: (17)+4: 21
GAME: Jibbom rolls 1d20+4: (16)+4: 20
GAME: Jibbom rolls 1d20+4: (15)+4: 19
GAME: Jibbom rolls 1d20+4: (8)+4: 12
GAME: Jibbom rolls 1d20+4: (13)+4: 17
GAME: Jibbom rolls 1d20+4: (17)+4: 21
GAME: Jibbom rolls 1d20+4: (11)+4: 15
GAME: Jibbom rolls 1d20+4: (6)+4: 10
GAME: Jibbom rolls 3d4+3: (5)+3: 8
GAME: Jibbom rolls 2d4+2: (6)+2: 8
GAME: Jibbom rolls 1d4+1: (3)+1: 4
GAME: Jibbom damaged Ormarr for 8 points. 23 remaining.
GAME: Jibbom damaged Benthus for 8 points. 8 remaining.
GAME: Jibbom damaged Moonshadow for 4 points. 4 remaining.
Moonshadow Sends a kick over the fat guys head....and sticks a second kick in the fat one's face. However, Moonshadow doesn't look like she's going to be standing for much longer if she doesn't ge thelp.
The horrible fat creatures let out grunting war cries as they are injured. By now all weapons have been discarded by the disgusting creatures, giving way to an assault of tooth and claw. Moonshadow, Ormarr, and Benthus all suffer wounds from their respective attackers.
GAME: Jibbom rolls 1d20+4: (1)+4: 5
GAME: Quint rolls 1d20+12: (20)+12: 32
GAME: Quint rolls 1d20+12: (18)+12: 30
GAME: Quint rolls 2d6+34+26: (3)+34+26: 63
GAME: Quint rolls 2d6: (5): 5
GAME: Albrecht rolls 2d6: (8): 8
GAME: Jibbom damaged Albrecht for -8 points. 11 remaining.
GAME: Ormarr rolls 1d20+5: (11)+5: 16
GAME: Ormarr rolls 1d20+6: (17)+6: 23
GAME: Ormarr rolls 1d8+6: (8)+6: 14
Albrecht watches as Quint just asplodes the demony thing, and he draws a deep breath, blood running down his face from deep gouges. He steadies his breathing and lays his hand on his chest again, closing his eyes and letting the healing power flow through him before he returns to battle.
Quint towers over the invaders, high on horseback. The magicked sword is engulfed in the purple fires now in the presence of the other worldly beasts, dripping burning aether as if salivating. Turning in the saddle, he cuts down and across to cleave neatly through the bleeding-thing's chest.
"Thank you, girl," Ormarr says roughly as he takes the spear. Frightful's feathers are bloodied, and one foot hangs at an awkward angle. He maneuvers again, and brings the spear around--felling one of the misshapen creatures as Frightful takes to the air again. "Hold together just a little while longer, girl. I gotcha...Huaaaggnnn!"
GAME: Halani rolls 1d20+9: (9)+9: 18
GAME: Halani rolls 1d20+9: (2)+9: 11
GAME: Halani rolls 1d20+9: (1)+9: 10
GAME: Halani rolls 1d20+4: (20)+4: 24
GAME: Halani rolls 1d20+4: (10)+4: 14
GAME: Halani rolls 1d8+7: (3)+7: 10
GAME: Halani rolls 2d8+14: (15)+14: 29
GAME: Benthus rolls 1d6: (5): 5
GAME: Benthus rolls 1d20+4: (20)+4: 24
GAME: Benthus rolls 1d20+4: (12)+4: 16
GAME: Jibbom damaged Benthus for -4 points. 12 remaining.
GAME: Benthus rolls 4d6: (11): 11
Halani looks almost.... disappointed when the Moonguard cuts down the red demon monster. Judging from the condition of her knuckles, however, which she is doing her best to ignore, she owes the paladin thanks. Later. Realizing that the battle is larger than she thought, and that there are still creepy monsters prowling about, the islander girl hops past the corpse and catches one in the back with a quick snap kick. Even as it falls, she turns about and strikes another one in the chest, flat palmed. The little fat demon's chest turns concave for a moment, then it topples.
GAME: Jibbom rolls 1d20+3: (19)+3: 22
GAME: Jibbom rolls 1d20+3: (6)+3: 9
GAME: Jibbom rolls 1d20+3: (18)+3: 21
GAME: Jibbom rolls 1d20+3: (10)+3: 13
GAME: Jibbom rolls 1d20+8: (7)+8: 15
GAME: Jibbom rolls 2d6+2: (9)+2: 11
Another volley of arrows fires. "The tide is turning, men! Hold! Do not let them reach the wagon!" Calls out the captain, attmepting to rally the men. Two arrows sink into one of the pudgy fellows still attacking Moonshadow.
GAME: Moonshadow rolls weapon1: (9)+5: 14
GAME: Moonshadow rolls weapon1: (6)+5: 11
GAME: Moonshadow rolls 1d6+3: (1)+3: 4
GAME: Jibbom rolls 1d20+4: (13)+4: 17
GAME: Jibbom rolls 1d20+4: (9)+4: 13
GAME: Jibbom rolls 1d20+4: (3)+4: 7
GAME: Jibbom rolls 1d20+4: (9)+4: 13
GAME: Jibbom rolls 1d20+4: (4)+4: 8
GAME: Jibbom rolls 1d20+4: (9)+4: 13
GAME: Jibbom rolls 1d20+4: (2)+4: 6
GAME: Jibbom rolls 1d20+4: (5)+4: 9
GAME: Jibbom rolls 1d20+4: (10)+4: 14
GAME: Jibbom rolls 1d20+4: (7)+4: 11
GAME: Jibbom rolls 1d20+4: (13)+4: 17
GAME: Jibbom rolls 1d20+4: (3)+4: 7
Demoralized, injured, and now lacking a leader, the foul-smelling short beasts are a significantly less fearsome threat. They still wail and gnash against their respective targets, but utterly fail at inflicting further injury.
Snapping out another couple of punches towards the injured fat thing, Moonshadow manages, yet again, to hit the fat one with the second punch. Her luck remains with the fat one ducking into the second punch.
Benthus is bloodied now. He fears. He calls to his god for protection and strength. He is rewarded for his faith. His body glows with radiant light. The wounds begin to heal. There is a firmer resolve on his face, calm has returned. He looks at the enemy of his god. There is no fear in his eyes. He draws his blade for a swing. The result is as is expected. The creature obliterates against his shining blade. A whispered thanks is given to his god. And he stands firmer now, eyeing the sole opponent in front of him. Only one will continue to stand before this night ends.
GAME: Albrecht rolls 1d20+6+2-2: (4)+6+2+-2: 10
GAME: Albrecht rolls 1d20+6+2-2: (14)+6+2+-2: 20
GAME: Albrecht rolls 1d4+2: (1)+2: 3
Albrecht turns to his side and advances to flank one of the fat little creatures, and readies an overhand blow from his sword which goes wide, but he follows up with a smash from the rim of his shield to the creature's flank with a hollom "tong" sound.
GAME: Ormarr rolls 1d20+6: (12)+6: 18
GAME: Ormarr rolls 1d8+6: (7)+6: 13
GAME: Ormarr rolls 1d20+5: (14)+5: 19
"Hunnnugh!" and the last one near him goes down. Breathing harshly but steadily, the older warrior brings the spear around in a 'ready' position. "Where is he, girl?" he asks beneath his breath. He looks for the father, to make sure the man...keeps his head. In any case, he, and the hawk, stay near the cart and its tragic contents.
GAME: Halani rolls 1d20+7: (1)+7: 8
GAME: Halani rolls 1d20+7: (16)+7: 23
GAME: Halani rolls 1d20+7: (1)+7: 8
GAME: Halani rolls 1d20+2: (11)+2: 13
GAME: Halani rolls 1d8+7: (6)+7: 13
GAME: Benthus rolls 1d6: (5): 5
GAME: Benthus rolls 1d20+4: (12)+4: 16
GAME: Jibbom damaged Benthus for -5 points. 17 remaining.
GAME: Benthus rolls 2d6+3: (2)+3: 5
GAME: Jibbom rolls 1d20+3: (7)+3: 10
Halani can ignore the acid burns on her fists no longer; though she continues to fight, slipping around Moonshadow's attacks to score another hit... and drop.. of her own, the smaller monk's attacks follow clear hesitations now.
GAME: Jibbom rolls 1d20+3: (17)+3: 20
GAME: Jibbom rolls 1d20+3: (19)+3: 22
GAME: Jibbom rolls 1d20+3: (6)+3: 9
GAME: Jibbom rolls 1d20+8: (18)+8: 26
GAME: Jibbom rolls 2d4 + 2d6 + 2: (6)+(4)+2: 12
The captain continues rallying his troops, and more volleys of arrows and bullets fly forth. This time they actually succeed in bringing one of the beasties down, finishing off Benthus' assailant. Only one bruised and battered monster remains near Moonshadow.
GAME: Moonshadow rolls weapon1-1: (7)+5+-1: 11
GAME: Moonshadow rolls weapon1-1: (3)+5+-1: 7
Benthus is still radiating warm soothing light as he salutes his opponent. The wounds on his body seem to evaporate at the same time he begins to swing his sword. The creature tastes Benthus' blade. There is no mistaking what he intends on the creature. The glow in the paladins' eye clearly indicates to this otherworldly creature that its presence is not allowed here.
GAME: Moonshadow rolls weapon1: (6)+5: 11
GAME: Albrecht rolls 1d20+8: (5)+8: 13
The problem with trying something fancy is that you're likely to miss. As is the case with Moonshadow, trying one of the more advanced forms early by spinning in place and trying to hit the fat beast twice. Unfortunately, she's a bit too tal to hit the sucker.
Albrecht attempts to pin the fleeing creature with his sword, but it is too quick for him and he gets only grass with his sword point.
GAME: Halani rolls 1d20+7: (9)+7: 16
GAME: Halani rolls 1d8+7: (2)+7: 9
Benthus sheathes his sword, and approaches Moonshadow. He hovers his hands over her and says, "Permit me to heal you, Lady Moonshadow."
GAME: Benthus rolls 1d6: (4): 4
"No!" The command is uttered by Halani a moment before her foot lashes out, catching the last of the fat little monsters square in the neck as it drops its defences and attempts to flee. There's a sickening crunch as her sandalled foot connects, and it falls.
The militiamen continue firing for a few moments after the last monster is felled before their captain is able to rein them in. "Hold! Hold, lads, hold!" He surveys the scene with amazement. The dead creatures have been melting away into piles of horrible-smelling goo. The red one is little more than a puddle now. "Gods above, what were those horrible creatures?" He returns his rifle to the holster and rubs at his forehead. "... We've got to get my daughter away from the Felwood and the mists, and we've got to do it quickly. Men, let's get this wagon fixed /now/!" The men spring into action. So does Jimmy, who has finally emerged from his hiding spot behind a tree.
The wailing screams from inside the coffin grow only louder and more anguished.
GAME: Jibbom damaged Moonshadow for -4 points. 8 remaining.
Ormarr relaxes when the captain speaks up. He smiles partway at Albrecht--he'd been afraid the man might go the other direction. Drag them all back to the village. "I'll help lift," he says. He looks at Frightful then, and runs a pair of fingers over her bloodied feathers.
GAME: Ormarr rolls 1d8+3: (5)+3: 8
GAME: Ormarr casts Cure Light Wounds.
Halani, hands on her knees, doing her best to calm her huffs and puffs, looks at Moonshadow out of the corner of her eye. Then she nods once before straightening.. and then begins wrapping her knuckles. She winces as the soft leather scrapes against ruined skin, but bears through it.
Moonshadow smiles to Benthus as Halani fells the last monster. "Thank you Benthus. I certainly could use the healing." She says as she looks to the Militiamen and chuckles. "Hopefully this will proceed quickly." She says pulling a potion from her belt and drinking it.
GAME: Moonshadow rolls 1d8+1: (5)+1: 6
GAME: Jibbom damaged Moonshadow for -6 points. 14 remaining.
GAME: Moonshadow used a Potion of Cure Light Wounds.
Albrecht pulls a scrap of cloth out from under his breastplate and wipes the blood away from his eyes before tying it around his head to stanch the wound before he walks back, a bit stiffly, to the cart and begins helping the militiamen get that axel changed, putting his back into it.
Benthus isn't as strong as he was earlier, and with the fading of his radiant energies also comes the fading of strength of his arm. He accidentally touches Moonshadow and the healing energy that were stored in his hands were discharged into her. He draws his hand back, but it was too late. The wounds on Moonshadow are beginning to heal itself. Thankfully, for Benthus, Moonshadow approved of his action even though he did not wait for any confirmation. He sighs and nods to Moonshadow before turning around and making sure everyone else is okay.
The earth whispers, and Frightful stands up straighter. Through some communication, the hawk takes to the air long enough to resettle, closer to the coffin. "...right," Ormarr says. And then bends to help with the axel.
With the group and the militiamen now working together, repairs on the wagon proceed swiftly. Within half an hour, all are making progress along the road again. While some are a little reassured once the mists of the Felwood are behind them, the constant banging and wailing coming from the coffin make it very difficult for anyone to feel terribly relaxed. It is a long, long night.
Sunrise comes when the group is still two hours from Alexandria's gates. Mercifully, the horrible sounds from the coffin stop when sunlight peeks over the horizon. This prompts Captain Filus to make another attempt to convince the adventurers that it is now safe to let his daughter out of the box, but fortunately his fellow militiamen talk him out of the idea. Finally, the group returns to the city and arrives at the Temple of Daeus just after the morning's services have concluded. Jimmy looks thrilled to see the temple. "Ah, there we are. So, you all can get that thing off my wagon and I can go home and have a stiff drink, right?"
"Workin' on it." Ormarr grips the spear. It's an unfamiliar weight, though he keeps an eye on the captain, wary he might need it. "Workin' on it. ...one of you folk want t' run on in, let them know we're comin'? I'll sit here a while, I think. Easier on the old legs." And keep an eye on the father, but well. Not something you'd say aloud, you know?
Moonshadow says, "I think Halani and I can do that, though Halani may be faster." She says bowing to Halani, letting her do so if she wishes, but is right behind her."
Albrecht nods to Jimmy "We'll take it from here. Thank you for seeing it through." He has cleaned up his wounds somewhat, though still looks a bit the worse for wear, and waves a small child over after scribbling on a piece of parchment with some charcoal. Passing it and a coin to the girl he says "Be a good lass and run this to the Hearthguard at the Temple of Althea next door, and you'll have another coin as well." Moving around to the back, he looks at how best to unload the cargo at the current location.
"We could...." Halani starts off, obviously reluctant when she looks at the temple doors. "Or we could send the Sunblade, yeah? Since they're his people?" She gives up on the idea as soon as she mouths it though. Maybe deciding that going to let the Daeusites know they have a delivery is preferable to handling some demon girl in a box.
"Yer welcome, sir. But forgive me for sayin' it might be a while before I take another delivery job for the church." Jimmy replies to Albrecht with an uneasy little laugh. He's eager to unload the coffin and get out of the city as quickly as possible. Some of the militia are inclined to do the same now that delivery has been made, with only Filus and a couple other staying behind to see things through. The girl bribed by Albrecht is quite happy to ferry the message and skips along to do so.
The older oruch looks over at the captain, and then walks over. "I've still got some strength, boy. Let me lend a hand with that." To Filus, "I'll be careful with'er."
Albrecht nods his thanks, and begins pulling the leading edge out, and giving the others room to grip from the sides as he leans back and hoists, then tips it downward, so that they can slide it.
And so, shortly enough, the clergy are alerted and given the letter the priest sent with the group. They appaear somewhat alarmed when they read the contents. The coffin is unloaded, and the adventurers aid the temple acolytes in carrying it to a rarely used chamber in the rear of the temple. Those of the faith may recognize it as a room used for performing exorcisms and similar rituals. Filus is alarmed, but the clergy and the mediator from Althea's temple are able to explain the situation to him. Those who wish to wait to see this to a conclusion are allowed to do so, and a tense hour passes while the temple priests perform whatever rituals they have come here to perform.
Fortunately, it all works out for the best. When the priests have finished, they emerge from the chamber with a very normal-looking teenage girl. She looks very rattled, but the paladins in the group will be able to tell that all evil has been banished from her. The clergy apologizes for the necessary deception, explaining that the girl was the victim of possession by a fearsome shadow demon. Even discussing the matter could've attracted the attention of would-be demon rescuers, as indeed it did. Fortunately, thanks to the advenutrers, the girl has been saved and the forces of evil have been repelled from Alexandria yet again. All in a day's work for the Explorer's Guild.