{Players- Normally I write things up after the game, but I had a bunch of stuff to do this week and it took me longer to get to this. I did the best I could to reconstruct the dialog, and in reviewing the 'crystal ball' I decided that it really should be equivalent to a 4th level spell. I changed the numbers for the results tables, but left the rest. intact.}
Game session #17
Aerin’s Story
***
The old silver haired warrior was barely conscious, his worn kilt reduced mostly to tatters. His bloody arm groped for the wall to help lift him to a sitting position. His body was not much more than a mass of tattoos, old scars, and fresh wounds weeping his life’s blood to pool amongst the bodies of his dead foes. He used the rusty, and now broken, sword that he had found to steady himself as he did his best to raise up to his full 8 and a half feet of height. The goblins would think twice before they challenged him again.
“BOY!” his dry and cracked voice scarcely more than a whisper, but it carried the whip crack of his authority as Swordmaster for their clan. “Attend me, we have no’ enogh time and too much to say.”
Aerin, armed with a bloodied club was picking his way across the floor, now made treacherously slick from the viscera of more than 2 dozen dead goblins. “Yes Swordmaster?” his voice breaking in his youthful haste to comply.
“I can hear the last of’em massing just beyond the torch light… thank the Gods they don’t have any bows. Now listen,” he shifted his weight a bit, but never once took his eyes from the shadows farther down the corridor. “I’ll not be making it out’o this one lad…”
“Of course you will! We need you to help us find the exit from this hell blasted tomb!” and then Aerin flushed brightly with embarrassment for interrupting his master and for swearing passionately for the first time in his young life.
Grinning ever so slightly at the boy, now turning into a man, and at the boy’s confidence in his abilities. “Like hell I will, boy! Attend, for this is the last thing I have to teach, lad…’ he paused while he cleared some of the bloody foam from his lips, his breathing was labored now. “I’m old and it is important to know when your life is spent. An’ I have come right up to the gates of Shar’sudreth an’ can see to the Endless Steppes beyond.” At this he turned briefly to Aerin and there was a feverish light in Cevrin’s eyes as he tried to will the power of his words into the boy. “Never be afraid of your destiny, it’ll find you no matter where you are. I only thank the Gods for the chance to redeem my honor for failing to keep you from this accursed place. Now go! Let an old crippled warrior have his glory and redemption. Lead these people to freedom and find your destiny.”
He was a leader among the Order of the Wolf and he used his own blood to quickly inscribe the sign of the wolf upon the boy’s chest. Then without another word Cevrin howled his battle cry as he ran full speed into the shadows. There was the immediate sound of battle and dying goblins. Aerin slowly backed away from the battle… it was the hardest thing he’d ever had to do, but in the end he barked at the townsfolk to gather their wounded and follow him and he led their way with the torch held high.
***
{Game clock resumes at 12:46pm: 02/19/3200}
There is a howling and the sound of running feet from the eastern tunnel. Shortly a gaggle of refugees led by a wild eyed boy emerge from the tunnel. He seems greatly disappointed. “But… where is the sun? Is this not a way out of this accursed tomb?”
After a weary silence he announces: “I am Aerin Hregleth, of the Cinai…” and then launches into his tale.
“I must find a way out of here for these people… will you help?” Aerin’s youthful voice craking under the strain. It is obvious to them that he is still just a boy, despite the fact that he’s taller than Dwight by at least 6 inches.
At this point Hank lets himself down from fixing the chain for the elevator, and Aerin is most upset by the appearance of this wizardly abomination. “We should kill it, such abominations are evil.”
Hank shows a sad face.
Pat; “That’s Hank, he’s with us, he’s OK.”
Aerin, looking at Milo the sun priest; “I’ll believe it if you say that it is so.” {Clerics of Ormazd, Gorhan, and Justica are greatly respected by the Cinai.}
Milo; “Hank has been most helpful, and he can be trusted. I’m sure he can lead you and the rest out of the mine.” He then wanders a little closer to examine the refugees. All are gaunt and extremely weak, but their fear has lent them strength and determination. Some of them are physically restraining some of the others who are quite agitated. Milo attempts to heal these folks to satisfy Ormazd and restore his favor. He fails spectacularly. Hearn wanders over to supervise. “Well, let’s start by taking the tourniquet off of his neck shall we.” After instructing Milo on the proper rituals, they manage to heal one of them, but it took a while.
Bob is ignoring all of this to spend some time checking on the stone door at the south end of the room. It takes him a couple of tries, but he finds the hidden release, and opens the door. There is a landing and a flight of stairs that goes down about 20ft. before leveling off.
Aerin; “You say it is so, I will entrust these folk to its care, but I would go with the rest of you, for I must avenge my master.” There is the sound of one last, faint howl from down the corridor and then it ends with equal measures of ecstasy and anguish.
Dwight dials up Archie, who seems surprised to hear from them; “Wow, 2 days of nothing, then 3 times in one day… What do you need this time?”
Dwight; “We found some more refugees and are going to have Hank lead them out, while we look into what’s going on down here.”
Archie; “Sound fine, he can find his way back to you as long as you have the device I gave you.”
While they are waiting the hour and a half that it takes for all of the refugees to head up to the next level, they talk a bit more and Hearn gives them the rundown on all of their magic items.
***
Pat:
+1 Elven leather armor: reduces forest movement penalties by 10%, and grants +1 on stealth checks when in the wilderness.
“Snick” & “Snack” : +1 Elven short swords, their crafter and former owner was killed by giants so they have a particular hatred for giants. When fighting giants they become +2 weapons that do +1d10 damage each.
Denithea’s Gift – this bow was not made by mortal hands. It was crafted by a dryad from the heartwood of her tree for her use, or to be given as a gift to someone. Both dryad and tree have been burned and lost beneath the Sea of Lirea for millennia, but its magic remains as strong as ever. The bearer of this bow need never want for arrows; and they are +2 arrows that do +1d10 damage to fire giants, fire spirits, and fire elementals.
Dwight:
His armor and shield are +1 magical items crafted by dwarves for the few humans that were allowed to live on the Isle of Lirea. All of these items reduce their physical check penalty by 1, and gain +2 on any item save versus breaking, etc.
+1 Longsword: its name is Alendryn and when his name is invoked, he becomes wreathed in fire that does +1d6 fire damage on successful attacks; it also reduces fire damage to the wielder by 50%. These effects last for 1d6 turns (rolled by the DM) and may be invoked 2x per day.
Key – it is the key to the palace of the Lost Prince. The Veltoni have been searching for and waiting for this key to be found for several thousand years. Searching for it has been the main cause of their nomadic ways… That is as much as you get before the ‘glare’ from its magical aura overwhelms your eyes.
Bob:
Rogue’s armor: +1 studded leather; dyed as black as midnight and the studs do not sparkle or glint no matter how they get knocked about or damaged. Grants +1 on stealth checks and doesn’t impede the wearer’s movements.
Dagger of the Desperate: this +1 dagger seems ordinary enough in appearance, but it has the magical ability to return to the hand of the thief who throws it. This magic is powered by a small sliver of soul. On closer examination, you learn that its former owner was a thief who threw his last dagger in a desperate attempt to kill his attacker. He failed, and his foe used the dagger to kill its owner… as he died his anger at not having had another dagger imbued a small fragment of power to the dagger, allowing it to become magical.
Milo:
+1 Plate mail armor and shield; forged by clerics of Ormazd more than 3200 years ago, their physical check penalties are reduced by 1, and the armor protects the wearer from the ravages of the weather and environment. It serves to keep the wearer comfortable as long as the outside temperature is between -20F and 100F.
Demon’s demise; this +1 morning-star was taken into battle against the demonic forces raised from the pits by the giants during the War of Divine Right. It was anointed with power by its cleric so many times, that versus demons it now becomes a +3 weapon that does +1d10 damage to demons.
Eye of Night – topaz orb the size of a human fist – 3x per day it acts as a gem of true seeing for 1 round per cleric level for those who hold it to their foreheads. Additionally, for clerics of
Ormazed only, the gem allows their nimbus of light to function as actual sunlight for 1 round per cleric level; this ability may be invoked 1x day. The capstone piece of the Rod of the Heaven’s, must be connected to other divine items to become effective… This is all you learn before its aura becomes too painful to look upon.
Poderon’s spectacles: These are not the spectacles of the God of Gnomes, simply a mortal imitation. It is missing one of its lenses, but the remaining lens grants the wearer +2 on search, spot checks, and checks that require fine tools.
Thingerlun:
Mythril chainmail armor – no magical bonuses, but it doesn’t impede casting. Otherwise it is as chainmail but with half the normal weight and physical check penalty is lessened by 1.
+1 oaken staff: this simple looking staff was created by a 5th level wizard many thousands of years ago. It was stolen before its creator had a chance to use it, and that wizard is long dead at the bottom of the sea. Should Thingerlun permanently burn 3 ability points, he can bond the staff to his soul. If he does so then the staff grants the following abilities: cast a 20ft radius of light that can be dialed from candle light to daylight (not effective versus vampires and such); +2 attack and does +1d4+7 extra damage with each strike. Additionally the staff grants a +2 bonus save rolls, AC, and to casting checks for the spells magic shield, and fly. If the staff is broken after it is bonded, its owner immediately suffers 5d4 damage.
Crystal ball: a wizard may use this device to scry upon items, places, and people; whatever plane they are on. To use this device a wizard burns one point from their ability scores for every minute of its use; these points heal in the normal fashion. To use it the wizard rolls action die +wizard level +intelligence bonus and consults the following table:
Crystal Ball: device | |
Range | Varies |
Duration | 1 minute per point of ability burn. |
Casting time | 3 rounds to clear ones’ mind and prepare for sending ones’ sight; plus the time to cast any sight or movement affecting spells that the wizard wishes to use while they are scrying. |
Save | None for the wizard, but if the target is a sentient being they get a willpower save to know they are being spied upon. They can take measures to hide themselves or otherwise deal with this intrusion. |
Manifestation | The wizard’s sensory abilities manifest as an invisible mote of energy, whose presence may be revealed by certain spells and abilities at the Judge’s discretion. While in use, the wizard must keep in physical contact with the crystal, and their body is helpless and insensate and must remain seated or laying down. This mote can travel about with the wizards normal modes of movement and rates, but is subject to the overall range limit noted in the results table. Additionally, the wizard’s sensory mote may not pass through solid matter other than glass or wood unless they get a result of 27+ and even then they can be contained by items of sufficient thickness. They may never pass through a living creature. |
General | The range and effects of this item vary according to the results of the casting check of the wizard attempting to use the crystal ball. In general, the wizard is subjected to any gaze attacks or similar abilities to which they would otherwise be vulnerable. A wizard may extend their sight with this device and cast spells upon the location, item, or being that is the object of the augury. The wizard must have some knowledge of, or the ability to at least describe the location or subject of the augury; the judge may append such a penalty to the devices activation check as they deem necessary for each situation. If the wizard is using a scrying device as the focus for casting the Wizard Sense spell, then the wizard gains a +2 bonus on the casting check results. When scrying another plane, the range is a fixed radius from the point where the wizard’s sight manifested upon the plane. If the subject of the spell realizes they are being spied upon, they can attempt to use such spells as would affect the casters mind, or otherwise trap the wizard’s ethereal senses. |
Corruption | Roll 1d8: (1) The wizard now has a permanent -2 penalty on any attempt to scry or notice if they are the subject of a scrying attempt. (2-4) The wizard now has a permanent -1 penalty on any attempt to scry or notice if they are the subject of a scrying attempt. (5-7) The wizard must expend two points of ability drain to initiate attempts to scry when using this device. (8) The wizard must expend two points of ability drain to initiate attempts to scry, and pay two points for each additional minute of scrying regardless of the device or spell they are using. |
Misfire | Roll 1d6: (1) The wizard is temporarily rendered blind and deaf for 1 hour per caster level. (2) The wizard is temporarily rendered blind or deaf for 1 hour per caster level. (3) The wizard is temporarily rendered blind for 1 turn per caster level. (4) The wizard is temporarily rendered deaf for 1 turn per caster level. (5) The wizard has a -2 on all further srying attempts for the next 24hours. (6) As a result of 5; plus lose 1 additional ability point now and with each scrying attempt for the next 24 hours. |
1 | Spell casting, or scry attempt fails, and worse! Roll 1d6 modified by Luck: (0 or less) Greater corruption + Misfire, (1) Major corruption, (2) Minor corruption (3) spell corruption, (4+) Misfire. |
2-13 | Ethereal Static – scrying attempt and burned ability points are wasted. |
14-17 | Please hold while your consciousness is being re-routed. The wizard’s senses slam back into their body and leave them stunned for 2d8 rounds. They may attempt to scry within the next 12 hours without the need to burn the initial ability point. |
18-19 | Success: the wizard sends their normal sight to spy upon any being or to center upon any item, or point in material space that they can name. They are limited to a range of 1 mile per caster level. |
20-23 | Success: the wizard sends their normal sight to spy upon any being or to center upon any item, or point in material space that they can name. They are limited to a range of 1.5 miles per caster level. |
24-25 | Success: the wizard sends their normal sight and hearing to spy upon any being or to center upon any item, or point in material space that they can name. They are limited to a range of 2 miles per caster level. |
26-28 | Success: the wizard sends their normal sight and hearing to spy upon any being or to center upon any item, or point in material space or upon any other plane of existence that they can name. They are limited to a range of 5 miles per caster level. |
29-33 | Success: the wizard sends their normal sight and hearing to spy upon any being or to center upon any item, or point in material space or upon any other plane of existence that they can name. Additionally, the wizard may choose to view the subject of the scrying attempt in the future or the past: they may review up to 1 week per caster level of the subjects past or likely future. They gain any of the following modes of sight that they do not already possess: Darkvision 60ft (can see black and white when in normal darkness), low-light vision (can see just fine by starlight), infravision 60ft (can see heat emanations) ; additionally, they can see through 0.5 inch of lead, 2 inches of steel, and 1ft of stone. They are limited to a range of 10 miles per caster level. |
34-35 | Success: the wizard sends their normal sight and hearing to spy upon any being or to center upon any item, or point in material space or upon any other plane of existence that they can name. Additionally, the wizard may choose to view the subject of the scrying attempt in the future or the past: they may review up to 1 month per caster level of the subjects past or likely future. They gain any of the following modes of sight that they do not already possess: Darkvision 100ft (can see black and white when in normal darkness), low-light vision (can see just fine by starlight), infravision 100ft (can see heat emanations); additionally, they can see through 1 inch of lead, 4 inches of steel, and 2ft of stone. They are limited to a range of 25 miles per caster level. The wizard gains a +1 bonus on saves versus any spells or gaze attacks directed upon them. |
36-37 | Success: the wizard sends their normal sight and hearing to spy upon any being or to center upon any item, or point in material space or upon any other plane of existence that they can name. Additionally, the wizard may choose to view the subject of the scrying attempt in the future or the past: they may review up to 1 year per caster level of the subjects past or likely future. They gain any of the following modes of sight that they do not already possess: Darkvision 200ft (can see black and white when in normal or magical darkness), low-light vision (can see just fine by starlight), infravision 200ft (can see heat emanations); additionally, they can see through 2 inches of lead, 8 inches of steel, and 4ft of stone. They are limited to a range of 100 miles per caster level. The wizard gains a +3 bonus on saves versus any spells or gaze attacks directed upon them. |
38+ | Success: the wizard sends their normal sight and hearing to spy upon any being or to center upon any item, or point in material space or upon any other plane of existence that they can name. Additionally, the wizard may choose to view the subject of the scrying attempt in the future or the past: they may review up to 100 years per caster level of the subjects past or likely future. They gain any of the following modes of sight that they do not already possess: Darkvision 250ft (can see black and white when in normal or magical darkness), low-light vision (can see just fine by starlight), infravision 250ft (can see heat emanations); additionally, they can see through 5 inches of lead, 1ft of steel, and 6ft of stone. The range is no longer limited they may wander as far and wide as they choose for the duration of the augury. The wizard gains a +5 bonus on saves versus any spells or gaze attacks directed upon them. |
Wand of magic missiles: does minimum damage for spell and has 7 of 50 charges remaining.
Hearn:
Bountiful bento box: as long as you do not attempt to profit from the food by selling it or otherwise requiring service for access, the box will produce enough food to feed whoever is hungry. The touch of the old Veltoni gypsy seems to have caused it to render up hot and tasty meals, as well as spiced cider, wine, or ale. Any attempt to profit from its use will break the enchantment.
Healer’s bag: 1000gp for the bag, all herbs and remedies are kept fresh and there is an endless supply of clean bandaging.
Seeva salve: 100gp per jar, 3 applications per jar. Each application counts as a minimum result for a clerics lay on hands ability. If used in conjunction with a cleric’s lay-on-hands healing ability, then the cleric gains +12 to their check result.
Robe of the Martyr: these robes were once worn by one of the many clerics of Eleyr who died on the battlefields during the War of Divine Right. They rendered their aid to all, from either side of the conflict; most were slaughtered in the chaos of the many battles. The resolve of the former owner of these robes died in such a way, but the strength of her resolve mixed with her blood to imbue the robes with power. The wearer of these robes is granted a +1 bonus to Armor Class and saves. If the wearer is a cleric of Elyr, then they act as if they were full plate mail (including helm) but with no physical check penalties.
***
Aerin tells them of the first memories he had after the time spent as a rat, he remembers fire, and then a mad run through tunnels until they found an old shield and a rusty sword, and the rod of iron that Aerin is using for a club and they were able to drive off or kill most of the goblins. They ran for a long time but found only a dead end. Traveling back to where they started they ran into more goblins, Cevrin held them off while we ran towards the smell of fresher air, and they saw light and came running.
They turn to Pat to help them figure out which way they needed to travel. As near as she can tell, both the stone door and the tracked tunnel to the east are likely to take them back to the site of their last battle on this level. They head out through the stone door, down the stairs, and are frustrated to find that the passage, while masterfully crafted: leads them back around to the eastern tracked tunnel and the room they started within. The Ditch Digger had been looking into things the entire time, but never found evidence for any traps; then it occurs to him that there really isn’t any likelihood of traps on this level. It’s a functional mine; no one would want to deal with that.
They do find a tracked tunnel heading south, but the stale smell of old smoke eventually leads them back to where Cevrin died and the mass of goblins that have re-animated.
Thingerlun lets loose with both wand and spell and manages to destroy 4 of them with his magic missiles and wand streaking through the air like chromatic arrows.
Milo fails to summon the power of his God, and cannot turn the unholy, while Aerin flails about uselessly.
Bob, sarcastically; “Even a goblin could’ve done better than that!” and then prudently scampers to the back of the party.
They are fighting in a tunnel, so there is only room for two people to act side by side. Pat holds action and stays behind the berserker. Dwight does the same, though he maneuvers into place behind Milo. Hearn moves forward a bit, but she too fails to summon the power of her Goddess to turn the unholy.
The zombies flail about uselessly, and then Thingerlun uses the wand and then his spell produces a single, nearly insignificant meteor of a missile that only does one point of damage to its target.
Milo fails to call upon the power of his God a second time and decides to make room for someone else. Aerin fails to connect with his target as well, and becomes so angry that he starts to foam at the mouth. Bob throws his dagger and manages to does enough damage to drop one of them.
Pat uses Hearn’s lantern to light one of her arrows, but she manages to miss everything. On the bright side, it allows them to see that there are not as many zombies as they thought.
Dwight mightily charges down the hall, knocking 3 of them together and then pushing forward at least 15ft, clearing more room for others to fight. The zombies manage to get up, and several more shove forward, but they continue to be useless. {Because the only thing more pathetic than a goblin: is a zombie goblin.}
Thingerlun sees all of these zombie goblins, and sadly laments the death of Grubb, but makes the mistake of saying so out loud.
Milo, tauntingly, “Well there’s a bunch of them here; you could have the pick of the litter.”
Angered, Thingerlun then manages to kill off a few more with his magic missile spell. Milo charges forward and dispatches one of the zombies with his Morningstar. While Aerin, now blind with rage, crushes one of the zombies to pulp with a powerful strike, and then charges forward into the thickest mass of zombies, though he fails to hit anything the second time.
Demonstrating a complete lack of morality, Bob hurls his dagger at another zombie; even though there is a chance he might hit Aerin. Fortunately for Bob, he missed everyone and hears the dagger land somewhere down the hall. Pat holds action, not wanting to repeat the mistake she made back in the elevator room.
Dwight smashes one of the zombies, while Hearn continues to wait patiently. The zombies continue to be ineffective; but when Thingerlun tries his magic missile spell, all he gets are arcane sparks dripping from his fingers. The spell fades from his memory until he can rest. Everyone save for Dwight holds back now and lets him and Aerin destroy the last two zombies. Fortunately for everyone, Aerin manages to master his rage. They are also fortunate that the souls of the fallen Cinai are too strong, and their bodies do not re-animate.
A dozen paces down the tunnel they find the intersection that they remember, and can now see the few remains of the old battle… the charred remains of all skeletons. Hearn finds out about the fires and some of the activities of the group in her absence… she is not amused, but says nothing. They also discover, via Pat, Bob, and Aerin, that there is some twist in the fabric of space that causes them to become mesmerized by that dead bard’s song again. It is much less powerful than the last time they experienced it, but by the time it wears off it is nearly 3pm.
They make their way cautiously to the door that they can see further to the east of their position. They examine other tunnels briefly, but all seems quite, and the Ditch Digger goes to listen at the door. He reports back that the door is unlocked, but that whatever is on the other side sounds like bones rattling in the breeze. They start to debate how they want to approach things, but Aerin just walks over and kicks the door down. He manages to crush one of the skeletons awaiting them in the next room, but trips on it and the door in his haste to enter the room. {1 on the initiative.}
The room that they have found is the central control room for the entire mine level. It is a square room that is maybe 12 to 15 paces long. Immediately opposite to them and about 20ft away is another mine elevator like the last one they used. The wall to their left is farther away, and there are 2 arches closed off by portcullises; there is a spur of track that enters the room through one of them and then travels 10ft into the room then turns back to exit through the other arch. All of this is secondary to the double lines of skeletons crating a wall of opponents between them and the rest of the room. As troublesome as this would seem, there attention is drawn to the strange undead creature that seems to be giving orders to the dead mine workers. It has blue skin, which has been tattooed with arcane and divine symbols stretched over its frame. It also seems to move better than a zombie; but the freaky part is that while it was once humanoid, someone has stitched on an additional head and arm to its right side. One head has silver hair, the other has jet black hair.
Bob throws his dagger, but fails to do any damage to the skeletons, “What the hell is that?”
Pat “Don’t know.”
Dwight; “It’s dead!”
Pat; “Ya, Berry Ded!”
Thingerlun tries to Invoke the power of his patron but fails. {1 demerit and stat burn for calling on patron, and 2 demerits for failing.}
Milo moves into the room invoking the power of Ormazd and 5 of the skeletons run away, but the dark haired head screams something in an obscene language and they turn back around and move to attack the intruders. The skeletons fail to do any damage. Dwight charges into the room and jumps over Aerin and the door to engage a skeleton and shatters it to dust.
The silver haired head screams something arcane, but the spell fails.
Hearn steps into the room behind Dwight but the blessing she tries to invoke fails. She is followed into the room by Pat who manages to destroy one skeleton but her second attack sends her off balance and she nearly falls. The Ditch Digger takes advantage of everyone else’s distraction and sneaks into the room and hides behind Dwight.
Thingerlun peeks into the room, but then decides to stay out in the tunnel. He successfully invokes his patroness. He elects to have Thob, his wizardly Spirit Guide cast a spell on his behalf. The spirit appears as a ghost that only Thingerlun can see. “Yes?”
Thingerlun; “Is there some way you can take out all of these skeletons and that undead thing over there?”
Thob; “Do you care if your allies are injured?”
Thingerlun, thinking about it for a second; “How injured?”
Thob; “The Sun priest might survive the blast…”
Thingerlun; “Probably not a good idea then. How about giving me back one of my spells”
Thob; “Regrettably that is beyond my abilities… I think I know how best to help you, but I’ll need you to get into the room.”
Thingerlun; “Why?”
Thob; “I don’t have line-of-sight to the target if you don’t.”
Thingerlun; “Oh.” He creeps up to the door and peaks in again. Thob waves his hands and a streak of blue energy hits the two-headed monstrosity and it topples over into a motionless heap of flesh. Thingerlun figures out that it was a Dispel Magic spell. {This spell costs no demerits, as it was for a worthy cause, but it still costs one point of spell burn.}
Milo steps forward and draws enough power to turn all of the remaining skeletons… It doesn’t take long for them to clear the room after that. It all happens before Aerin has a chance to stand up again; he is quiet and sullen after that.
Everyone fans out into the room. Thingerlun examines the two-headed construction, he knows that most undead can’t cast magic, so he investigates a bit deeper and starts carving up the cadaver. He finds 7 gems that are covered in vile fluids and figures out that they were somehow fueling the spells. Stashing them safely away he looks up to see that the rest of the party has pushed the skeletons up into a pile by the door. They have also discovered that the winch mechanism doesn’t have a hand crank like the other winch. Pat finds the short step-ladder that leads to the control booth and a bank of switches.
Pat, reaching for a switch; “I wonder what this does?”
Bob; “DON’T!”
Pat; “OK, fine…” and steps back into the main room while Thingerlun and Bob check the equipment for traps and such. Finding none, they deduce the functions of the switches for the doors on the mine level. They decide to lock down all the doors on this level; they also realize that someone is going to have to stay behind to operate the lift. At this point they start to strategize about what to do next.
Hearn; “I think that the warriors should go first this time.” Aerin just walks onto the lift platform while everyone is debating, After another minute or so it is decided that Dwight, Pat and Milo should join him and the Ditch Digger pushes the button. As they descend into the black depths of the mountain they emerge into a rectangular room that is about half the size of the control room. At the far end of the room and on their left, they see an open doorway; on the right side of the room there are 2 dead goblins that get up from the table they were slumped over and start to shuffle over towards the intruders.
Aerin doesn’t even wait for the lift to hit the ground, he leaps over the rail and drops the last 5ft into the room and charges over to the goblins. With a mighty swing of his iron club, he fails to hit anything and nearly falls over. Milo calls back up to the control room for the others to come down, and then he rushes of to miss his target. Dwight jumps out as the lift hits bottom, and manages to hit his target, but they are surprised to see that the dead goblin doesn’t crumple like the others: it hisses at them. That is when they see that it has very prominent fangs.
Pat moves to the other side of Milo, forming a wall to keep the goblins from getting to the elevator, but her attacks miss as well. The vampire goblins cannot get in close enough to succeed with their bite attacks, Aerin rages and manages to crush one of them into pulp with his club. {He doesn’t know it, but it is actually a piece of cold iron. The former owner was attempting to use it for the same purpose nearly 100 years ago.}
Milo hits the other one, and does some damage, but it is dispatched by Dwight. Milo very quickly casts bless, on the water in his canteen and then sprinkles it on the bodies. Everyone else is waiting for the rest of the party to come down the lift. They give the scrap of map to Pat because she seems able to make sense of the little squiggles and hash marks. Balinor had taught her about map markings, they were enough like trail signs that she understood their common meanings. There was one mark that seemed to say “no silver here, move on.” But in the older Dwarven set of markings it would mean “forbidden area.” They decide that this is where they should go.
They are cautious about their movements and by the time they get to the indicated area; it is nearly 4:30pm (2.5 hours until sunset). The light from their lantern reveals what appears to be a dead humanoid, possibly a Veltoni nomad or gnome. Standing next to the lump on the floor is a skeleton. It is squatting slightly under the weight of a lectern and huge tome on its back, and the sling full of potion jars and rolled up parchments hanging down from the bottom edge of the lectern behind its hunched form. Its eyes glow with a faint blue light, but it stands motionless at their approach. Everyone hangs back while Thingerlun investigates.
He sees that the dead person is completely pale and no taller than a Veltoni, but is definitely human… and a terribly ugly one too. Thingerlun also notices that the tip of the man’s foot is sticking part of the way into the wall. He turns his attention to the skeleton, which still hasn’t moved, or even acknowledged their presence. He sees that the skeleton is holding onto the straps of its “backpack” and that there are sigils upon those straps that seem to be binding or supplication runes of some kind. Looking at the tome; he sees that it is open to one of its middle pages and this is part of the way through describing a ghastly necromantic rite. He figures this is a necromancer’s spell book. The skeleton doesn’t attempt to stop him.
Hearn casts Detect Magic and notices that there are several potions and scrolls that are glowing, as well as the straps; but they are shocked when she tells them that this undead creature is animated by positive energy. Between Hearn, Milo, and Thingerlun, they recollect everything they know about this phenomena; which isn’t very much. These strange animations are very rare, and usually quite harmless. No one knows how they are formed, but they are still an anathema to the Gods plans and must be vanquished.
Thingerlun; “I agree, but maybe this thing can tell us something before we send it to the beyond.” Cautiously he tries to lift the straps, and is surprised when nothing happens and he is able to take it off of the skeleton. It stands up, and in a weak, very distant voice it says “Thank you.”
Thingerlun, moving the contents of the satchel to his backpack; “So what are you and how did you get here?”
Skeleton, in the same weak monotone voice, “I was once Huerin Oralese
the youngest son of Duke Kevred Oralese. My forces had been responsible for the liberation of Archbridge from the forces of The Black Eagle near the end of the civil war. I rallied the people of Archbridge and we forced the Black eagle from our city. On the eve of our victory celebration, I was shot with a poisoned arrow. I remember nothing until I awoke from the pain of my torment. I was in a tiny, spike lined cell and my tormentors would delight in telling me the story of how they were being paid to keep him on the edge of death for as long as possible and to leave me buried in obscurity when I finally ceased to amuse them.”
Thingerlun; “But how did you get here?”
Huerin, pointing to the dead body: “This one found me and set me to this servitude. His patron demanded that he search for something in these mines, but the bard broke the deal he made with Narzy. They went to war, and Narzy finally won access to this level of the mines. We went into a secret chamber and the creature within killed Narzy and then ran off down the tunnel. First that way, pointing back towards the elevator room, then back that way.” He points to the other direction. “I ask only that you end my torment and take my bones to Archbridge for my final rest.”
Milo; “I shall do as you request, be at peace.” And then uses his turning ability and morning-star to put Huerin Oralese to rest. Thingerlun taps the wall by the spot where the dead necromancer’s foot is sticking into the wall and figures out that the wall is an illusion.
{Game clock suspended at 5pm, 03/19/3200}