Aaaaaandddd.... I'm back. Long days of trying to get internet reconnected... I live in Australia, not Tatooine! Surely it can't be that difficult! The dagger-wielding cultists lunge at Riven in amateur moves, but their blades are razor-sharp. One slithers off his chain shirt, grazing his ribs, while another whistles past his face, severing a finger's length of hair from his ponytail. They are driven and fanatical, and seem to be muttering the word "Chanarax" as some kind of mantra as they attack. Hague's blade slashes in a few times, scoring creases across the creature's skin that, disturbingly, don't bleed. The flesh peels back, but the zombie doesn't even seem to be slowed down by the blows. For its part, it rains down blows mercilessly, making Hague's task of dodging very difficult indeed. Hellard, buried under the zombies, struggles and kicks with the strength of desperation. From somewhere, he finds a dagger, and lays about with it, showering himself in rotten ichor, but having little effect on the undead. Brother Thomas' spiritual hammer strikes at the cult leader, who jumps aside, concentrates, and makes a gesture, causing the hammer to fade from sight. He gestures with his other hand, sending a blood-red bolt of crackling energy hurtling across the room towards the priest.
The grand melee is chaotic and brutal- Hague and Riven chop their way through the crowd with vicious power, leaving a wake behind them. Hague crunches and smashes several of the horrid undead, and Brother Thomas follows quickly, his hurried incantations keeping any of the corpses from rising again. One of the chanting figures completes his portion of the ritual and turns to deal with the intruders, his hands raised and crackling with barely-restrained magical power. He opens his mouth to spit a word of power, and, as if by magic, his left eye sprouts the hilt of a dagger. Hellard's fine blade whizzes across the room, piercing the man's brain, and he topples, his spell incinerating one of his companions (who perishes with a horrific wail). The noble flashes a quick grin, his left hand already reaching for the corpse being his blade-caddy- only to find it grasping his left arm! The zombie tears at Hellard's upper arm, grasping with rotten fingernails at him, gnashing teeth ridden with grave-dirt. His momentum halted, the big noble wheels to hack it apart, and another zombie hurtles into him. Within moments, the noble is downed, grappled by at least half a dozen of the monsters and with no room to swing his long blade. The offensive drive grinds to a halt. Riven, leading the charge, crashes through the zombies' lines without noticing his companion's stumble, quickly planting his blade squarely in the chest of another of the robed figures. Blood fountains forth from the wound and his mouth, and he gasps out his last breath before being rudely kicked from the Northman's blade. The other four cultists turn on the warrior, hands raised and words ready, and curses split the air with a hissing sound and a smell not unlike burning sulfur. A blast of energy hisses from one towards the big man as another draws a long, straight-bladed knife from his sleeve and gestures in an odd, lithe, perhaps Southern, gesture as he approaches. Hague slashes out and severs the limb of the first zombie to touch him, kicking backwards and shattering the skull of another with his tough foot. He wheels, coming face-to-hideous-face with the 'living zombie' who snarls and roars a wordless challenge before thundering forth, marble-strong fists raised. He strikes with inhuman strength, the first b low (blocked by Hague's upraised arm) nearly shattering bone, and stunning the limb for a few moments. His agility is astounding, faster than an average human, and definitely on par with the stinker's own reflexes. Brother Thomas swings about with his silver mace and holy symbol, keeping the dead at bay. His faith is strong but wavering in the face of such obvious unholy power, and the seeming manifestation of... of... something unexplainable. The lead figure continues in his chants, calling out even louder as he gestures with what Brother Thomas now recognises as the Orb of Elwar. It seems to be part of some kind of summoning ritual. And then, an opening comes up- Hellard's collapse, and Riven's cometary collision with the cultists allows a small path to open between the combatants- a dangerous path through the melee that might allow the scholar to close with the head worshipper. Sorry for the big post, I'm moving into a new house tomorrow and I'll be offline for 4-14 days (AAGH!!!). Hopefully by the time I'm back on, everyone will have posted and we won't even notice the difference, but I'm trying to 'section off' the combat to a small extent, letting everyone get a bit of a focus moment.
For lack of a more ..planned... plan, here we go Riven breaks the eerie silence, hurtling into the chamber with his sword shearing wide arcs through the zombies. Nearly half a dozen are destroyed before they react. Following him quickly are Hague, fists, elbows, and knees at the ready, Brother Thomas, with his silver mace and holy symbol held high, and Hellard Byzenkampf, a pair of lethal shortswords in his hands. The zombies turn as one, their strange, moaning chant interrupted by the primal need to eat brains. The robed figures continue their ritual, but most look over their shoulders or through the crowd to see the intruders. With a short, chopped command, the 'living zombie' springs to action, bounding through the crowd with inhuman agility, a snarl on his rotted face.
All good, I'm encouraging a certain amount of "make it up yourself" to allow us to just get on with it. The chamber is immense, its domed ceiling perhaps fifty feet above, and circular, perhaps sixty or seventy feet across. The outsides of the chamber are lit by little clusters of candles melted into the join 'twixt floor and wall, but the main illumination comes from a few large (wagon-sized) wooden racks with candles melted to every surface. After travelling so long in dim light, the dazzle of hundreds of candle-frames almost blinds you all. Scattered around the chamber are a horde of shambling corpses, the odd chanting coming from their dead throats. In the middle of the chamber, seven robed shapes caper and dance about two central figures- a robed figure, difficult to see due to distance and dazzle, and a tough, lean-looking zombie, stripped to the waist, but with tight, animal-like muscles. The robed one seems to be leading the chanting, and is holding a glass ball in one hand, alight with yellowish-green colour. The zombie is glaring about the room with hate-filled eyes, and occasionally grimaces or sneers at one of the worshippers. Above, most threatening of all, is a reddish, misty substance forming in the air. For now, it swirls harmlessly, but it appears to be taking nightmarish shape. Hellard: Spoiler:
You recognise the central robed figure as the 'person' you met in Talvan's tower, crouched over the sage's body. Brother Thomas: Spoiler:
The zombie in the centre is the one with whom you briefly fought at Talvan's tower. This seems to be the 'thinking zombie', if such a thing can even be contemplated. Riven: Spoiler:
Among the throng of zombies, you can spy a few wearing tattered Watch uniforms- near you, the young Corporal Malcolm can be spied, his throat torn and one arm hanging limply. Hague: Spoiler:
This is easily the most horrifying sight you have ever witnessed. Every instinct you have cries to you to turn and flee before they can smell you out and turn you into one of those... things. And I have a map, as well. That's just for a rough tactical idea of how the place is laid out.
The choice made, the path is clear: the group heads down the long passageway, walking carefully to make sure they keep their feet. The little stalagmites, though useful, crunch underfoot, and are uncomfortably reminiscent of teeth, as if the group were walking into the maw of some monstrous beast. Brother Thomas' spell dims as it moves into the passageway, leaving only the tips of the protrusions showing. The floor and roof both fade away into the dark. An hour later; the intrepid band has passed through passages and chambers alike, all cloaked in filth and eerily reminiscent of some ancient temple. Blocks of cut stone lie fallen on the ground, and thick pillars support the roof, far out of sight. Finally, a trail of burnt-out candles provide a trail, and ahead, you can hear an odd chanting in some thick, forbidden tongue. Brother Thomas: Spoiler: The language is Rhoskelo, the tongue of the ancient (so far, mostly theoretical) kingdom of Eph-La. Its use is recorded only in profane scrolls bearing images of a fiery red monster devouring the people of the kingdom.
Hague navigates the group through the eerie, deserted sewers for another half hour, before coming to a large chamber that seems much like a hall, with vaulted ceiling and pillars supporting the roof. The group passes through, warily looking about, but nothing seems to threaten them except a foul stench and a constant dripping. There, in one wall, is a great section that seems to have been blasted away- into the room. Through the breach is a long, hand-dug passageway, which leads downwards in a long, slow dip. The roof of the passage has small stalactite deposits, matched by the rough and slightly spiked floor.
Hague: Spoiler: You have heard rumours of a deeper, much more scary series of ancient passages and chambers below here, ruins of an earlier incarnation of Refuge. It is known as the Demons' Playground. No-one you know, not even your old, decaying master Kairn, would dare venture into those tunnels. Even magical light seems to dim that far beneath the earth, and things seem to move in the dark. No matter how much you hate it, that's probably where they want you to go, and if you continue down this passage, there's an old tunnel that drops swiftly into the Demons' Playground area... you think.
The remainder of the journey takes almost an hour, crossing from wet sewers to dry ones (still wet, in this weather, though) and passing through cramped, claustrophobic tunnels and large shafts with narrow ledges around them. Besides Hague, none of you knew such a vast space existed beneath Refuge, and the facts of its dark and dripping existence creep you out, to put it mildly. You do not encounter anything living as you make your way to the areas you are seeking- nothing larger than several large, terrier-sized rats, anyway. Hague: Spoiler: This is very unusual- ordinarily, there would be scattered groups of refugees from the streets above (even though this is the 'quiet area' of town). However, you're shocked not to encounter anyone at all...
Sorry for being offline for a few days, guys- my dog ate the cable on my wireless keyboard/mouse receiver. Riven fetches the carpet-wrapped corpse of the sage from upstairs and carefully brings it before the hungry otyugh, which howls "Mmmnnnfooood!" Before letting its spawn tuck in and begin tearing at the body. The mother keeps its eye-tentacle on the group, but shuffles over, allowing the party to pass. Moving through its threatened area, but it's not hostile at the moment- just behave...
A terrible sucking noise can be heard as the mother beast wrenches itself free of the sewage, with the accompanying rivulets of ?water? running from its back. In the light of Brother Thomas' holy symbol, the disgusting enormity of the beast can be seen. (News just in: Call of Cthulhu now not the only RPG where making your Spot check isn't always a good thing!) The creature has a body like an ovoid sack, covered in filth, with three stumpy legs the thickness of a man's gut holding it up. A gaping maw issues a bellow of warning, with a foetid gust of its breath washing forth- more awful than the creature's outside scent, if possible. From its back protrude two- no, three stalks, each a good eight inches thick. Two end a man's length later in great fleshy pads with surrounding spines, while the third gleams with a trio of wide-open eyes, almost humanlike if not for their vertical arrangement. At its side crouches another of the creatures, closer to the size of a small crate (maybe the size of a kitchen dishwasher?), mouth snapping and tentacles waving.
Oh cool, I was hoping this wouldn't just be a 'ho-hum' encounter. That's made my night!
"Mmmnnnnnooooooaaaaa!" Howls the hungry Otyugh, joined by a higher pitched "Mnaaaa!" from somewhere nearby. As the waste is disturbed, the stench becomes chokingly strong- Brother Thomas, Riven and Hellard are almost immobilized with foulness, while even Hague must blink back tears.
Hague: Spoiler: You know these creatures have a basic intelligence- they can be bribed and threatened, unlike most animals. If your companions are careful not to antagonise it, your weight of numbers, and some calming words, may be able to get you past without a battle.
The group makes its way to the bottom of the shaft, dirty rainwater sloshing around their feet. Tunnels seem to stretch in two directions, both vanishing into pitch blackness within a few short feet. The small amount of light from the dungeon overhead illuminates a circle about three feet wide, dropping off alarmingly quickly. For all those but Hague, a myriad of unfamiliar sounds (and, dear Gods, smells!) barrage you- drips, creaks, squeaks, scurries, and splashes. The alien feel of your surrounds is suddenly very claustrophobic. Hague feels right at home, now no longer threatened from all directions- only feeling what immediately matters. OK, you need two things: directions, and light. Well, maybe three- great big gumboots.
The grate leading from the dungeon down to the sewers is hard to remove- it's been rusted in place for at least a few years, and there's an odd crusty substance on the bottom. Riven and Hellard's muscles soon shift it, though, and the narrow shaft vanishes into the darkness. After the first 4 feet are set iron rungs into the stone, providing slippery hand- and foot-holds. The smell is awful, stirred up by all the recent rain.
Hague:
Spoiler: You have heard of disturbances in the sewer system to the West end of town, beneath the Street of the Gods- not so much by reputation, but by a lack of any information- you've just stopped hearing about anything there. Sound suspicious?
Ye Gods, yes. You stinkers are nothing if not a superstitious lot, given to obeying omens and warnings. No noise and no light often means a wave coming from that direction (watch Die Hard 3, the bit in the tunnel!). If you were to warn your companions, that would be the area you'd warn them not to go to...
You return to the Watch Post, splashing through the greasy rain. The sky has darkened to the colour of day-old dishwater, and smells just as bad. Then you realize, standing in front of the Watch Post, there is a rag-clad figure huddled in the doorway... and the smell might just be him.
"Ah yes, but reports may lie, and even true reports may become false. Witness this: My hand is empty." and indeed it is, as he displays his empty right hand. "And yet: I fill my hand once more." He flicks his fingers, and a coin is revealed in his palm. "Cheap charlatanry, I know, but this illustrates reality- catacombs which were once emptied can be used to store things which it is desired not be looked upon. Be mindful of the power of mundane illusion as you battle sorcery. You had best be swift..." he looks upwards at the darkening sky and gazes levelly at each of the three assembled.
"So, zombies which run and talk, a missing Orb, limited time before the barriers between the realms of life and death break down ntirelly, your only lead has gone missing, a black magic ritual," here his eyebrow perks up, "failed and caused some kind of possessing spirit to attack you, and you're without any kind of clue. Hmm." He turns and walks away a moment, tending to his storm-ravaged garden, then turns back with raised eyebrows.
Brother Matthias gives a tiny smile at Riven's warning, and glances across at Hellard, then back at Brother Thomas.
A quick trip through the rain-soaked streets of Refuge leads you to the great cathedral of Ebishmon, adorned with vicious-looking gargoyles, graven images of the adventurer-saint's travels and famous battles, and radiant-sunburst images. Brother Thomas' explanation leads the group to an audience with Assistant Chief Librarian Brother Matthias. The elderly man is, surprisingly, still tending to his garden in the driving rain, straightening vines and trying to shield them from the weather. He looks up kindly, clasps his hands together, and then splays each of them to face away from the other in Ebishmon's sunburst symbol.
The armoury and dungeon are, unfortunately, empty of your compatriots. But your efforts in searching the watch post do not go unrewarded- the blood on the doorknob is smeared oddly- enough to make you think that it was left there as someone was leaving, rather than entering.
The body is beginning to smell... rather rapidly. As you look, it starts sagging inwards (rather like a balloon deflating after being left in the heat for three days). It sags to one side, tearing open and spilling a thick, rancid goo on the floor, with the consistency of warm custard and the stench of a hundred dead troglodytes left in the sun for a week. Brother Thomas: Spoiler: You know of this condition- the Church of Ebishmon labels it 'Diabolism'- quick death and rapid corruption of the tissues. This means that some sort of very powerful fiendish entity was very likely involved somehow, whether it was summoned into the body instead of the sage's spirit, or perhaps a fiend caused his death... all you know for certain is, that you're way out of your depth, and woefully underprepared. Worse, the gates between the realms of the living and the dead are worsening, the Orb is nowhere to be found, your team's sage seems to have been taken, and time is running out.
Hmmm... I can see I'm going to have to give you someone to talk to, else you'll wind up looking a right prat, talking to yourself. Maybe this will turn from a supernatural action/thriller into a supernatural procedural drama... maybe not. In any case, let me think about this idea... should I resurrect some of the 'fallen' characters (Hellard, Riven, etc - in which case, is it proper netiquette to ask permission from their creator players?) or come up with someone new?
With a hideous screech, the corpse recoils, staggering into the nearby table before dropping, lifeless. Rolling the corpse onto its back, Brother Thomas can see that the body's eye sockets are dry and empty- burned out. The eyeballs are nothing more than withered, scorched pools, dribbled onto the body's cheeks. Its tongue is nowhere to be seen inside the sagging mouth.
The corpse tightens its grip with crushing intensity, and reaches down with one hand to throw a chair aside. The grip loosens with the loss of one hand, allowing Brother Thomas to gasp a choked breath. The corpse's eyes glow with a red intensity, and it bares its teeth to a manic grin. A final word issues from its clenched teeth, lips still unmoving. "Chanarax....." (the word is unfamiliar in any language you know)
The body lurches to a sitting position, its head lolling lifelessly. It gulps silently for a few moments before its mouth opens and a deathly voice emanates from the very depths of its sagging orifice.
If we keep this going, anyone who's interested can join in, so long as they're willing to stick it out. Snorter, thanks for the effort.
Thanks, Brother Thomas. OK, I'll give it a shot. after all, it's only as dead as it needs to be, before being animated. The book has no discernable reaction (it's a book) but something about holding it feels... wrong. (And then you say the magic words, and everyone turns into a zombie. Game over!) Being previously owned by the sage Zelluyan, it is in good condition- the pages are dry and clean. You quickly find the marked page- a navy silk ribbon lies in it- and you read the ritual contained within. The dread words evoke a feeling of disgust and horror- imploring the greater powers of the Underworld to allow the spirit to speak its last- but the effect seems relatively benign - there are no warnings, like so many of the other pages, about "releasing spirits of the damned" or "calling up entities".
The book probably contains the instructions for performing the ritual to speak with the dead sage. Likewise, the bag probably contains the materials necessary for such a ritual, excepting those which you gathered personally. Brother Thomas has the necessary training (if perhaps not lack of morals) to perform such a black magic ritual, if the desire and need should so arise.
The book and bag are not magical in themselves, but the book has traces of unclean and unmistakeably evil magic. The contents of the bag seem to be ritual components, probably for use in one of the spells detailed within. Sorry to have been offline for a little while guys, my computer and desk are currently being stored in the spare room, and I'm on my wife's notebook. I will try to post more often- just email me a prod if necessary!
You avoid the notice of the patrolling constables long enough to gather a handful of dust from the young lass's grave, and hurry back to the Hell Squad headquarters. Zelluyan (and Malcolm, it seems) don't seem to be there. A thorough search reveals a small smear of blood on the front door, and a small hessian sack is lying on a table. Inside is a book bound in black leather, with an odd, blasphemous figure inscribed on the cover. It seems perhaps Zelluyan has been here...
At this time of night, the graveyard is quiet, for a change. An early mist has crept into the dell to the West of the city, and eddies around at knee height. The moon is high, but only a quarter-circle, providing a little cold, blue light. It is a very cold night, and finding your way in the dark could be hazardous. However, a pair of guards have been patrolling near the Lichgate, watching for lanterns, torches, and other obvious giveaway signs of grave-robbing. Does anyone in this city actually know a maiden? Even a dead one?
"That's a good idea... urm, here...." Zelluyan ferrets around in several books, and quickly jots down a list of required ingredients. It is slightly disturbing, but "dust from a maiden's grave" is hardly the worst. He saved that for last: "the tongue of the deceased". Zelluyan hurries around, gets dressed, and prepares to be escorted to his home, in order to pick up the (illegal) tome.
"Well, um, perhaps if we were to perform it together, it might have a higher chance of success. I-I've performed a black magic ritual before, I won't lie." The elderly, portly man looks shamefaced about this confession. "We should fetch the supplies... I will gather the tome which details the, hum, spell, and if we send the competent Corporal to gather the requisite, hum, components." He looks over at Malcolm quickly.
"I...I..." Zelluyan sighs heavily, eyes downcast. "...I do know of a spell which would accomplish something like this, yes. I've read of particular black magics which can communicate with those who have passed to the realm of the dead. Perhaps this conjucntion will aid us in the effort. I-I'll need some things... and the assistance of Brother Thomas, if you would be so kind?" He seems to be greatly distressed by having to perform a black magic ritual, as well as the death of his colleague.
Master Zelluyan is groggy and slightly disoriented after being woken, and doesn't understand why he's being taken down to the cells. When he comes face-to-corpse with the body of Talvan, he stops, and his eyes goggle.
Hellard staggers back in to the Hell Squad Watch Post, burdened by a large bundle, wrapped in his cloak. Brother Thomas walks at his side, giving him sidelong curious glances. They are greeted by Malcolm, his cheek bandaged, and Riven, bloodied but mostly unhurt.
At Talvan's Tower...
From there, the Watch take over, and you can head back to the Hell Squad headquarters quickly. Riven and Malcolm...
At Talvan's Tower...
At the Watch Post...
At Talvan's Tower...
At the Watch Post...
Malcolm's struggle is nearing desperation now. The creature's unflagging strength is slowly overwhelming his tired muscles, and its jaws are snapping ever closer to his face.
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