Valeros

Duvall of Helm's page

124 posts. Alias of hedgeknight.


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M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall placed at L29 beside Landon.

Duvall says nothing as he grasps mace and shield and prepares for battle.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall jerks awake, calms at seeing Hezar, and then readies himself for his watch.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall will take watch with Landon


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall moves among the survivors, checking wounds, applying healing where necessary, and attempting to keep their spirits up.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Let us be off! The longer we delay, the more we let the undead hold sway over us. Lady Watchghost, I will be forever in your debt. And I will return again to wipe away this scourge upon this town.

With that, Duvall hustles the survivors out, waiting until the last passes him before falling in behind.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall prepares to move out and spreads the word among the survivors.


M Human Cleric/2 Initiative +1; AC 22; HP 17

I was thinking the same. But the risk...if we lose more of us in her rescue, what will happen to these good folk?


M Human Cleric/2 Initiative +1; AC 22; HP 17

Hezar:

Spoiler:
Duvall nods and smiles. I do not quite understand the hatred that exists between the races either. But you do not need to be his friend in order to fight alongside him. Give it a couple of days and then talk to him privately - acknowledge your differences, but stand firm on the conviction of your joined mission > to free these good people and cleanse the land of evil. At least in that, you are companions.

Thinking about Belina, Duvall pulls Hezar aside and whispers confidentially, Your feelings for this girl...could be a distraction to our mission. I'm not saying it will, but it could be one. You feel obligated to champion her, to protect her, and that is noble. But ask yourself this...do you really know her? Are you willing to risk your reputation, maybe even your life on her?
Duvall shakes his head and clasps Hezar on the arm. When it comes to girls...or women...I'm no expert. They are more confusing to me than learning new spells from Helm! Whatever your decision, the group...minus Ariael probably...will support you. Just be careful in sticking your neck out for her and forgetting our true mission here. Alright, my friend?

Shaken by the screams of their former companion, Duvall tries not to remember her beautiful face as he stands and addresses the good folk of Tilver's Folly:
Please, be calm and do not be afraid. We are here in this holy place and the Watcher will protect us. Our enemies do this horrible thing to demoralize us, to weaken us - but we will not let that happen. You are survivors! You held strong and did not give in - and you are here today in defiance of such hatred. And by Helm, we will NOT let this beat us! We will turn this repulsion into hatred...hatred for our enemies! And this will make us stronger!
Duvall falls to his knees, lifting his new shield, and says aloud, HELM!HEAR MY PRAYER AND GIVE US STRENGTH AND COURAGE! WE KNOW YOU ARE WITH US, EVEN IN THIS PLACE OF REFUGE, EVEN WHEN WE ARE BESET BY EVIL ON ALL SIDES! YOU HAVE NOT AND WILL NOT ABANDON YOUR FAITHFUL! HELP US TO RELY ON YOU IN TIMES OF TROUBLE AND DARKNESS, WHEN WE THINK WE CANNOT GO ON. WE WILL NOT GIVE UP BECAUSE YOU WILL NOT GIVE UP ON US - YOU ARE ALWAYS WATCHING - YOUR VIGILANCE NEVER ENDS!

Duvall bows his head silently for a few moments and then rises and goes among the people offering quiet words of comfort and hope.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall again falls to his knees before the watchghost, awed by the gifts. Truly, Helm is visiting me in spirit form. Oh, that I can live long enough to be worthy of his blessings! I vow I will use these boons with all my power to defeat the evil one and his minions.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall, having observed the heated exchange, walks over to Ariael and says, "All of us are exhausted and upset about this great evil which threatens not only our lives, but the lives of the innocents we serve and protect. Confrontation is healthy, my friend - name-calling, however, is not. Both you and Hezar are very valuable to our group and what we are trying to do. I would advise giving it a few days to cool down and then have a private conversation - just the two of you - to settle it and put it aside for good. We need both of you for this war."

Duvall clasps Ariael on the shoulder in companionship and then walks away.


M Human Cleric/2 Initiative +1; AC 22; HP 17

You are right, my lady. Our work now begins with escorting the survivors to the estate. How soon can we leave?


M Human Cleric/2 Initiative +1; AC 22; HP 17

We will indeed petition the church for assistance, after all, we were sent on this mission by the church of Helm in Tethyr. Our superiors, who are more experienced than we, should know what to do. But, I agree - cut off the head, and the rest of the army will fall.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall jerks awake at the spectator's morning "alarm" and curses the creature silently. He staggers to the bathroom, slipping into the hot communal bath, not caring who sees him naked. He soaks for several minutes before hitting the shower and scrubbing the rest of the grime away. With a clean tunic, he says his prayers, replenishing his spells for the day, before donning his armor and heading to breakfast.

Grabbing a plate of biscuits and ham and a glass of something other than water, Duvall heads to the meeting.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Diplomacy 1d20 + 6 ⇒ (6) + 6 = 12

Duvall walks into the feasting room in time to hear the exchanges of the people, Belina, Hezar, and Janiries, and raises his hands to say, Here me now, good people. Do not be frightened - all of us are weary and in need of some comfort and rest. We are not going to be head-hunting tonight, he says, looking inquisitively at Janiries and Landon, but rather we are going to be counting our blessings for our safe escape, while at the same time, offering our prayers and remembrances of those we've lost. Please, relax and enjoy this good meal. I will gladly walk among you for prayer and blessings. Call on me if I can help you. I am Duvall.

He then grabs a glass of wine and a crust of bread and walks over to Janiries and Landon. Talking quietly, he says, If nothing was taken, why the threats? An hour ago, these people were thinking they were going to die. They do not need to be frightened any further.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall listens to Tanner patiently, ignoring the growling of his stomach, and says, The future holds the same for you as it does for me > uncertainty. For we cannot predict it, we can only vow to live through it. A wise man once said - That which does not destroy me, makes me stronger. I kept that as my mantra for many years when I was a boy, until the good cleric of Helm's Hold took me in and taught me the way of the Watcher. And I still believe in the truth of that statement.
You will go forward, and in time, come to love again. Companionship is something everyone craves, whether it be the love of another, or the fellowship within a group. For me...for now...I am wed to my lord, Helm - the Watcher; He Who Never Sleeps. Should I live to grow older, I am certain I will find someone to share my life with - to have a family and perhaps work in a temple in the North. I may even return to Helm's Hold one day and take up my residency there. I really don't think about it - wherever Helm leads me, I will go.

Duvall pats the young man on the back and says, Let's go get a bite and a drink. I believe it will do you good to be around those who care about you.


M Human Cleric/2 Initiative +1; AC 22; HP 17
DM Locke wrote:
@ Duvall - you feel the spirit draw close. As you turn, she smiles; in life, she would have been in her middle years, with fine features and a regal bearing. Brother Duvall, she says, her voice etheral, seeming to come from a great distance. it is an honour to meet you. If you have the time, there is much you can learn from this place. About Helm, about your faith, and about yourself. She smiles, almost self-consciously. As you develop in your faith, I can help you learn spells from long ago - spells which are little known to the present world, but which the church of Helm can use again. And when the danger in the village above passes, this place can once again become a stronghold for our faith, a place where the helpless need fear no danger.

Duvall bows before the spirit and says, "I am your servant, lady spirit. I will learn all that you have time to teach me while I am here. Helm preserved this place and you, and I am thankful he led me here."

Quote:
Perhaps you could speak to him, and let him know what I could not: that his husband has left some time ago; and that the rest of his life lays ahead of him. No man's heart will ache forever. When you are able, please, enjoy the heroes feast that has been laid for you in the mess hall.

Duvall nods and walks over to the young man and kneels over the body of Tanner. He kisses his holy symbol and prays silently. Then he looks up at Arnleth and says, "This is...difficult for me to say, but you need to hear the truth. Tanner's body is still alive, but his soul...has already departed into Helm's embrace. Losing someone you love is very, very hard. And it's not fair. Such is the way of life. So...let him go from this world, but hold him close in your heart for always."

With that, Duvall gets up and walks toward the feast hall to be with his companions.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Thanks - I will update my profile - how many XP do we need to advance to the next level?


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall likewise praises Helm for his guidance and walks among the people tending wounds, praying for them, and otherwise attempting to raise their spirits.
I only have 2330 xp recorded; did I miss some? Also, Duvall will give out any healing he has - even converting his remaining three first level spells to CLW's if needed.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall moves to F15 to block the skeletal warrior, and then channels healing energy into his companions.
1d6 ⇒ 6


M Human Cleric/2 Initiative +1; AC 22; HP 17

On his turn, Duvall steps forward (to F17) and channels destructive energy at the skeletal warriors.
In the name of Helm, back to the grave with you!
1d6 ⇒ 4

I'm posting this in case I don't get back to the computer when his turn comes up. Also, the DC for their save is at a -2 due to Duvall's Glory Domain power.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall holds his action until(if) the undead break through...


M Human Cleric/2 Initiative +1; AC 22; HP 17

From my character sheet:
Spells:
Orisons (3): Create Water, Guidance, Light, Resistance
1st (2+1): CLW, Dancing Lantern, Hide From Undead, Shield of Faith

Duvall summons the divine power of Helm and casts Shield of Faith upon himself. (He would have done this earlier, but however you want to play this is fine.)
He then draws his warhammer, moves over beside Janiries to guard the flight of the wounded. And waits...


M Human Cleric/2 Initiative +1; AC 22; HP 17

We shall return as quick as we can, Lady Protector.
And then Duvall heads for the stairs.


M Human Cleric/2 Initiative +1; AC 22; HP 17

I hate to leave this holy place for even a minute, but I will hurry back and lead the survivors down here. Anyone want to go with me?


M Human Cleric/2 Initiative +1; AC 22; HP 17

Knowledge: History - 1d20 + 1 ⇒ (15) + 1 = 16

Lassathor...an evil ruler...the name seems familiar. Can you tell me more about him?


M Human Cleric/2 Initiative +1; AC 22; HP 17

Linguistics: 1d20 + 1 ⇒ (13) + 1 = 14
Religion: 1d20 + 5 ⇒ (18) + 5 = 23

Quote:
The room is certainly a shrine to Helm; at the southern end of the room, in an alcove in the wall, stands a shining set of full plate armor. An inscription in Thorass above the suit of armor reads:

The Eternal Guardian, Victor over the Undead, Warden of Lassathor.

Duvall reads slowly, barely able to discern the Thorass script. He then bends the knee in the shrine before the shine plate armor, bowing low, his forehead touching the ground.

Looking at the mural and the three figures depicted on the western wall, Duvall shakes his head in awe. When my time comes, I wish to die right here in this room.

When the lady warrior enters and summons the eye tyrant, Duvall pushes to his feet, opening his arms in a gesture of servitude. Lady protector, we mean no disrespect. Our need is urgent - we have wounded and dying above and we are beset on all sides by walking dead. I had a vision in a dream about an altar and when opened, we found our way here. In the name of the Watcher, can you help us?


M Human Cleric/2 Initiative +1; AC 22; HP 17

So, is everyone going? If so...

Duvall will break out a sunrod and stay near the back, shedding light for those of us who need it, but not to disrupt the night vision of our companions.


M Human Cleric/2 Initiative +1; AC 22; HP 17

1d20 + 2 ⇒ (19) + 2 = 21

ARRRGGGHH...HELM! Duvall growls, putting his back into moving the lid of the altar...


M Human Cleric/2 Initiative +1; AC 22; HP 17

Where is the altar? Duvall says, jerking awake. He pushes himself to his feet and goes looking for the altar, grabbing his weapon and forgetting his armor for now.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall converts any remaining spells (I think he may have one) to healing and uses it to the best good. Then he visits those wounded and uses his healing skill on them. DM please feel free to roll those results He will then get what rest he can and wait for either the next foray or next attack.


M Human Cleric/2 Initiative +1; AC 22; HP 17

2nd level adjustments:
HP > 1d8 + 2 ⇒ (2) + 2 = 4
Guess I'll take the minimum of 5 hp.
Bab +1, fortitude +1, will +1
Spells gained: O level (1) Light, 1st level (1) Dancing Lantern
Skills 3+1 (human)
(Diplomacy, Healing, Perception, Sense Motive)


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall begins a fighting retreat.


M Human Cleric/2 Initiative +1; AC 22; HP 17

By Helm! Duvall says, stepping to N27 and attacking Skeleton J.

1d20 + 2 ⇒ (7) + 2 = 91d8 + 2 ⇒ (6) + 2 = 8


M Human Cleric/2 Initiative +1; AC 22; HP 17

From my post above: Duvall will move to N28 (alongside Tol) and channel energy; +2 on DC for the undead saves. Can he attack in the same round? If so, he will.


M Human Cleric/2 Initiative +1; AC 22; HP 17

To keep the game moving, in case I can't check in, on his action, Duvall will move to N28 (alongside Tol) and channel energy; +2 on DC for the undead saves.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Apologies for my absence - work is kicking my @$$ and yesterday was my anniversary.

Duvall places one hand on Janiries neck and holds his holy symbol with the other, intoning Helm's favor for healing. 1d8 + 1 ⇒ (7) + 1 = 8

He then walks out to stand between her and Belgrin, watching the undead approach. He invokes another spell from Helm (Shield of Faith) and takes a shot at a zombie with his crossbow. 1d20 + 1 ⇒ (5) + 1 = 61d8 ⇒ 4

He will then prepare his warhammer and get ready to smash some skulls!


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall will indeed bless the food in Helm's name and create fresh water for wounds and to drink (Orison spell). When she is ready, he will accompany Janiries to the front door of the keep and then he will cast his spell - Hide From Undead.
Remember - don't touch any of them and you only have 10 minutes before the spell wears off.
Then he puts his hands on her shoulders and reverently prays, Helm - the Watcher, the One Who Never Sleeps - I beseech you to blind the eyes of the unliving, protect Janiries on her mission, and return her to us safely.

Does she have a way of contacting us if she gets in trouble?


M Human Cleric/2 Initiative +1; AC 22; HP 17

I can, but be warned - you only have about 10 minutes. I am confident it will work on minor undead such as skeletons and zombies, but on more intelligent undead...well...just stay clear of them, alright? Does anyone object to this? Duvall asks before casting the spell.


M Human Cleric/2 Initiative +1; AC 22; HP 17

I will gladly prepare more holy water. I only have one vial - I should have thought to bring more. Helm has also granted me access to a powerful spell that will hide someone from the undead for a temporary amount of time. We could use that to move among them and see if any survivors are still alive in the other buildings. And to that end, I agree > we cannot sit idle! Helm brought us here to do more than rescue these good people. We must also destroy all of the undead we can or die trying!

Not knowing what else to do at the moment, Duvall breaks out his store of trail rations and begins passing them out to the stalwart defenders of the keep.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall nods to Landon and then shakes his head in Janiries direction and says, We're not going to be able to move these people any time soon - maybe a day or two, maybe three. There wounds are extensive, beyond divine healing, and it's going to take some time.

Then Duvall turns back to Pontus and says, Are any of your fighters - those manning the walls and such - injured and in need of healing? I have some spells that could help.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall returns from the infirmary, somewhat satisfied that he's done all he can do today and listens to Pontus' story. At an appropriate time he asks, Were the mercenaries wearing any time of emblem to mark who they were working for? A banner or symbol on a shield?

From Duvall's best estimation, will it be longer than a day before we can move the wounded? If so, he's going to start casting CLW's...


M Human Cleric/2 Initiative +1; AC 22; HP 17
DM Locke wrote:

Kitha greets Duvall with a respectful curtsy. Hello, my lord. We're so very grateful that the Gods have sent you to our aid. As you can see, we've many who could use your help.

You do a quick survey of the injured:

- a middle aged human man, named Thesus. Fell ill after an attack by some form of spectral undead.
- a young woman, a caravan guard, named Denita. Injured, and now sick, after a fight with a Ghoul
- a human man in his 30's named Arnleth. That's Tanner's man, notes Kitha. He's been unconscious and unresponsive since hitting his head in a fall
- an older man named Markus - also injured in a fight with a Ghoul. Displaying significant symptoms of Ghoul sickness
- a young human man named Alaric - he lost a leg to the Ghouls, and now suffers from fever as well.

Duvall checks each injured person carefully, telling them, Helm, the Watcher, sent me to help you. We're going to get you out of here, alright? I just need you to be strong for me.

Heal checks: Thesus 1d20 + 7 ⇒ (4) + 7 = 11; Denita 1d20 + 7 ⇒ (6) + 7 = 13; Arnleth 1d20 + 7 ⇒ (1) + 7 = 8; Markus 1d20 + 7 ⇒ (4) + 7 = 11; Alaric 1d20 + 7 ⇒ (6) + 7 = 13

Channel energy: 1d6 ⇒ 31d6 ⇒ 2


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall moves directly to the infirmary and begins channeling energy and offering prayers for healing for those in dire straits.
Not sure who needs what, so I'll let you roll as needed.

Helm led us here, good people of Tilver's Folly, and we will not leave anyone behind. As soon as we are ready, we will move out.


M Human Cleric/2 Initiative +1; AC 22; HP 17

You can edit it for Duvall any time.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Who's not across? Hasn't everyone posted?


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall hurries and crosses the trench, thankful to be on the other side with friends.
By Helm's grace we made it! the young priest exclaims, kissing his holy symbol before turning to the two dwarves. "I am Duvall - how many of you are alive in the keep?


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall runs and tries to smash the zombie threatening the group.
1d20 + 2 ⇒ (6) + 2 = 81d8 + 2 ⇒ (3) + 2 = 5


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall runs with the others.
If Zombie F is still up, he will attack it: 1d20 + 2 ⇒ (18) + 2 = 201d8 + 2 ⇒ (7) + 2 = 9; if not, he will run as fast as he can for the trench.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Can't remember how to put myself on the map - Duvall is at W67 - and will target Zombie F.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall watches the building catch fire and the undead begin to move in that direction. But he still frowns in concern.
The undead are moving off, but...how are we going to get across the trench? Only Helm knows what is in that brackish water or how deep it is!

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