Quote Originally Posted by J-H View Post
Aupti enjoys the apple pie. It's not cheap, but it is quite good, and he shares a few pieces with his compatriots. "If tonight is as dangerous as they say... better to not face it with a stomach full of porridge."

As the day draws to a close, they reach their post. Aupti takes an old bear trap out of his pack and finds a likely spot to chain it at, then covers it with some snow after making sure everyone knows where it is...
Quote Originally Posted by zylodrizzt View Post
After the directions and some instruction hasgraek goes to inspect the site seeing if there is anything useful to perhaps bottle neck combatants or slow thier progress (like setting up trap). He takes note about normal routes up to the top of the wall but also takes note on how tall buildings and the wall is. Notes how his ammunition is rather light and he lacks as many daggers as he'd want so once he's satisfied with his scouting he decides to help others in the hopes that they'd want to help him back.
At the gate you encounter other adventurers with the same idea, the group that will take the late night shift after you leave the field. They are all women; a gnome, a half-elf, a wood elf and an eladrin. They call themselves the Devise sisters, and despite their diverse backgrounds do seem to share the same huge amethyst eyes. A gangling firbolg fellow working with a hammer to reinforce the gate seems to be affiliated with them as well. They are friendly enough, if understandably grim, and explain that they are standing the vigil because they owe a favor to a grave cleric.

Their ranger, Niala, works with you to place and set up traps, and Hasgraek is able to use his thieves' tools to repair one. The gnome rogue shares a few daggers (four). She seems to have an unlimited supply from a magic bracer she acquired recently and doesn't need these anymore.

Quote Originally Posted by Dirty View Post
As Aupti was setting his traps, Connor had his piece of pie still untouched, wrapped up in the beeswaxed cloth beside him. He had taken out his flute as he sat on a crate, slumped down in a half lying down way he still had a good view of the spot they were protecting and of some of the people on the wall. He played some quick tunes, tried his fingers and some different cadence here and there as he was trying to find the right melodie for today. A day of suspense, a dreaded day. But one met with resolve. He looked at the people on the wall again. A known day, a named day. There was clarity here. Do or die. He looked at the strangers he'd only just met. There'd been surprises too, unexpected gems throughout the day. People helping others, taking in and care of each other.

He started playing a suspenseful tune. He weaved in the melodie they used to grab the spirits attention before lighting the pyre. He wanted to let the people on the wall know that today was for them, and the ones before them.

He started playing slow but sped up at some point and the music changed from a sad suspenseful tune to one of a clear and beautiful song that tried to invoke bravery and pride. He played with the rhythm to add some body to it. When he found his groove he soon gave it four different chapters, and took his time to weave the form and tonality together organically.

The first was for Coldwater, recognisable and respectful both to the dead and the living.
The second was for a gentle soul, the type to stop and smell the flowers. The type to remember to get some apple pie before the eve of battle.
The third was for a wild and untamed soul, full of anger and anxiety just looking for acceptance
The fourth was for someone with strong hands, a gruff demeanor but with a heart of gold.

Spoiler
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Performce roll: 24
The shortest day of the year runs away fast between your fingers, with the Iron Carillons chiming away. The two biggest batteries, facing the bay, aren't not far from here, and several smaller towers in courtyards around the keep accompany them. The bells ring lightly on the quarter hours, but as the sun begins set in the West, a heavy tolling goes out over the whole city, warning that night is here. From your position you have an extraordinary view of the sun slipping behind the Touchsky Peaks. Huge torches are lit on either side of the gate and down the Rue Desmontaignes.

It's not long after that that the warning toll sounds again; necromancer ships seen in the bay, their pennants of red and black and bronze, figured with skulls and swords and chains. From the ramparts, Beatrice shouts down what is unfolding on the shore west of the city.

"First landing! It's the Onager clan, be prepared for seige equipment."

...

"The encampment around the Keep is filling up, the seige is spilling down the wall. Brace yourselves..."

...

And soon you don't need her warning that troops are gathered on the other side of the gate; the stamp of dead feet and the clank of steel on steel (and the dull noise of steel on bone) is audible to all. And then the drums begin; the necromancers of Blackreach have their own counterpoint to the bells.

"Shrouds, shadows, and other intangibles moving in. Most of this lot aren't strong enough to pass the wall, but standby for survivors."

A tide of whispers and moans moves over the battle field, rising to fierce, desperate shrieks that die away in a sizzling hiss as they collide with the consecration of the walls. Most aren't strong enough to pass the wall, but a handful of shades escape from the stones on this side of the gate and glide towards you, hungry for life.



One of the four is taller, darker and more sinister than the others.



Spoiler: Summary
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The three shrouds and the shadow enter on init 17 and use their action and movement to move closer.

INITIATIVE
20 - Aupti
17 - Shrouds & Shadow
10 - Connor, Shad, Hasgraek