Nymm 20, 998 YK and Nymm 21, 998 YK
As they have little else to do, the party helps Nalden and the other villagers with the preparations for the night. They move farm animals out of one of Mayelkur's barns and distribute them among the others. Lirev is reluctant to leave her home, but she agrees to make due with the "accomodations" being prepared, and gathers some things to make the night pass more comfortably.
The party and Lirev eventually settle in for the night, resting on makeshift straw beds. The Granthum woman continues to look after the parties remaining injuries, and as darkness falls, everything seems to be alright. You set a watch, and try to sleep as best you can for the night.
For man hours, nothing happens. The watch changes several times, and all is well. But then, while Colvin is playing sentry a few hours before dawn, there is a great crashing noise as the doors to the barn burst open. There, is the doorway, is a terrible spirit. The stocky frame of its bones most definitely suggest a dwarf in life, and it is wearing haggard looking chainmail and shield. In its bony hand its clutches a beautiful and deadly looking waraxe. All is covered and lit by wispy blue flames. Taking a menacing step forward, its jaw opens and a voice comes, out: "
Granthum will not rest in peace!" Lirev screams.
OOC:
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Roll for initiative. Those who were asleep also need to roll a perception check against (basically get anything except a 1), else they will wake naturally in the next round. Anyone who was still injured regained 2 hp from the rest obtained thus far.
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