Lener Wardwaver |
A show of resignation on his face, Lener passes his hand in his hair before opening his mouth. "Alright, so, these are fangs. They mean that I am a vampire. Vampires can turn into bats. Big bats. We can also walk on walls and ceilings, turn into mist, and dominate people's minds. On the downside, sun kills us, we may not cross flowing water, and a handful of other inconveniences. Oh, and we hunger for blood."
Saban Wright |
"So you lot can all fly, then?" Saban's cheeks flush as embarrassment washes over him. "I didn't realize that was a, uh, universal thing."
GM Dark Shadows |
Sidstalav - Iomedae's Respite
"Excellent, then let us be on our way", Ilnerik removes a small bell fro his pocket and rings it. A few minutes later a horrid looking creature tromps down the stairs, its eyes pinpoint red.
"What is it you require now, Master?" its eerie hollow voice states the word with as much hatred as one can. Saban can literally feel waves of cold emanating from the creature.
"Come, come, why so glum? Therus, have I not given you release from your prison to enjoy a bit of mayhem and fun?"
The creature continues to stare at Ilnerik without response.
Ilnerik sighs, "I am my companions and their retainers require transport to location V".
The creature surveys those present, "It will take two trips".
Ilnerik grins, "Spare me the details".
I assume that you will gather your companions.
After two quick teleports you all find yourselves standing on a tall building at least 6 stories high in the middle of a metropolis. The city itself consists of islands and canals amid the center of a mighty river. It appears to be divided by three major regions through which these canals and the rivers run.
Despite it being night the city teems with life as thousands upon thousands of mortals wander the streets with what seem to be a thousand thousand lights.
"Welcome to my City", states the Council Member.
Zelic of Jair |
"Very well, Councilman, very well. And now, to where must we venture for these disguises we must wear?" Zelic says quietly, ignoring the musings of Sir Didymus as he himself looks around the city from their perch.
"It's occurred to me that we might have less night left than we'd like, and my sister and I have yet to plan a place to spend the daylight."
GM Dark Shadows |
Sidstalav - Iomedae's Respite
Ilnerik smiles, "Oh, once this ritual is compete, I think you will need not worry about the sun overmuch, at least as long as you wear your false disguises. Come, let us find my Necromancer".
He heads through a trap door in the roof and down the stairs of this tall building. All the way down within a contained staircase where you hear and see no one at all. After quite a long trip and after entering a door that Ilnerik unlocks with a strange looking key you find yourselves in some sort of sub-basement. The moisture in the air and the moisture on the walls lead you to believe that is what it must be.
Down a short hallway Ilnerik leads your group through a heavy darkwood door. On the other side is a lab that an arcanist or alchemist would no doubt love to spend a great deal of time dwelling within. Beakers and tubes fill two large tables that run the length of either side of the room. There are no windows down in this place.
Hanging on the far wall like some sort of hunters prize are several drow corpses. All are nude. Beneath each one is a pile of equipment.
Standing in the middle of the room at a lectern studying a book intently is an elf with a pale complexion. He is clearly breathing though and is not one of you. He looks up as your group enters, "Ah Ilnerik, good of you to come. I believe I am nearly ready to complete this experiment. Are these the test subjects?"
Lener Wardwaver |
"Might I just say what a charming place this is, simply delightful." drawls Lener. "And your choice of words, just fascinating, what with the calling us test subjects, I am shivering. Truly a show of a maniacal and twisted but still brilliant mind. Please, my dear Sir, will you also cackle madly? I always enjoy a good cackle."
GM Dark Shadows |
In An Unknown City - "Ilnerik's Keep" - the Lab
The elf sneers, "For a bunch of creatures who do not breathe they are awfully skittish are they not Ilnerik?"
Ilnerik ignores the ill tempered elf, "Valth is telling you that you shall all be some of the first recipients of this spell and certainly the first of our kind to be subject to it".
Valth speaks once more, "My understanding is that the agents of Celwynvian have already received and survived the spell and they were living beings. Can we begin or do you wish to waste my time further?"
Saban Wright |
It takes every once of willpower Saban possesses to refrain from rolling his eyes at the impatient alchemist. "Alright, fine. Let's go, then."
GM Dark Shadows |
In An Unknown City - "Ilnerik's Keep" - the Lab
Valth replies, "Good. Good.
Now, lay down on the slabs and we can begin".
Kisara and Zelic say nothing but lay on the slabs along with the rest of you.
Valth begins comparing the drow corpses for attractiveness and wholeness of condition as well as their relative size compared to each of you. Once he lays the corpses next to each of you, and Sir Didymus, he then steps over to one of the other benches and pulls out a wooden box etched with necromantic symbols.
He nears each of you and opens the box, within are several silver amulets each with a pale crystal in the center.
"These bloodlinks serve a twofold purpose. First, they grant the wearer abilities similar to those many drow possess. Second, the crystals at the amulets’ centers serve as the focus item of the recorporeal incarnation spell". Valth gives a bloodlink to each of you and bids you don them.
Over the next hour, the Wizard casts the spell from several scrolls. The spell is painless but the sensation of crawling skin as the flesh of the dead drow subsumes you all is odd to say the least.
Once the spells for each of you ends, Valth once again reiterates, "Remember, the Bloodlinks are the focus for the magic, destroying the items will dispel the connected disguises. Be wary of this. Now, get out of my lab".
Ilnerik stays until the end and sighs, "I will need you to translocate them to Celwynvian. Tomorrow though, the hour grows late. Tell me Wizard, will this extra flesh protect my fellow Kindred from the harmful rays of the sun?"
Valth pauses for a moment, "Hmmm, I do not know..."
Saban Wright |
Saban rises to a sitting position and cradles his head before looking around the room. "Wait who's who, now?"
Zelic of Jair |
Zelic rises carefully, testing his newly transfigured body to get a feel for it. Everything felt fine enough, considering.
"Abilities, you said?" referring back to the bloodlinks before Valth gets too far from the subject. "And maybe we'll be protected from the light... how interesting. Assuming no harm comes to our amulets here, how long will this spell last, exactly?" Zelic continued, ever pragmatic.
GM Dark Shadows |
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In An Unknown City - "Ilnerik's Keep" - the Lab
Kisara listens to the wizard's answer intently.
In his shift, Grym's fur is even darker than normal, it seems the spell crosses over even to shapeshifted forms.
Sir Didymus has undergone the largest change, instead of being a halfling he is the size of a full grown drow elf. He is now Medium size!
"Yes, you have gained the abilities of the drow, well some at least. Your original forms may not need them but think of the advantage for mere humans? You can now see in the dark darkvision 120', are immune to the effects of sleep well for the Mortal among you this ability is useful, the amulet has also given you the abilities to utilize weapons prior you may not have known proficiency with the hand crossbow, rapier, and short sword, you are better able to resist spells targeted towards you gain SR 11+ level, and finally, the disadvantage the light of day will blind you leaving you a bit disoriented Light Blindness. Of course, if it means you do not burn to cinders while underneath it, that is a drastic improvement for your kind.
The magic possesses limited permanency. It’s tied to a focus item that, if compromised, releases the binding incantations, dispelling the effect. Should the focus persevere, it retains the spell’s power for approximately thirteen weeks. Tick tock, you are all now on the clock". He grins at his own joke.
Saban Wright |
"I've gained spell resistance? Sweet!" Saban looks at his hands as if the spell resistance carries some sort of physical identifier.
Zelic of Jair |
"Well then," Zelic says, tucking the amulet into his shirt carefully, "I see." He gives Saban a glance, and then thinking better of his original intention -- simply ignoring the man -- he responds. They'd have to get along at some point, and Zelic figured he might as well facilitate it.
"Yes, you do. And if all goes according to plan, you'll never need it. We've the rest of the night to get acquainted and plan while Ilnerk rests, let us be as prepared as we might be."
Lener Wardwaver |
"We look like hideous fops and we can use silly weapons. Got it. Are we moving soon? Because I feel a growing need to break something."
GM Dark Shadows |
In An Unknown City - "Ilnerik's Keep" - the Lab
Ilnerik responds, "If you wish to test the new form in the light of day, feel free to do so from the safety of this building. Once Valth teleports you, you will be in Celwynvian in the early evening.
I would suggest you locate the Shadow Key that Kaerishiel Neirenar currently possesses and get to the Elfgate as quickly as you can.
I will show you to your rooms now". Kisara follows the Councilor, "I'll stay in the darkness thank you".
Valth takes his leave to rest and study his spells for the next day while Ilnerik brings you to the third floor of the building where there none of the rooms have any windows at all.
Anyone who wishes to stay awake during the day and brave the sun, make a Will saving throw DC 15. Saban do you do anything by day?
Lener Wardwaver |
Will: 1d20 + 6 ⇒ (15) + 6 = 21
For the first time in years, Lener can feel the touch of sunlight. He basks in the rays for a while, dreaming of old times, before undeath was thrust upon him, indulging in thoughts of death and redemption.
Saban Wright |
Saban follows Lener and Grym outside with no hesitation.
What must it be like to live your entire life in fear of the sun? Saban muses as Lener basks in the daylight.
The light is too bright, though, and Grym's words remind Saban that his new form is more sensitive to the light than he's used to. "You're Grym right?" Saban asks, still trying to match new faces to names. "Maybe we can get some hats." He suggests with a shrug.
Zelic of Jair |
Still determined to get along with the group, Zelic managed to stay silent interested of scoffing at Grym's joke. Tentatively, he tested his own skin in the sun as well. He'd built up something of a tolerance to it himself over the years; being able to suffer through a few moments of bright light was a convenient was to surprise fearful, informed targets. Still though, Zelic planned to remain cautious.
"Such things exist, Grym, though they often draw attention to their buyers. Discretion, my specialty, might better served us here. If the Count can't provide them for us here, perhaps we could 'acquire' some elsewhere."
Will DC 15: 1d20 + 10 ⇒ (3) + 10 = 13
GM Dark Shadows |
In An Unknown City - "Ilnerik's Keep" - the Lab
Helt opts to not attempt to brave the sun as the rest of you do and heads to his quarters for the day.
Indeed the first few tentative steps are awkward and nerve wracking but soon enough, Grym and Lener are out on a balcony basking in the sunlight.
Zelic stands in the doorway, body drooping barely holding out as the presence of the sun's rays seem to sap his will to wake.
The eyes though, the eyes are having substantial difficulty adjusting. Your eyes are dazzled from its brilliance. While you feel the sun's warmth the pain in your eyes and the disconnection from the tissue that has engulfed you leave you feeling a bit out of sorts.
Soon enough you all drift off to the void of sleep, even Saban.
---
The next night you are magically summoned to assemble for a feast. Several servants sit around a dinner table having eaten something that has made them quite sleepy indeed as none are awake!
Ilnerik is seated at the head of the table. "It seems that if all of you are alive that this spell does indeed protect us from the sun's fiery light. Good to know...
My friends, please, find a vessel that pleases you. I would ask that you take enough to sate your desires but leave the victims alive unless you must just absolutely have more.
Tell me, is there anything else you believe you may need before you are sent along on your appointed task?"
List the drow gear you want up to 500 GP and you already have it as part of the gear of the body you have necro-morphed into.
GM Dark Shadows |
In An Unknown City - "Ilnerik's Keep" - the Roof
As you sate your hunger both for blood and for food, Ilnerik stands and motions for you to follow him. He leads you up the stairs of the Keep once more where yet more of his wealth is on display in the form of tapestries and art whose value is likely immeasurable.
You find yourselves on the roof once more and once more confronted by the cantankerous traitor to his people, Valth.
Set up on a table are the items that you requested the previous night. Valth has a scroll in hand and he looks to Ilnerik for leave to begin his casting.
Ilnerik though pauses to hand a piece of parchment to Kisara. See the new link above entitled Map of Celwynvian. "Here is a map of the city, my notes are brief as you have only two objectives. Find the woman and proceed to the ElfGate. You will find it guarded. You will likely have to kill a few of the guards but be discreet about it. While I am sure your prowess in battle is formidable, if the entire contingent falls upon you before the Gate is opened you shan't survive the night. Good luck and beat those bastards to the prize".
Valth motions for you all to join hands and touch him, he begins to cast a spell and the familiar "POP" of translocation fills your ears. You find yourselves standing in a dark forest under a canopy so thick, the stars and moon cannot even be seen.
Valth directs Kisara to open the map and points to it the location dead center in the compass, "You are here. West is the city. I take my leave".
He unfurls another scroll and once more the familiar "POP" of translocation leaves you all alone in the woods. The sound of wildlife slowly begins to hush as the animals and insects know, a group of super predators is in their midst...
Helt Vhis |
Helt takes to one knee and rustles through his pack taking what look like a mask out of it. This mask seems to be stitched pieces of flesh. As Helt stands he puts the mask on it seems as the shadows stick to him.
Helt turns to Lener
" well the hunt begins. Perhaps it's best if I scout ahead a bit? What course are we to take?"
Saban Wright |
Saban shrugs at Helt's suggestion. "Sounds like a solid plan. Keep in mind we don't have much time to spare"
Lener Wardwaver |
Lener puts on his grey robe, enjoying in a small measure the feeling of the refined fabric on his skin. "I can move silently as well. But let's just move swiftly towards our quarry, then we may dispatch her retinue, our disguises should hold for long enough. A mercenary group shouldn't be hard to locate, especially if someone knows Elven."
GM Dark Shadows |
Just outside Celwynvian
Helt and Lener move 60' in front of the rest of the group moving silently and scouting ahead.
Everyone make a Stealth check.
Lener Wardwaver |
Lener's feet are silent and the robe blends with the surroundings as he sneaks forward.
Oh, sure, let the screaming dominated halfling come along stealthily. No way that can go wrong.
Stealth: 1d20 + 23 ⇒ (16) + 23 = 39
Saban Wright |
Saban attempts to stay as still as possible while crouched in some underbrush.
Stealth: 1d20 + 4 ⇒ (1) + 4 = 5
His armor creaks loudly, causing the dhampir to flinch.
Kitara Vulpina |
Kitara crouches low, moving silently while keeping her hand near the hilt of her curved sword, ready to draw at a moment's notice.
Stealth: 1d20 + 20 ⇒ (13) + 20 = 33
Kitara will also be in the Unfettered Movement stance, increasing speed by +10 feet and and giving +4 Dodge bonus to AC against Attacks of Opportunity