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The Dead Walk in Derevaan: Heldenburg.

Posted by DM VisceriFor group 0
Solomon
player, 149 posts
Suli
Paladin
Mon 6 Aug 2012
at 23:49
  • msg #146

Re: The Dead Walk in Derevaan: Heldenburg

Solomon awoke with a jolt.  It took him a few moments to gather his thoughts and remember exactly where they were.  Once he did, he looked around to make sure danger didn't lurk.  He nodded to Renard.  Together they managed to squeeze in their daily prayers and keep watch over the others as they slept.  When there was enough light at the mouth of the cave to make it out, Solomon started to wake the others.

He didn't eat; the loss of Felicia was still felt and kept his appetite at bay.
Renard Waywynd
player, 56 posts
Tue 7 Aug 2012
at 01:27
  • msg #147

Re: The Dead Walk in Derevaan: Heldenburg

If he didn't have a ring of sustenance keeping the hunger at bay Renard might have felt similar to Solomon in his lack of hunger.  To anybody not already waking up he would give them a gentle nudge, including their new "dragon" friend.  Seeing little risk in building a fire so near the mouth of the cave Renard will borrow a flint and steel and find some good dry wood to get a small flame going for anyone who wants to cook some breakfast or simply get some warmth in the cool morning air.  He does not spend quite so much time at his prayers as Solomon given that he does not need to prepare his spells.  He simply gives a thank you to Pelor or whichever deity has decided to watch over him and grant him powers despite the fact that they came hitched with a Jeeves.
Skraag
player, 110 posts
Tue 7 Aug 2012
at 05:13
  • msg #148

Re: The Dead Walk in Derevaan: Heldenburg

Skraag watches as the various 'human' get up and go about their morning rituals. When the friendly human starts to build a fire Skraag goes to him and tells him, "Skraag is good with fire, after all I can breath it! I'll start it for you."

Once the wood is ready, Skraag points at it and a flame quickly starts.
Temnir Liyaan
player, 125 posts
Male, Human, 22 years old
5'11", 165lbs.
Wed 8 Aug 2012
at 22:43
  • msg #149

Re: The Dead Walk in Derevaan: Heldenburg

Still leaning against the wall where he had retired for the night, Temnir awakens and spends some time watching the others get ready for the new day of fighting through the cave. After breakfast and preparing spells, he starts to get antsy; walking around the campsite, looking over the barricade, and staring at the others in the group until he decides to say something. "So as much as relaxing and regaining our strength is fine and all, shouldn't we get moving? Which way are we headed?"
Solomon
player, 150 posts
Suli
Paladin
Thu 9 Aug 2012
at 00:27
  • msg #150

Re: The Dead Walk in Derevaan: Heldenburg

"You! Dragonling," Solomon calls out as he points to Skraag.  "I don't suppose you were given a map to this mine?"  Since none of them had been any further than this before it didn't matter which way they chose to go.  A map would likely aid in narrowing things down a bit though.

"Keep in mind we seek any signs that suggest some civilians from Heldenburg may have survived the onslaught.  We also seek to learn who and what these dread necromancers are up to."
Skraag
player, 111 posts
Thu 9 Aug 2012
at 00:41
  • msg #151

Re: The Dead Walk in Derevaan: Heldenburg

"No I don't have a map. Why don't we check out whatever direction the undead things came from. Maybe they have a nest or something in that direction?", Skraag answers Solomon.

"I'm willing to help fight anything we find along the way, but the rest of you need to keep in mind my strong point is breathing fire. If you get in the way I won't be able to help as much.", Skraag comments to the group as a whole. He is after all a small dragon and many creatures are bigger than him.
Solomon
player, 151 posts
Suli
Paladin
Fri 10 Aug 2012
at 19:53
  • msg #152

Re: The Dead Walk in Derevaan: Heldenburg

"The tunnel the creatures came from was a dead end, but there is an unexplored passage nearby."  Solomon readies his goods and armors himself.  He then heads out in the direction of the water.  He readied his bow.

"Who has those potions?  Let me get one of those.  The pink and white one."  If someone else had wanted it now was their chance to speak up.

"Kuldar, keep an eye out for hidden passageways and concealed doors."  Solomon had heard dwarves came from within mountains and thus played to the stereotype.

Someone, give us light."

He said nothing as he tread over the pools of blood that had soaked into the floor from their last battle.  The largest pool was where Felicia met her end.  His throat tightened.
Raznik Tayn
player, 172 posts
Human Desert Nomad
Fri 10 Aug 2012
at 21:32
  • msg #153

Re: The Dead Walk in Derevaan: Heldenburg

Raznik glances at Yx'raul in his tell tale method of communication, and the beast moves to lead the group. "If we only learn one thing from Felicia's death, it should be that Yx'raul should lead." As the six-limbed monstrosity moves past him, Raznik touches the amulet now hanging around its neck, causing it to shine, illuminating the tunnels.
Renard Waywynd
player, 57 posts
Sat 11 Aug 2012
at 07:53
  • msg #154

Re: The Dead Walk in Derevaan: Heldenburg

"A fair enough suggestion.  Stealth is perhaps not so important in this situation as awareness of danger.  If we spot more of the creatures I would advise we stay together and let them come to us.  I will stick to the middle and do my best to provide healing to everyone."  He falls in behind Yx'raul, giving plenty of space for anyone else who wants to take a spot in front of him.
Solomon
player, 152 posts
Suli
Paladin
Sat 11 Aug 2012
at 13:13
  • msg #155

Re: The Dead Walk in Derevaan: Heldenburg

The group seemed to learn alot about strategy and sticking together after Felicia's death.  Solomon just wished it hadn't come at such a high price.  Solomon let Yx'raul pass.  He then kept his distance behind the beast should it accidently set off some hidden trap.  With his low-light vision and his bow at the ready, he hoped to strike at whatever danger presented itself.
Skraag
player, 112 posts
Sat 11 Aug 2012
at 15:06
  • msg #156

Re: The Dead Walk in Derevaan: Heldenburg

Skraag found himself a spot in the middle of the group as they set out into the mine. He comments, "I can see well past your beast as long as the tunnels are straight enough. I'll let you all know if I see any riff raff coming."
DM Visceri
GM, 509 posts
the Heavyhanded
the Bringer of Loot
Sat 11 Aug 2012
at 20:52
  • msg #157

Re: The Dead Walk in Derevaan: Heldenburg


Led by Yx'razul with the party following behind not too far away, the group moves past their barricade they had constructed the night before and take the entrance into the next cavern. The ceiling here begins to rise significantly as soon as they pass into the room an the sound of running water can clearly be heard as the underground stream becomes visible. The group reaches its band which turns northwards and rushes down a decline that ends in a small passageway that tapers off a few dozen feet down the narrowing tunnel and ends in a hole that the water rushes down. In front of them, the cavern floor rises up vertically, the face hewn by hand rather than nature, and a dam of interlocked stones blocks the majority of the stream's flow, resulting in a large reservoir of water.

The party quickly and rather easily climbs up to the higher elevation and those with lengthier dark vision, and even those without to some extent, can see that to the south of the reservoir, a large raised platform has been established. Bones litter the floor near it as well as on the platform and the stench of death is pervasive, seeping into clothing and embedding itself in the nostrils of everyone unfortunate enough to have a sense of smell. Yx'razul and Kilgur seem to dislike it the most.

Drawing closer, an altar of bones and ebony-black stone seems to have been carried into the center of the platform and looking towards it, there seems to be a ceaseless stream of nonsensical babbling coming from somewhere near the other side of the altar. "One and five, one and five. Six go in, one goes out. Five stay in, four leave. One stays for good, five leave the dark. Not good, not good." It continues on softly and as the group searches for the source of the babbling, they finally see a floating mass of black smoke formed vaguely into a hooded cowl with an open front. As the apparition turns towards the group as it finally notices them, it's chest is a mass of purple swirling smoke and it's face is likely colored in the shape of a gibbering skull.

"Should not have come here, no. Never leave. Never leave. Never leave."

Roll initiative and a DC 19 Will save to avoid being fascinated by his babbling for 3 rounds!

OOC: The baddie is currently 20 feet off the ground in the middle of the platform.



This message was last edited by the GM at 00:12, Sun 12 Aug 2012.
Solomon
player, 153 posts
Suli
Paladin
Sat 11 Aug 2012
at 21:20
  • msg #158

Re: The Dead Walk in Derevaan: Heldenburg

15:23, Today: Solomon rolled 10 using 1d20+4. Monster Lore.
15:18, Today: Solomon rolled 19 using 1d20+11. Will save.
15:18, Today: Solomon rolled 9 using 1d20+2. initiative.

This message was last edited by the player at 21:24, Sat 11 Aug 2012.
Skraag
player, 113 posts
Sat 11 Aug 2012
at 21:23
  • msg #159

Re: The Dead Walk in Derevaan: Heldenburg

17:23, Today: Skraag rolled 12 using 1d20+4. Initiative.
17:22, Today: Skraag rolled 6 using 1d20+5. Will save.

Raznik Tayn
player, 173 posts
Human Desert Nomad
Sat 11 Aug 2012
at 22:45
  • msg #160

Re: The Dead Walk in Derevaan: Heldenburg

23:44, Today: Raznik Tayn rolled 23 using 1d20+8. Monster Lore.
23:43, Today: Raznik Tayn rolled 24,16 using d20+6,d20+2. Will: Raznik, Yx'raul.
23:42, Today: Raznik Tayn rolled 18,17 using d20,d20+7. Initiative: Raznik, Yx'raul.

Kuldar Balak
player, 123 posts
Story Points: 1
Sun 12 Aug 2012
at 03:48
  • msg #161

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar seemed slightly less distrusting of this 'dragon' the next day, though perhaps he was just glad to be surrounded by Earth- it was hard to tell. He kept quiet for most of the trip but seemed to notice something off about the same time as everyone else, and then they came upon the Altar. "Moradin's Beard..." Kuldar says under his breath, upon seeing the spirit.

20:45, Today: Kuldar Balak rolled 15,20 using d20+1,d20. Kuldar/Kilgur Init.
20:45, Today: Kuldar Balak rolled 23 using 1d20+6. Will Save.
20:45, Today: Kuldar Balak rolled 25 using 1d20+12. Monster Lore.

is the Babbling language dependent? If so then Kilgur is unaffected, if not then:
20:46, Today: Kuldar Balak rolled 20 using 1d20+3. Kilgur Will .
Good pig, good pig

Renard Waywynd
player, 58 posts
Sun 12 Aug 2012
at 05:54
  • msg #162

Re: The Dead Walk in Derevaan: Heldenburg

As he begins to prepare for battle he suddenly stops, listening to the insane babbling, feeling as if there is some sort of hidden meaning there that he is just on the edge of understanding.  This was somehow important to him, a matter of life and death, and if he stopped listening for just one bit something.. well something terrible was bound to happen, wasn't it?

22:52, Today: Renard Waywynd rolled 7 using 1d20+5. Will save.
22:52, Today: Renard Waywynd rolled 12 using 1d20+3. Initiative.

DM Visceri
GM, 511 posts
the Heavyhanded
the Bringer of Loot
Sun 12 Aug 2012
at 10:07
  • msg #163

Re: The Dead Walk in Derevaan: Heldenburg


What Raznik and Kuldar identify as an allip, continues to babble on about nothing decipherable as it looks around into the shadows left, right, below, and above, his gaze settling on the roof of the cavern which is lost in darkness far above to all but Yx'raul and Skraag who, as well as Temnir and Renard, unfortunately are preoccupied with whatever message might be behind the allies' words. Being so entranced, they don't notice as the allip points to the darkness. "Yes. More are needed. Foes of the friend of five. Five being gone but one having come. Three shall bring eight to zero and darkness will descend again. Yes. Darkness. Light of the sun void of the world." As it babbles, three more shadows descend from the ceiling to hover at the same height as their master, these ones being less formed than their master, looking more like a set of shady floating bones than a cloaked figure. As they descend, more babbling can begin to be heard though this is in a completely indecipherable tongue, if it was language at all and not just noises. This leaves only Kuldar and Solomon sound of mind and ready to react to the threat in front of them currently.


OOC: Kuldar is riding Kilgur who is currently underneath you in the battle map. The smaller allips have essentially already done their turn.



Initiative Order
24 Subordinate Allips
22 Temnir
20 Kilgur
18 Raznik
17 Yx'raul
15 Kuldar
12 Skraag + Renard
  9 Solomon + Main Allip

Party Status
Temnir: Fascinated 3 rounds remaining
Renard: Fascinated 3 rounds remaining
Skraag: Fascinated 3 rounds remaining
Yx'raul: Fascinated 3 rounds remaining
Kilgur: Fascinated 1 round remaining
Raznik: Fascinated 1 round remaining
Everyone Else: No change

This message was last edited by the GM at 02:01, Tue 14 Aug 2012.
Solomon
player, 155 posts
Suli
Paladin
Sun 12 Aug 2012
at 16:27
  • msg #164

Re: The Dead Walk in Derevaan: Heldenburg

Could these be more lost souls from Heldenburg?  Or even worse, something more personal, at least to Temnir?  "Temnir, how many were in your party when you first came to these caves below Heldenburg?" he asked.  There was no answer.  With an annoyed look on his face he turned to see most of the group staring in some sort of entranced awe at the spirits.

Solomon dropped his bow and arrow and instead drew Pelor's Thumb.  The bow had no magic where as his mighty tetsubo did.  If it came down to a melee battle he would need Pelor's magic to strike at the darkness.  He could not do this alone however...

Solomon cocked back his free hand, and sent an open palmed slap towards Renard's face.  He felt like saying something along the lines of "Awaken! Pelor commands you!" but didn't.  Solomon was going to need all of Pelor's blessings for the fight ahead.  "Pass one of those on to Temnir will you.  We're going to need his expertice in the arcane."  A glance towards the glowing runes on the platform explained to Renard what he meant.

Solomon already suspected that the specters would have an evil aura.  "What is your name specter? So that I may give proper introductions to Pelor once I send your soul his way.  We will extinquish your tormented demon fire and send your soul to Pelor so that it may fuel his light and banish darkness from this world," he says bravely as he intends to smite the creature.

Free: Speak, and drop bow.
Move: Draw Tetsubo
Standard: Shake Renard out of his fascination
Swift: Use Smite Evil on the main Allip.
Touch AC 12 (16 vs Main Allip)

This message was last edited by the player at 20:13, Sun 12 Aug 2012.
Kuldar Balak
player, 126 posts
Story Points: 1
Sun 12 Aug 2012
at 19:31
  • msg #165

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar looks somewhat displeased with how the fight had already started, those smaller Allips definitely carried their own magic, enough to get Kilgur and Raznik entranced despite their efforts to ignore the larger one. "Listen my friends! What they speak of is meaningless, only my words matter out here." Kuldar calls out, before sighing and letting out a sharp yell. "Aw listen up I say!" Kuldar's yell pierced the gibbering for a moment, but it was slightly less resonant then he had hoped.

12:29, Today: Kuldar Balak rolled 16 using 1d20+12. Perform Oratory: Countersong.
Well, the little ones might only be DC 16 >.> <.<

On another note: Everyone should delay until after me so that next round my countersong takes effect before you all have to go(meaning you are more likely to not be fascinated), just not sure how Kuldar could suggest that in-game.

Raznik Tayn
player, 177 posts
Human Desert Nomad
Mon 13 Aug 2012
at 00:15
  • msg #166

Re: The Dead Walk in Derevaan: Heldenburg

Raznik stands staring at the creature, trying to discern the meaning of the strange creatures words. He mutters under his breath. "Five... we were five. And Felicia made us four... no, no that's not right." Yx'raul looks similarly entranced, its long jaws hanging wide, saliva pooling on the floor before it.
Skraag
player, 114 posts
Mon 13 Aug 2012
at 00:19
  • msg #167

Re: The Dead Walk in Derevaan: Heldenburg

Skraag stares up at the creatures, head cocked to one side as he listens intently trying to figure out the words. He can't quite get a grasp on them and can't quite grasp wy he cannot understand.
DM Visceri
GM, 515 posts
the Heavyhanded
the Bringer of Loot
Tue 14 Aug 2012
at 01:56
  • msg #168

Re: The Dead Walk in Derevaan: Heldenburg

The three allips the larger one had summoned float forward, their incessant babbling continuing on and seeming to get more and more excited as they get closer to the two remaining members of the party who are not fascinated by the undead. Two of them reach ghostly tendrils of smoke out towards Solomon but he wields his tetsubo expertly, dispersing the tendrils before they could reach him. Kuldar has a bit more trouble atop an immobile Kilgur and as the smoky tendril reaches out, it wraps around his neck, as he feels his mind begin to roil and dim slightly. "Slipping mind, slippery slope down and away. Away into darkness, join us in shadow. Eight to zero, zero to one, one to all. Blue eyes to them."

"Temnir, how many were in your party when you first came to these caves below Heldenburg?" Solomon asks, seeing too late that Temnir is caught in rapt concentration, some sort of far off recognition in his eyes at the words of the Allip, trying his hardest to decipher the meaning, even mumbling to himself and repeating the strings of numbers to himself under his breath. Frustrated, he gives Renard what for with a mighty slap but even that does nothing to break the rapt concentration Renard has on the words. Deciding to stand defiantly instead, Solomon puffs out his chest and issues a question to the specter, "What is your name specter? So that I may give proper introductions to Pelor once I send your soul his way.  We will extinquish your tormented demon fire and send your soul to Pelor so that it may fuel his light and banish darkness from this world."

At the question, the allip ceases his babbling for the first time since the party encountered it, but only for a moment as it seems to think to itself quickly. Then it begins to laugh manically, throwing it's head back and sending wispy purple smoke from it's mouth and exposed ribcage. "Pelor of the sun, thrice cursed swine. Enslaved of the fire, bound to the light, forever exiled. Before death, names are used, now we have none but the shadow of fear and death. Before death, I was known as Blaith Cathrak, oracle of the cursed deity." Even in his stupor, Temnir's eyes go wide as he sees the allip for his old companion. Unable to act though, he continues to listen on in silence, unmoving.

During this time, Kuldar numbly fights off the touch of the allip and looks around, eyes slightly glazed to his friends and calls out to them, "Listen my friends! What they speak of is meaningless, only my words matter out here." Seeing none of them react, he pours his bardic magics into his voice and a triple tone issues forth as he commands his friends to harken unto him, "Aw listen up I say!" As his bardic performance rings out, it's as is bubbles around each of the fascinated party members heads burst and they are all suddenly left looking around in confusion at what just happened, obviously unaware that they had been caught rapt by the creature's words. The allip that was once Temnir's companion Blaith does not looked pleased at the development, his face like a thunderhead and his voice sounding like the crumbling of grave dirt, "Questions are over, death begins. Eight to zero, more help is needed. Fear the coming of the true shadows." Blaith flies higher into the air and begins waving his hands in front of him, gathering shadows to him quickly from all around the cavern.

OOC: Blaith's Allip is 40 feet in the air. The other 3 are floating off the ground above you within reach.



Initiative Order
24 Subordinate Allips
22 Temnir
20 Kilgur
18 Raznik
17 Yx'raul
15 Kuldar
12 Skraag + Renard
  9 Solomon + Blaith's Allip

Party Status
Kuldar: 2 Wisdom drained
Everyone Else: No change

This message was last edited by the GM at 01:56, Tue 14 Aug 2012.
Solomon
player, 157 posts
Suli
Paladin
Wed 15 Aug 2012
at 00:07
  • msg #169

Re: The Dead Walk in Derevaan: Heldenburg

As if to prove a point Solomon raises this left arm into the air.  "Pelor, I call upon your light to banish the darkness!" he calls out.  The familiar golden light bursts forth in an exploding halo.

He then rushed towards the nearest ladder.  He holds off from climbing it for the moment.  Instead, he waits to see the result of his holy channeling.

Channel Positive Energy to harm undead.  30' radius, Will DC17 for half.
Touch AC: 12, 16 vs Blaith

Renard Waywynd
player, 59 posts
Wed 15 Aug 2012
at 03:23
  • msg #170

Re: The Dead Walk in Derevaan: Heldenburg

Renard blinks and shudders slightly as Kuldar's shout rouses him from his daze just in time for Solomon to slap him heavily across the face.  He reels slightly, not sure what that was about, but, realizing that there are enemies about, he figures it's better to ask later when death isn't such a firm possibility.  He watches as the Blaith-thing begins to ascend, speaking of calling for help, "Nope..." he shakes his head as he swings his hand upward, palm out and speaks the magic words, sending a familiar beam of heavenly light up towards the odd creature.  After he looses the beam he follows Solomon towards the ladder, remaining next to him.

Initiative: 12

Current/Max HP: 68/68
Current AC: 20
 - Touch: 15
 - Flat-Footed: 17
CMD: 18

Target: Blaith Allip at I-7
Rolls:
20:18, Today: Renard Waywynd rolled 15 using 1d20+8. Ranged touch for ray attack.
20:19, Today: Renard Waywynd rolled 23 using 7d6. Searing light damage.

Buffs: (Bonuses from spells, abilities, etc.)
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard: Cast searing light
 - Move: B-5
 - Free: "Nope..."

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