All's Well that Ends in a Well

Game Master Choon


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Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

Vuzi heads over to where Zadira was laying. "I forgot. I forgot." She starts crying. "Ve haf to take her back to town, and bury her."


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Grelthe frantically checks for a pulse on the charred corpse of Zadira but can't find one. Why didn't I heal her as soon as I pulled her from the lava? WHY? She lowers her head towards the body, and a few moments later raises her head back up, tears streaming down her face and mouth opened for a mournful dirge to honor her fallen friend. After she finishes, she whispers to the body "I am sorry you were not able to finish restoring this place to its natural wild beauty, as you wished."

She wipes her eyes, sighs, and goes to check on the other prisoners they rescued, to see if they need healing.

~LATER, on the way back to town~
She remembers how she met Zadira, and tells the tale to the newcomers as they carry her back to town for burial.

"I came into the tavern looking for other adventurers to team up with. I saw a beefy hobgoblin and a religious type, but was thinking I needed a partner handy with traps and magic. Like she was brought into existence for this very purpose she appeared at my table and introduced herself as a specialist of both. I took it as a sign my God was favoring the upcoming battle. Her thoughts of the dungeon were... unique."

Zadira wrote:

"...in any case, I don't think of Rappan Athuk as an enemy. It might kill me, especially if I am careless, but it isn't inherently evil. It's like a wild animal. It stays alive, it resists being tamed. It's deeply, gloriously free. I go to help it. It will speak to me, as other deep places do, telling me of secrets and traps, allowing me to pass in order to help cleanse it of the evil that tries to abuse and tame it.

Oh, and also to get filthy rich in the process. No harm in that." She grinned.


The Man. The Myth. The Mask!

Zelkor's Crossing is much more of a busy town now than it was when Rappan Athuk was first opened. Fresh adventuring parties are plentiful and the shops are busy. It's downright pleasant as you arrive in the late morning.


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

Vuzi is not in the mood to talk to people right now. She makes sure she goes with Grelthe to the priest to make burial arrangements.

Once that is done she takes a room at the inn for a few days. "I tink I shall stay in town. Who knows when Vance will need my help."


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Simon quickly hurries to Grelthes side as she sinks to her knees beside the dead form of Zadira. He meows softly and lays a paw upon Zadiras belly in a very soft gesture of sadness. The other paw searches and finds the hand of Grelthe and squeezes it, while tears start to fall into the battered and scorched fur of his face.
"Thanks for coming for us-miour.
Sister and I would be just as dead as poor Zadira-purpurpuh."

After Grelthe has said her farewell word to her old companion, Simon adds:
"Don't you fear. Me and Sister will not give up on that goal.
Even now I can feel the will of the spirit we encountered before our fall.
It is expanding its influence now that this great evil has been banished at last-meow."

~ Burial Discussion ~
Simon looks a bit uncertain at the talk about burial in Zelkor's Crossing.
"Did she ever talk about where she wanted to rest-miii?
I would much rather be laid to rest somewhere deep in the wild forest, under a fletching tree and close to a flowing river than in a tightly packed graveyard...
At any rate, we should bless her grave-meow.
I ... would rather not face an undead Zadira forced to do evil in the name of some wicked necromant-frch."

Grand Lodge

Male Human Paladin (Holy Guide/Warrior of Holy Light) 8/Arcanist 4 |AC 19(23) T 12 FF 17(21) | HP 52/68 | F+13 R+10 W+12 | Init +3 | Perception +8 | Reservoir 0/10 | Smite 0/3 | LoH 4/14 | Spells: 1st 2/5 2nd 1/3 | +4 vs Fear & Charm within 10'

~at the conclusion of the battle~
As Grelthe strikes down the floating shade, Harkon steadies his sword on the ground and feels his enchantments and boons begin to fade. Shrinking back to normal size, he gazes about the room [using detect evil] and cringes with what he sees.
"This room shall still require a thorough consecration, but we are in no condition to provide that today." As he sees Grelthe's reaction to our fallen comrade, he offers to use what little magic he still possesses this day to reverently move her body as we begin the trek back to the Ferry using consume spells to convert his last second level spell to reservoir points and then using them to cast floating disk with still metamagic (to avoid the miscast chances) to carry her back with us. He also expends any uses of his Lay on Hands to heal injured companions before the trip in case we come across anything.

He is then struck with another shock of reality and casts detect magic about the room to find and remove any magic items so they cannot be reclaimed by the evil minions of Orcus. If necessary, he will enlist the aid of some of his companions to complete this task.

~upon returning to the Ferry~
Harkon steps aside to allow the grieving party members perform last rites for our fallen member. He does work in the background to summon a priest of sufficient power to cast Consecration so the temple may be cleansed when the team gets a chance to return to the Dungeon.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

(before we leave the evil temple, Grelthe will suggest tossing the bodies into the lava to prevent reanimation)

--------

Grelthe smiles sadly through her tears and tells Simon she is glad they got here in time to save him and Emily. "She did not tell me where she wished to be buried, if she had a preference. I am hoping the village graveyard (Does the village have its own graveyard?) has consecration spells on it to prevent reanimation, but if not we could get someone to bless it the same time we bless the evil temple."

It depends if the evil temple was ensorcelled with Desecrate or Unhallow or permanent Dispel good. Desecrate can be dispelled by consecrate, which is a fairly low-level cleric spell, but with a duration of only a few hours. However, Unhallow cannot be dispelled as far as I can tell, you just have to wait a year for the spell effects to wear off. Dispel Good, I'm not sure, I'd think Dispel Magic would work?

Hallow requires a level 9 Cleric to cast. I doubt we will find one here in this small village. A level 3 cleric could cast consecrate, but we would also need a sorcerer/wizard to make it permanent (level 9 wizard or level 10 sorcerer). I am not sure if the necromancer Ullman Dark will be able to do this or not.

A possible 3rd solution is having a low-level Cleric cast gentle repose on Zadira to keep her from turning undead while we sail to a larger city to find someone of the appropriate level.
Grelthe will suggest trying to find Catarya, if she is still in town. She would be willing to help, since she traveled with Zadira as well. "Although with all the new adventurers in town, it probably won't be hard to find an appropriately experienced cleric."

Grelthe has become much more taciturn than usual since your return to the village. After arranging Zadira's burial, she spends a lot of time in her room, praying.

reasonably easy sense motive check:
She is having a crisis of faith at her own poor performance in the temple.

(If there is not a village graveyard, then Grelthe will take Simon's advice to find a pretty place under some trees not too far outside of town, and start digging.)


The Man. The Myth. The Mask!

The town does have a graveyard just over the river on a nearby hilltop. It's a rather nice place. There's even several fairly large trees and you manage to grab one of the last spots under one of them that isn't reserved for someone's spouse or family. Mr. Dark informs you, however, that those who die in the dungeon tend to end up on the graveyard at it's entrance. He clearly isn't opposed to you using the town's graveyard. Simply stating a face, as he is prone to do.
He also informes you that, regretfully and rather bitterly, those spells are beyond his ability, for the moment.

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