Short note: I started a short post during my train ride, and posted half of it by accident when I arrived. For those who found it before: It's finished now. Whoops.
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Sweet die roll on that check, Cap'n! =)Thomas calmly knelt by the broken dead thing and handled it without concern. The dead, the truly dead, did not concern him, it was simply part of the cycle of life. He turned it over, spread its wings, examined its wounds both old and new. He would get to the bottom of this. He listened to his compatriots' conversation and chipped in as he worked.
"A scout would be a sensible proposition, an Undead construct sent in the dead of night to spy. Bats are known to have senses beyond our five, perhaps this one was gifted with additional ones by way of its Undead nature. Anything it learned could have been gleaned by its creator by arcane means."
Silanon Hey, Sil? Dreamy would like to try Knowledge: Religion (at 1st level, I'm pretty sure it's one of the few Knowledge Skills available to the party as a whole)? What tales of gods and heroes might there be involving special weapons used against the undead? If applicable, Dreamy's modifier is +4.If someone wants to learn more about the arrowhead, checks in Knowledge Local, History, Planes or something fairly similar might yield results.
Sure thing - didn't mention religion because it is not the best fit, but it's close enough to give you results. As long as the dice cooperate, that is.Hey, Sil? Dreamy would like to try Knowledge: Religion (at 1st level, I'm pretty sure it's one of the few Knowledge Skills available to the party as a whole)? What tales of gods and heroes might there be involving special weapons used against the undead? If applicable, Dreamy's modifier is +4.
I hardly think that's necessary. You have a cleric of Pharasma who positively identified it as an Undead giant bat. Who's going to need more proof than that. Also, it's probably gonna start to get stinky.Dreamy was going to bring up taking the undead corpse along (for proof for anyone who needs it).
Silanon As much as I like to hang on to that statement, I have to ask the Dungeon Master. Is this statement true? Are clerics of Pharasma known well-enough in these parts of the world?I hardly think that's necessary. You have a cleric of Pharasma who positively identified it as an Undead giant bat. Who's going to need more proof than that. Also, it's probably gonna start to get stinky.
Captain Hesperus
Silanon As much as I like to hang on to that statement, I have to ask the Dungeon Master. Is this statement true? Are clerics of Pharasma known well-enough in these parts of the world?
Suddenly secret necromancyAnd with our Thomas, that's no problem at all! =)
You've mentioned that Dreamy has taken long rides out here with folks who know the area really well. How familiar is she (or any of us with similar knowledge) about this particular path?Those familiar with the area (mostly everyone who does not just stay at the mansion) know that it's a short-cut that'd buy you about an hour, most likely; and it's wide enough for a horse to pass by, though only barely at times.
Ha ha ha ha! =)if you're expecting trouble (problems, not the mechakitten).
SilanonIn other words - feel free to ask if there are any specific questions, and there's no chance to get lost under usual circumstances.
taking the short-cut comes with more difficult terrain and less space to maneuver,
Not as far as you are aware - wild animals are usually spotted before they get that deep into the barony, and bandits have never really been a problem when the valuable targets are usually protected by well-armed dwarven guards.Does the path have any history of being used as an ambush site by anything (natural predators, sentient creatures, etc.)?
No - the path itself is easy enough to travel, just too narrow in some places for carts and the like; if you want to leave the trail, that's a different story, since the forest is very much dense and wild.Are there any Ride checks required to make use of the path (we are 1st level, after all)?
It does not, in general - for the most part, you'll have the river to your left, the forest to your right, and a narrow path ahead of you.Does the path provide cover from the air or is it open to the sky (in case there are more of these undead bat-things)?