MERLANCE's Campaign Play Thread

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MERLANCE
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Re: MERLANCE's Campaign Play Thread

Post by MERLANCE » Tue Apr 23, 2013 1:55 am

Josef and Zati follow Gorth in, with Trudy right behind.

The shop is full of dead zombies, broken glasses, and what looks like a half eaten elf, who is holding a bow. The zombies all have multiple arrows piercing them, nearly all in the head or chest. It would be reasonable to assume that whoever shot them was a skilled marksman. Theres also bows and arrows on shelves, and a few crossbows and bolts too.

Gorth starts looking around.

Kurt carries Ara in a short time later, as well as CF and AF.

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Re: MERLANCE's Campaign Play Thread

Post by Joseph » Tue Apr 23, 2013 8:48 pm

Josef casts a glance at Ara, just to reassure himself the priest is still breathing. He then looks around the shop, for any better light crossbows or bolts that he can use.

Zati also looks.

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Re: MERLANCE's Campaign Play Thread

Post by MERLANCE » Wed Apr 24, 2013 1:18 am

Josef, Gorth, and Zati systematically search for anything of use.

The search proves fruitful, and the party finds some interesting weapons:
A Mighty Composite Longbow with a +1 strength bonus
A normal masterwork longbow
A Might Composite Longbow with a +3 strength bonus.
2 masterwork crossbow bolts
27 masterwork arrows
And the dead elf's masterwork shortbow
Also, however many normal bolts, arrows, crossbows, and bows you want or can carry.

Behind the counter, mounted on the wall in a glass case is a large bow, larger than the longbows, and is of obviously superior craftmanship. Gorth tries to smash the glass but fails to break through, and begins to instead work on the lock.

During this period of time, Ara regains conciousness.

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Re: MERLANCE's Campaign Play Thread

Post by Marcus » Wed Apr 24, 2013 12:46 pm

Ara uses two bless spells to heal himself.

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Re: MERLANCE's Campaign Play Thread

Post by MERLANCE » Thu Apr 25, 2013 12:36 am

Ara regains 14hp (5+2, 5+2).

Gorth initially fails at opening the lock, so instead elects to take 20 and two minutes on it.

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Re: MERLANCE's Campaign Play Thread

Post by Joseph » Thu Apr 25, 2013 12:44 am

While the thief works the lock and Ara heals himself, Josef looks around. Is it a single floor building? Are there stairs going up or down? A trap door anywhere? While looking, Josef considers whether or not to replace his crossbow with one of the composite bows. Crossbows were fine running the family caravans but for these zombies, something larger and more powerful might be in order.

Zati looks around for a sack, thinking they may as well grab all the bolts they can.

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Re: MERLANCE's Campaign Play Thread

Post by MERLANCE » Thu Apr 25, 2013 2:46 am

The building is two stories, with stairs leading up behind the counter. There is a door under the stairs that presumably leads to a back room. Zati finds a burlap sack that could hold 200 bolts or arrows.

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Re: MERLANCE's Campaign Play Thread

Post by Joseph » Thu Apr 25, 2013 2:57 am

Zati fills the sack with 200 bolts.

Josef, knowing his hearing isn't as well trained as those of the roguish arts, listens at the door to the back room for any obvious sounds. Knowing how idiotic the rogue is and how easily annoyed he is by common sense, Josef does what he did last time at the store they met Zati at. He calls out in a normal indoor voice, "If any one is alive, we're obviously not zombies. Just a bunch of foolish do-gooders trying to save who we can..." That said, Josef slowly, cautiously tries the door to see if it's locked.

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Re: MERLANCE's Campaign Play Thread

Post by Marcus » Thu Apr 25, 2013 10:09 pm

Ara looks cautiously over at the door.

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Re: MERLANCE's Campaign Play Thread

Post by MERLANCE » Sun Apr 28, 2013 1:37 am

Josef gets no answer at the door. Its not locked and opens with ease. Opening it, he sees a workshop, where the previous occupant has some bows and arrows in various states of completion. Theres another door in the back which is barred and has some furniture stacked up against it.

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Re: MERLANCE's Campaign Play Thread

Post by Joseph » Sun Apr 28, 2013 1:55 am

Assuming that's an exterior door (why else would it be barricaded) Josef moves to the stairs and cautiously heads up them, blades in hand and ready, calmly announcing his presence as he moves up the stairs, having no desire to be shot. A reasoning being would know the difference in sound between a zombie and a survivor but the situation in the city is such that survivors may not be reasoning well.

Zati follows him, a spell ready if needed.

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Re: MERLANCE's Campaign Play Thread

Post by Marcus » Sun Apr 28, 2013 9:03 am

Ara glances at those who walks upstairs and decides to follow them along the way.

As he walks up the stairs Ara stops and rubs his forhead, grumbling as he do so.

I feel odd....damn headache.

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Re: MERLANCE's Campaign Play Thread

Post by MERLANCE » Wed May 01, 2013 7:28 pm

Josef hears no acknowledgement of his announcement.

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Re: MERLANCE's Campaign Play Thread

Post by Joseph » Wed May 01, 2013 8:49 pm

With three of us upstairs... what do we see?

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Re: MERLANCE's Campaign Play Thread

Post by MERLANCE » Sat May 04, 2013 9:49 am

You see... one room that takes up the whole upstairs. There is an eating and cooking area, a bed, a few bookshelves stocked with a seeming random assortment of books, and some other furniture. Theres not a lot of stuff here, but what there is, is of good quality.


Ara makes a wisdom check that results in him thinking that probably only one person lived here, and that it was an elf.

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