Monday, July 8, 2013

An Ignominious Return

November 13th in the year 670 by Kingdom reckoning

You spend the morning packing up camp, securing Rayna's body and returning to town. Your intuition tells you that you should consult a priest on the matter and the local chaplain of the temple of Torag welcomes you. He asks after Khazad and when he hears of the young cleric's personal journey he nods with approval. He inspects Rayna's corpse and tells you that there is a chance of her returning as a ghoul. He says that cleansing her with holy water and burying her in sanctified ground will be enough to keep her from returning and he offers to do so.

With concern in his eyes, he asks if anyone else was bitten.

You may spend the rest of the day in town. Rayla will join the party today in whatever manner she wishes so if you just want to post and ask any questions, tell me what you want to buy and when you plan on leaving that would be fine.

20 comments:

  1. Rayla watches the party arrive with interest from the entrance to the temple. She's been lingering there hesitant to enter yet reluctant to leave an area where she might gain peace and solace. When she sees the priest inspecting the corpse that is so securely tied to the saddle of the mule she watches closely. There's something familiar about the young woman. Something very familiar. As she walks closer she realizes why. It's her twin sister, Rayna. Rayla cries out in grief and tearfully asks to hear what has happened to her beloved sister.

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  2. Dolgi wobbles in the saddle, barely keeping himself mounted. As the party arrives at the temple, he falls off as much as dismounts. As the young dwarven lass approaches and mentions her relationship to the fallen Rayna, Dolgi looks at her with sadness and weakness etched on his face.

    "She died when we were attacked by a group of undead. She died protecting us, for without her help, we all surely would not be amongst the living. Her sacrifice and display of the holy power enabled by her god, drew the undead to her, instead of me, especially." Dolgi says reverently.

    With that said, Dolgi passes out, crumpling to the ground.

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  3. Rayla kneels beside the prone form of Dolgi and places her hand on his arm. "Any friend of Rayna is my friend as well," she says. ((casting cure light wounds 1d8+2 =3+2=5)) Perhaps here we can cleanse you of the evil which overtakes you. She speaks the spell that will change the water in her water skin to holy water and empties it over his body.

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    1. ((pouring the holy water over the wound mostly))

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    2. The wound bubbles and you catch a whiff of an acrid smell. The priest kneels down and says, "yes, this one is infected."

      "I don't have the spell that will save him prepared so it'll have to wait til the morning. May Torag watch over him this night."

      (Pie, can I get one last Fort save from you? As long as you don't die, you won't become a ghoul and the priest will be able to cure the disease in the morning. You can add +2 circumstance bonus to your save since Rayla cleansed the wound.)

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    3. (Nothing for the heal though?)

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    4. He gets the hit points back, which means it's impossible for the hit point damage from the disease to kill him. I don't know where he was at healthwise before your heal though.

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    5. ((Fort Save 15+6+2=23))

      ((Dolgi was at 3 HP, we used Draymun's healing spell to get my conscious, after that, not sure what he had left. We probably need to invest in a Cure Light Wounds wand, since half the party can use it--Ranger/Cleric/Druid--it should serve as a nice top off spell out of combat and allow those with healing spells to use them in combat when it's really necessary. Of course I keep spending coin I don't have.
      I forget I wasn't healed, my intention on the RP was to show how weak he was from the bite, I thought I might have played it a bit much, but then I just realized I only had 3 HP.))

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    6. ((Dolgi has 3 HP plus the 7 he got from leveling. I updated his blog entry for the new HP and skills and such. I've already purchased the longbow and arrows, and I now owe Thorvald 115GP.))

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    7. You make the save and in the morning the priest will cast Remove Disease for you. He does it without requiring payment but he suggests that an offering to Torag or the willingness to take on a quest in the name of Torag would be appropriate.

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    8. Seeing the severity of Dolgi's wounds and his general weakness Rayla again casts her healing spell on him.((1d8+2=5+2 =7)) She gently helps her dwarven brother from the ground and leads him into the temple where she will watch over his troubled sleep until the morning when he can be healed of the evil that besets him.

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  4. Shade, having dismounted listens to the wise words of the priest and nods solemnly, passing out a goodly amount of his last remaining coins for the service rendered. Watching the scene unfold between the newcomer and the sickened Dolgi, Shade retreats back from the gathering. Leaving the care of the wounded and dead to more capable hands he finds his feet bringing him towards the local tavern. After a dozen or so ales, Shade clamors up to the room he has rented, intent on blacking out to stop the nightmarish images playing through his mind.

    When he does pass out, the unbidden images come forth anyways, stealing into his mind.

    The Mage finds himself alone in a grove. Instinctively he knows that danger is near and friends are not. Hearing a keening wail pierce the darkness, he turns away from the sound and his legs pump furiously, the sound of pursuit always near at hand. His robes become wet and heavy as the moisture and dew on the leaves weigh him down. Darting this way and that, he presses through brambles that claw and scratch at his tattered fabric, ripping as easily through cloth and flesh. As the first drops of blood drop unto leaves as he whips by, the shrieks take on a new urgency and more sound in response. After running for what seems an eternity, dodging rocks and branches, leaping fallen logs and other debris the Mage begins to realize that the cries are actually directing him. He is being herded like an animal, herded by foes which surround him on several sides... His eyes dart out, searching alternatives even as he lends new urgency to his flight. Knowing climbing a tree would only forestall the inevitable he discounts that option. Spotting a change in the slope of the land he makes for higher ground, hoping a new option might present itself. As he scrambles up and up he notices that the ground is becoming more rocky and hilly and less cover can be found for him and his foes amongst the ever decreasing foliage. As he flees, he risks a glance behind him, seeing bright points of light, reflections from hungry dead eyes, gleaming in the night. Frantic he is yet forced to slow his speed, as his wind fails him and his strength begins to ebb. Resigned to the approaching fate he knows must come he turns, placing his now much heavier staff in a defensive posture in front of him. The howls, shrieks and cries seem to be coming from everywhere at once, uncounted sets of eyes peer back at the choice morsel... But then, a quiet voice speaks in a language that Vailian did not know that he knew. It is the tongue of the species that lie below, and it is beckoning from over his shoulder, back amongst a steep rock face... Amidst a cleverly concealed crevice barely visible. The words crystallize in his mind, "Fool, now is not the time, this way." Vailian follows the words and slips amongst the rocks, but as the deeper darkness overtakes him, he finds his grip on the clarity of the dream fading and slowly awakens in his room at the tavern. His spellbook lies open to a blank page, and his staff lies beside him. Drenched in sweat the wizard pours water into the basin and splashes his face telling himself it was but just a dream. But it was so vivid, so real, how could he have seen and felt such things. It was just a dream. It was just a dream. He repeats silently over and over in his mind while he finds his way to a stool and sits down. Finding he must admit the truth out loud for him to know it as such, he speaks, "Zis zet grol Tyuxziy." It was no dream.

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    1. Shade tries to shake off the nightmares by pouring himself into his work crafting new scrolls from his potent color spray spell.

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  5. ((1d8+2 times 2 casts =8+2=10)) Rayla awakens early as is her habit and prepares her spells for the day. She checks in on Dolgi and helps the priest as he ministers to him watching as he regains strength. She realizes the lethargic half dead infected dwarf she met yesterday bears little resemblance to the energetic specimen that stands before her today. This is a brother she can stand beside, fight alongside, even die with if that is her fate. Telling Dolgi she'll meet him at the pub at nightfall she turns from the gates of the temple grounds she enters the town for the first time to explore.

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  6. As Dolgi awakens the next morning, he meets with Rayla and the priest and begins the process of removing the disease and healing his wounds. As the priest finishes, Dolgi inquires what he can do to repay Torag and his clergy for their time and healing.

    Later, after the priest has provided his answer, Dolgi heads into the trade district and buys a new Longbow and some arrows, thankful for his friend's loan.

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  7. Shade heads down from his room, feeling weary and tired but determined. In the last engagement he had been less than useful and people had died. He did not want to be caught unawares again. Seeing several friends already at a table Shade joins them, ordering a drink.

    "What's the plan of attack? I say we use the cover of night to strike out. Preferably a few hours before dawn, that way any spies she may have will not see us depart."

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    1. Rayla leaves the temple and strides into the village with purpose. Sitting up by Dolgi's bedside during the night she has hatched a plan. Knowing she'll probably never have such an opportunity to go on an adventure again she hopes to prove herself to be useful to the group and get an invitation to go along. They didn't really invite her to the planning session but maybe she can hang around and look useful. Maybe she can make herself look like an adventurer...but what does an adventurer look like, she wonders? She has more gold in her pockets than she's ever seen before in her whole life. It never occurs to her that her healing powers are enough to make her a valuable party member. Maybe a little adventuring gear would show them that she knows what's up. She enters the first shop and looks around. She spies a coil of rope. Rope! Adventurers need rope. A hundred feet should be enough. She coils the rope and tucks it into her belt. Rayna had a big chunk of bacon in her supplies so that must be important. She heads into the butcher shop and buys another pound of bacon. The blacksmith shop yields caltrops and a grappling hook. Those could come in handy. A belt pack and a couple of flasks finishes out her spending spree. With that done she clanks into the pub she saw the wizard enter the evening before. Her plan is to order some food and hang around until the others appear but there they are, sitting at a table in the corner. What now? Trying to look casual she walks over to the table and shyly says hello.

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  8. "The plan is simple," Thorvald said with a gruff finality. "We attack. Minx has too long been just out of reach. No longer. Tomorrow, vengeance falls."

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  9. This comment has been removed by the author.

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    1. I assume you meant to post this on the newer thread.

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