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The Dead Walk in Derevaan: Heldenburg.

Posted by DM VisceriFor group 0
Kuldar Balak
player, 144 posts
Story Points: 1
Sat 15 Sep 2012
at 06:31
  • msg #221

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar, glad to finally be back on solid land, practically falls from his Boar as they reach the surface, looking up at the ceiling and breathing slowly. "Never again...never again am I fighting so close to the bloody water." He lets out a heavy sigh, before getting up and looking to see if anyone was wounded to the point of needing assistance. After the ring was noticed, Kuldar would offer to take a look. "I got a spell that may show us tha' ring's secrets, but I'm a wee bit rusty on the practice meself."

Casting Identify and taking a 10 on Spellcraft for a total 22.
Skraag
player, 128 posts
17/50 HP
Sat 15 Sep 2012
at 07:32
  • msg #222

Re: The Dead Walk in Derevaan: Heldenburg

Skraag coughs up a prodigious amount of water for his small size as he curls up in pain as Renard magic purges the water from his lungs and heals some of his injuries. After few moments he straightens out and struggle to his feet, still looking none to steady and not taking in his surroundings to well.
Solomon
player, 170 posts
Suli
Paladin
Sat 15 Sep 2012
at 15:06
  • msg #223

Re: The Dead Walk in Derevaan: Heldenburg

"Temnir might know what the ring does.  This was once a companion of his.  I suppose we should bury the body and bless it.  You've introduced us to a real nightmare Temnir.  If I wasn't duty bound to Pelor..." he said leaving the rest unfinished.  How many of them were going to die?  And if they did would they too come back as the cursed undead?  "We should also identify the marking atop there" he said, pointing to the raised platform.  "We know the original spirit escaped.  It may come back as we rest."
Kuldar Balak
player, 145 posts
Story Points: 1
Sat 15 Sep 2012
at 16:30
  • msg #224

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar walks atop the Altar and looks down at the markings, trying to recall any rituals they may be tied to. "Undead be a plague upon the world, the more we kill the better." The Dwarf spat after he spoke, obviously having a distaste for the monsters.

Will use Lore Master's 1/day, so 29 on whatever Knowledge would apply to the Altar.
Temnir Liyaan
player, 127 posts
Male, Human, 22 years old
5'11", 165lbs.
Sat 15 Sep 2012
at 20:33
  • msg #225

Re: The Dead Walk in Derevaan: Heldenburg

"A real hell indeed," he mutters as he walks past the body of the dredged up dwarf barely giving it a second glance, "That corpse is no companion of mine. If it was Arudal, you would know even if you only knew of him by word of mouth. Burry him and let him rest." Taking a moment to examine the ring, he consults Kuldar as they examine it and they come up with a few things. "The ring's effect is beneficial but at the same time...not. While normally it would allow a magic user to store a spell within it, there's something off about its energy, something corrupted. If you were to cleanse it in holy water every so often though, I believe that would be enough to keep whatever the corruption is at bay."

Leaving the others to deal with who will be taking it, himself not interested, he follows Kuldar up to the platform, taking the steps two at a time and moves in to study the arcane runes on the ground as well as the altar. "First of all, this altar is shares a striking resemblance in material to what my other companions and I found in the St. Cuthbert Monastery. I wouldn't suggest touching it as any flesh that comes into contact with it begins to flay from the bone. Perhaps it bestows some sort of corruption as well as the only person to touch it before was Blaith. That would explain the excessive amount of bones around here and how they amassed their army of skeletons quickly...As for the run circle, it seems to be a construct to empower the effects of the necromantic magic of the altar. The energy reminds me of that of the grey render we encountered. It was likely that is was experimented on here."

Thinking a bit more on Solomon's words, Temnir felt a bit uneasy at the commitment of his fellows and worried what that might mean, "If any of you have second thoughts of accompanying me further, now would be the time to leave. Things will only likely proceed to get worse as we delve deeper." His voice is somber yet hopeful that their sense of duty will overcome their fears and misgivings.
Solomon
player, 171 posts
Suli
Paladin
Sun 16 Sep 2012
at 15:58
  • msg #226

Re: The Dead Walk in Derevaan: Heldenburg

"I am not one to go against my word.  Nor am I one to ignore my duty to the sun god." he said simply.

He looked at the ring stuck on the skeletal finger.  "Nor would I suggest anyone risk taking any part of this cursed place with them."

"While I think resting may be a good idea.  I don't think here is the best place to do it.  That shade may come back at any time, and it's already shown it can summon further evil."

He looked to the others hoping for ideas.  If there were none he would suggest backtracking to where they spent the previous evenning.  Feeling the effects of the shades touch, Solomon was weak of both wits and strength.  Luckily, he had a spell that would take care of one of those.

Casts Restoration (lesser) to return 2 strength
This message was last edited by the player at 16:00, Sun 16 Sept 2012.
Skraag
player, 129 posts
17/50 HP
Wis -3
Sun 16 Sep 2012
at 16:07
  • msg #227

Re: The Dead Walk in Derevaan: Heldenburg

Skraag staggers over to Temnir Liyaan, still obviously not well. He looks up at the man and thumps a small fist into his own chest, declaring, "I will not shame Dragonkind by quitting!"
Renard Waywynd
player, 73 posts
Thu 20 Sep 2012
at 19:20
  • msg #228

Re: The Dead Walk in Derevaan: Heldenburg

Hurrying after Skraag, Renard continues to cast his healing spells.  His voice is that of a stern physician chastising a patient who isn't following directions, "Please hold still, you might aggravate your wounds!"  As if to punctuate his statement Jeeves rattles the chains around his neck, though rather meekly.


12:19, Today: Renard Waywynd rolled 18 using 2d8+7. Cure Moderate Wounds.
Solomon
player, 173 posts
Suli
Paladin
Thu 20 Sep 2012
at 20:45
  • msg #229

Re: The Dead Walk in Derevaan: Heldenburg

"I think this passage may wrap around bringing us back to where we started, though there are shapes in the dark.  More constructed furnishings of some sort.
We may yet be able to clear these mines before sunset.  Of course if there are any more of the undead..."
Solomon said as he looked back towards the group.  They looked pretty beat up.  If there was more trouble ahead then death may very well be revisiting them.  "Let us not walk blindly into the dark.  This time let us arm ourselves with light and ranged weapons."

Solomon touches that unseen sense that grants him the ability to sense evil.  He also readies his bow once more.
Kuldar Balak
player, 147 posts
Story Points: 1
Thu 20 Sep 2012
at 22:26
  • msg #230

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar rubbed the back of his head, ranged weapons weren't really his strong point...but darkness was never a problem for him, and he sure wasn't ready to leave all the undead still haunting these mines. "Lad, it's gonna be a wee bit harder to get rid a' me." He readied his weapon and shield, then slid back onto his trusty mount.
Skraag
player, 130 posts
35/50 HP
Wis -3
Fri 21 Sep 2012
at 07:09
  • msg #231

Re: The Dead Walk in Derevaan: Heldenburg

Skraag pauses to allow Renard to cast his spell(s). A he waits he exclaims proudy to the others, "Dragons can see very far in the dark, further than most Dwarves can!."

"My sight down here has been shortened more by the twists and turns of the tunnels than by distance. Except by that magic darkness. I could not see through that.", he adds in.
DM Visceri
GM, 552 posts
the Heavyhanded
the Bringer of Loot
Fri 21 Sep 2012
at 08:09
  • msg #232

Re: The Dead Walk in Derevaan: Heldenburg

As Solomon's divine-given gift to sense the presences of evil around him manifests, he begins to see faint outlines over the objects tainted by evil, namely the altar and some of the bones on the floor. Down the passageway there seems to be a soft red glow indicating an evil presence of some kind but it is soft and dispersed, leading him to believe that, for the moment, whatever evil is left in the mine with them is in some other part of the complex.
Renard Waywynd
player, 74 posts
Fri 21 Sep 2012
at 10:18
  • msg #233

Re: The Dead Walk in Derevaan: Heldenburg

"Well, that's it for my more powerful healing spells today," says Renard as he casts cure moderate wounds once more on Skraag, "I can still channel healing energy and I have a few lesser healing spells as well so I'm not entirely useless in a fight should we encounter something.  Still, I'll feel better once we've had some rest and put this mine behind us..."  Finally satisfied that the kobold's wounds are healed he moves, consciously or not, to stand near the exit to the cave.

03:16, Today: Renard Waywynd rolled 20 using 2d8+7. Cure Moderate Wounds.
This message was lightly edited by the player at 10:18, Fri 21 Sept 2012.
Skraag
player, 131 posts
50/50 HP
Wis -3
Fri 21 Sep 2012
at 11:46
  • msg #234

Re: The Dead Walk in Derevaan: Heldenburg

Skraag fills the group in on what he sees down the tunnel.
quote:
Those with darkvision can see that ahead down the passageway there is a low walled off area whose confines are not able to be seen from this angle as well as another room with a door directly opposite of them, it's confines just out of Kuldar's sight but Skraag sees what look like piles of something sticking up over the low wall of the first room. What they are is hard to tell from this distance, however.



OOC:
Sorry running to work, no time,

Solomon
player, 174 posts
Suli
Paladin
Sat 22 Sep 2012
at 19:16
  • msg #235

Re: The Dead Walk in Derevaan: Heldenburg

"More evil still lurks in these tunnels.  I imagine it is probably the rest of Temnir's former companions.  I figure rest will not come peacefully.  We can either push on or flee this place and come back when we've reclaimed our strength."  Solomon looked to the others.  They were brave, but they also looked tired and weak from their last encounter.  "If we fight we'll fight smart.  Let us make use of all those potions we've found.  Let us pick the terrain and force them to come to us.  Not all our weapons strike those made of ether and spirit.  We also run low on spells and blessings.  Any more fights will be challenging, but I believe we may yet beat them."  He didn't really believe his last words, but hoped that the rest of them did.

Solomon used the butt of his tetsubo to draw a circular patter into the dust and dirt as his feet.  "Faromir Estoban Cho'kobo" he muttered.  It likely appeared to be a summoning spell, but was in fact a prayer that would summon forth his mount and ally.  Having a better idea of the cave system Solomon felt confident his mount could squeeze through the thinner tunnels.  They would need all they help they could get.  "My vote is to fight on.  I won't have some specter steal my breath as I sleep."
Temnir Liyaan
player, 128 posts
Male, Human, 22 years old
5'11", 165lbs.
Sat 22 Sep 2012
at 19:37
  • msg #236

Re: The Dead Walk in Derevaan: Heldenburg

"Some of us may be running low on spells, but I believe that I have near half of my repertoire left, and not just the spells that make for entertainment for children. I've got some fight left in me yet." Looking around at the others still recovering from the last fight and the enthusiasm for pushing forward from some of them, "And it seems like I'm not the only one. I saw we push forward, with a plan this time, and rid this place of its specters once and for all." With that, Temnir rolls up the sleeves of his robe, tightens the cloth wraps on his arms, and begins checking some of his more important reagents.
Skraag
player, 132 posts
50/50 HP
Wis -3
Sat 22 Sep 2012
at 21:10
  • msg #237

Re: The Dead Walk in Derevaan: Heldenburg

"I think we should go on. We can be, perhaps more cautious, but I can still breath fire on our foes when needed.", Skraag offers his opinion to the group.
Kuldar Balak
player, 148 posts
Story Points: 1
Sat 22 Sep 2012
at 21:16
  • msg #238

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar nodded to himself. "I still have most of my magic- so let me know if yer hurtin' I'm used to livin' with Dwarves and they don' ask for help till they need puttin' back together." The Dwarf chuckles a bit remembered a time when someone actually came to him carrying his own arm like it was a trophy- ballsy bastard. "As for a Plan though...it's hard to say since we've already encountered several very different kinds of undead down here, is the next one going to be another swarm of little'uns? More Ghosts and the like? A room full of zombies perhaps? I don't know...but the answer ain't what's important."
Renard Waywynd
player, 75 posts
Sun 23 Sep 2012
at 00:50
  • msg #239

Re: The Dead Walk in Derevaan: Heldenburg

Renard shrugs as his chains rattle halfheartedly, "Then we move forward.  I will hold my own in a fight but my most powerful spells are gone so I will stay back and assist where possible."

When the group moves out Renard will follow at the back, having no low-light vision with which to spot enemies.
Solomon
player, 177 posts
Suli
Paladin
Mon 24 Sep 2012
at 03:12
  • msg #240

Re: The Dead Walk in Derevaan: Heldenburg

Solomon poured the daylight potion over one of his arrows.  He placed the arrow up against the string of his bow and led with it.  Cho'kobo grunted with a few deep huffing sounds.  Solomon continued to sense for evil.  He started to slowly move down the yet unexplored tunnel.  He led the large axe beak take the lead.  "Skraag follow behind me."
This message was last edited by the player at 03:13, Mon 24 Sept 2012.
Skraag
player, 133 posts
50/50 HP
Wis -3
Mon 24 Sep 2012
at 05:57
  • msg #241

Re: The Dead Walk in Derevaan: Heldenburg

Skraag falls into line behind Solomon. He's willing to listen to the fellow. He seems capable and has not, at least as yet, mistreated him. He keeps his eyes on the way ahead.
DM Visceri
GM, 556 posts
the Heavyhanded
the Bringer of Loot
Tue 25 Sep 2012
at 08:17
  • msg #242

Re: The Dead Walk in Derevaan: Heldenburg

The group quickly and quietly follows Solomon and Cho'kobo down the southern corridor which closes up slightly, the ceiling coming down to a comfortable 30 feet overhead like the area where they had fought the festrogs had been. As they neared what they had taken to be a low wall, it turns out that it is actually rubble from what looks like part of a room-like enclosure. The disconcerting bit is the giant set of bones sticking out of the ground, covered in blood, with large bloody footprints leading right to where the group was standing. "Well this looks pleasant..." Temnir mutters in his typical grouchy mood once again. They had not noticed them before and upon looking back, they seem not to be there. To the north you can see a passageway presumably leading back to the entrance of the cave, completing the circle, and there seems to be another room around the side of the half-destroyed one though it's impossible to see into or even if it has any entrances.

OOC: Any checks pertaining to the room or its contents should be made right around now. IE perception, survival, reflex save vs immediate death, etc.


Renard Waywynd
player, 77 posts
Tue 25 Sep 2012
at 10:58
  • msg #243

Re: The Dead Walk in Derevaan: Heldenburg

Doing his best to be on the alert despite the darkness surrounding him Renard sticks close to Temnir and Raznik at the rear of the group.  Every so often there is the gentle clink of chains as Jeeves gets restless.  He wondered about the bloody bones, thinking they likely belong to something similar to the gray render they fought the day before.

03:56, Today: Renard Waywynd rolled 19 using 1d20. Perception.
03:57, Today: Renard Waywynd rolled 18 using 1d20+8. Knowledge: Nature (OOC: To see if the bones give me a hint about what sort of animal they belong to.)

Solomon
player, 178 posts
Suli
Paladin
Tue 25 Sep 2012
at 13:48
  • msg #244

Re: The Dead Walk in Derevaan: Heldenburg

Solomon squinted at the tracks.  He then scanned the room again to make sure he didn't miss anything.  His first instinct was to look up to make sure something wasn't clinging to the ceiling ready to pounce on him.  As his bow swung upwards the light caused shadows to dance wildly around the cavern.  A few ideas crept into his mind about why the tracks would suddenly disappear, "...hidden door, it took to the ceiling, it burrowed beneith the earth, it is invisible, it teleported...."

"Kuldar, is there any unusual stone work here?  Something that may suggest a hidden room?"

He gave the tracks another look to try and identify the creature that may have made them.  His face screwed up in confusion.  To him the tracks looked like those of an Axe Beak.


07:41, Today: Solomon rolled 15 using 1d20+5. cho'kobo perception.
07:40, Today: Solomon rolled 5 using 1d20+4. survival. (Nat 1)
07:40, Today: Solomon rolled 10 using 1d20. perception.

This message was lightly edited by the GM at 18:19, Tue 25 Sept 2012.
Raznik Tayn
player, 197 posts
Human Desert Nomad
Tue 25 Sep 2012
at 23:11
  • msg #245

Re: The Dead Walk in Derevaan: Heldenburg

Having taken a long time to rest as the others discuss plans and the undead. His mind seems to be elsewhere as he looks out into the dark cave, a sad expression on his face. It's not until the others begin to move that he raises himself lethargically, retrieving his sling and following on behind. As they enter the room, the desert man pauses to take stock of the picked corpse. He stares at it for a moment before muttering quietly, "Is this corpse fresh?" just loud enough for the others to hear, as if an afterthought.
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