Benny
AC 14 (19 with shield spell used as a reaction)
Spell Save DC 13
HP/HP 4/17
Passive Perception (PP): 13
HD/HD; 2/2
Maximilian
AC 13 Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects.
Resistances: Necrotic, Psychic, Radiant
HP/HP 22/24
Senses Darkvision 60 ft., Passive Perception 11
HD/HD; 1/7
Feeling sharp pain from the mist, Benny doesn't hesitate and jumps on the ground and goes up the ladder.
Once up there, he scans the room to see if he can spot holy water.
Max flies up to the balcony and lands on Benny's shoulder.
OOC:
I just realized that I've been copying and pasting the same minisheet since Max took damage from the very first scene. He had 6hp before the rest, but and 6hd to heal 16hp. This was rolled on 2025-07-01 and can be seen here. I've updated the minisheet with the correct HP total of 22 for Max, and substracted 10 from Benny's HP. With 4HP, Benny isn't in good shape!
AC16 Passive Perception 17
HP 17/20 HD 1/2
SSdc13 Slots 2/2
Hunters 1/2 Healing 1/1 Teleport 1/2
Inspiration: 1/1
HOLY HAMMER GROUP, CURRENTING VAKAYING AT THE PENDANT STORE
Caer sees the child leap on to the shoulders on Anson after Havok's stern remonstrations, but is concerned that they are about to be overrun by the approaching scurrying sound. Caer had experience dealing with vermin of all kind, but was not keen on staying to learn if these vermin had been touched by the evil that pervaded this place. He pocketed the purple gem with swirling smoke and the wooden medallion, determined to investigate them further when they weren't surrounded by staggering mounds of risen and rotting flesh bearing ill will.
He whispered to his companions to get their attention.
We move to the gate. Go quietly and stay away from the lurkers, and look for a place to shelter for a minute so that we can see Benny, Anson and Deidre if they are leaving. If we are detected, prepare to run. ... Stratus, remember you have a child on you.
With that, Caer began making his way to the exit, extending his senses to guide him on a path to avoid the malevolent flesh-eaters.
OOC:
Have the two items.
Going to move stealth and use perception to guide me- hopefully can lead party on good path. Perception: 1D20+7 = [3]+7 = 10
Stratus hauled his loot bag over one shoulder, and the child over the other, nodded to Caer, and began to make his way toward the road leading up to the Temple gate, while keeping an eye out for trouble. His sack continued its clanging noise, far too loud for comfort, no matter which way he tried to shift it.
OOC:
Yeah, this is going to go great! Stratus Stealth: 6! Perception: 16! (At least I'll see them coming!)
One box got smashed by a zombie and Stratus grabbed a single item that fell out.
He later grabbed a drawer that has a valuable ring in it
Havoc grabbed a random drawer
Caer got 2 pendants.
You guys are moving to the exit
With Newt, trying with as much bravery as she can muster to be quiet, the group runs towards the street that will lead to the fortified gate of the temple.
The zombie has finally extricated itself from the display boxes but, as it turns to pursue you, it gets overrun by a horde of rats that are slowly gaining on the group.
As you pass a meat stall, hoping to use it as cover, you see a strange mist hanging over it. The various meats, which must have looked fresh at some point, look descicated and rotten, like all the juices and blood were drained from them. You decide against using this stall as cover and, instead, keep moving. Stealth seems pointless anyways, with amount of noise you make. In fact, as you move along a zombie hears you and turns to pursue.
As you round the corner onto Temple Street, you see a man, cornered, trying to fend off two zombies. Beside him is a dead donkey tied to a small cart. One of the two zombies is feasting on poor animal.
If you abandon stealth and run, you can make the gate in just a few moments. If you stop, the rats will catch up in no time.
Let's zoom in on combat here.
If you keep moving, you can avoid the rats, the two zombies attacking the merchant will also ignore you and you can make it to the gate. The gate is about 300 feet away.
You still have one zombie on your tail.
If you stop, the rats show up in round 3.
Round 1
What do you do?
Enemies:
pursuing zombie
Zombie eating horse
Zombie attacking merchant
Cures & Curiosities
The mist turns a darker red as it sucks blood from Benny, who scrambles up the ladder. But being high up won't help as it starts to float up towards the group on the balcony.
As soon as Deidre sees what it has done, there's no mistaking that this is a Vampiric Mist - either the remnant of a fallen vampire brought back by the evil energy of the storm or, perhaps, the air itself brought to unlife. Whatever its origin, it clearly isn't at its full power yet...although, that is no comfort to you as you look at its victims scattered on the floor below. Anson’s flame flies from his hand into the mist and a small part of it evaporates and takes a split second before it reconstitutes.
This thing will be a challenging fight for just three characters and it is quite deadly. But it is undead so you guys have some options against it. If you choose to flee, it will not pursue.
It's supposed to kill you at 0 hp but it isn't night time yet so it's not at full power, so you still get your death saves.
Round 1
What do you do
The vampiric mist has already attacked.
Benny moved but still has an action, which could be another movement if you all choose to retreat.