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PostPosted: Fri Jul 28, 2017 6:21 am 
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Stig

Stig decides to use some of his racial abilities and 'two can play at that game' philosophy. He will check out the shed in this deadly game of hide and seek, Stig broad sword melee [1d20] = 14 damage [2d4] = 6 a challenge to anyone inside. If the place is empty he sneaks to the wrought gates, not opening them but peering through into the gloom beyond.

He figures the gates are creaky and rusty and will alert his presence.


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PostPosted: Fri Jul 28, 2017 7:13 am 
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Bluetongue wrote:
Stig

Stig decides to use some of his racial abilities and 'two can play at that game' philosophy. He will check out the shed in this deadly game of hide and seek, a challenge to anyone inside.


(OOG: This description will take one turn for Stig while Teaeryn and Rakious arrive. Meanwhile, unbeknownst to the characters, Kendra has worked her magic at the mausoleums and raised another retinue of skeletons of a superior class.) Only chirping insects answer Stig's challenge. Stig cautiously checks behind a cord of wood piled five feet high only to find a scampering hare and that there is no game of hide an seek here. Wooden planks and beams lie upright against the cord of wood but he finds nothing in the space underneath.

Stig proceeds to the 10' X 10' shed, which he dimly sees is latched but not locked with his infravision. Inside, it is difficult to make out the exact contents but feeling around helps reveal it contains a neatly organized array of tools. Two wheelbarrows rest against the walls, a two wheeled cart sits rests against the other side. Lengths of ropes hang from the rafters, several picks, shovels, and a weighted sledge hammer hang on the wall. An assortment of smaller hand tools and fasteners. Stig may be amused to find a half flask of wine discretely stashed beneath folded bolts of cloth in the corner.

Bluetongue wrote:
Stig
Since the place is empty he sneaks to the wrought gates, not opening them but peering through into the gloom beyond.

He figures the gates are creaky and rusty and will alert his presence.


The gates are surprisingly well maintained and good quality. The vicarage stands silent and dark with its shutters hooked open. Stig can assume Father Hannes must be asleep at this late hour and still unaware of the events in the graveyard.

Teaeryn and Rak approach the tool shed from the north (OOG: at map coordinates W8.) In Teaeryn's lantern light, they immediately notice the door swung wide open and recognize Stig's silhouette peering out from the pillars of the gates 30 yards away (OOG: at map coordinates W9.)

From the west, Rak overhears a familiar laughter and muttering in a rising voice. Eventually, all hear the repeated words of the necromancer clearly in her determined tone, "You are free, my friends. Destroy that Temple! Kill them all and walk again free!"

(OOG: Here ends Episode 2 - Intruder Detected. We will begin Episode 3 - Enough to Wake the Dead. Let's prepare for this in an OOG forum before beginning In Character.)


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