Okay, I am going to move this forward and you can make next expedition actions with more consideration.
July 11th 1066.
6.00am.
'de Ogilvy' corridors.
Vann Hector's bedraggled group arrive looking for aid, his Mongrelmen Befriending attempt in disarray, the team depleted with the death of Martell and Veryn succumbing to a dread internal rotting disease that unless cured, will slay the rogue by the end of the day.
The group are cordially welcomed, testimonies shared. They camp in the upper Barrow Mound with Bucko, reinforcing the nightwatch.
Below, the Territorial Gains have strengthened a corner of the Barrowmaze, slaying the Ravenous Zombies kept in the cell, the conjured Troll-from-the-box and the Bone Golem guardian. Depleted too by the loss of Sven, Orgoth & Yardie, presumed dead or missing in action since each immersed themselves into the bloody waters of the Ritual Baptistry.
The group spread out, setting a nightwatch of their own. The gnomes take to the Plinth room, the ladies have a personal space in the Statue-in-Wall room, the Miners camp in the Museum crypt and characters snuggle in the supply Crypt..
The night, ghostly and eerie and full of troubled memories and ill at ease thoughts. The scurrying of rats is amplified into loud scratchings, the 'plink' of water droplets a drummed thud. Down the end of 'the Long Corridor', a rocking chair squeaks in hurried movements, a wispy light phases in and out along the corridor, voices call (or do they?), when you listen the echoes are too faint and no ine or no thing answers.
The clerics may rise early, joining together in corporate prayer and ecumenical fellowship. Requested prayers for divine blessings are received as 'spells', the Mages already having memories brim full of arcane esoterics.
Vann Hector: 1/16hp
Callan: 7/8hp
Veryn: 5/6hp
Rum Lightbender: 11/11hp
Tamson:10/10hp
Listens to the very dour telling of the black pudding. I think taking cover inside the sarcophagus while the creature was blasted, to be a great choice but having an unintended consequence. The Sarcophagus radiates as 'evil & magic' (not just magic ...), so my own conclusions are the worst.
If Sir Dewey cannot gain Ygg's divine favour until too late, then Veryn is at the mercy of others who could minister to him. If that cannot be done, we will have to seek alternatives with the druids far away.
I guess other adventure / expedition options will depend on how healthy everyone is.
Warmly greets those who unexpectedly join their group, though she is sorry to see the fellow who is disease stricken. She wishes she could do something for him and thinks back on what she has read of magically inflicted diseases, knowing it is impossible for her to cure such maladies but hoping she could think of some herb, food or potion that might slow its progress.
I noted the Goblin Head on Gerdal's inventory now.
She answers Cosmo: "it is a weaker type of magical artefact, with its own will, it seems. It has the abilities of a lesser spellcaster, but in order to use the head again after an initial use, one of us has to be able to repeat the spell to store it in the head (Affect Normal Fires, Ventriloquism, Snake Charm, Phantasmal Force), and currently I don't master any of those. Do you per chance?"
As to the queries about her healing abilities and enchanted goblet: SM, my notes say anti-venom/poison, but not any chance to cure disease? Although I have a vague memory you opened up for that being a possibility? Of course she will help, if it's possible. As it stands, she can only do CLW to help the poor guy.
The Cleric greets Cosmo warmly."It's good to see you my friend, though I wish under better circumstances."
Callen digs into his belt and retrieves a pouch of waffers. "Here take one of these Cosmo, it'llhelp you regain some strength." He offers a wafer to any of the injured, before stiwing the pouch again.
She answers Cosmo: "it is a weaker type of magical artefact, with its own will, it seems. It has the abilities of a lesser spellcaster, but in order to use the head again after an initial use, one of us has to be able to repeat the spell to store it in the head (Affect Normal Fires, Ventriloquism, Snake Charm, Phantasmal Force), and currently I don't master any of those. Do you per chance?"
"Well I have Ventriloquism and Phantasmal Force in my repertoire. Is the item empty and an I the only one around here that speaks goblin? I can at least fill the head with those 2 spells if you want.
The Cleric greets Cosmo warmly."It's good to see you my friend, though I wish under better circumstances."
Callen digs into his belt and retrieves a pouch of waffers. "Here take one of these Cosmo, it'llhelp you regain some strength." He offers a wafer to any of the injured, before stiwing the pouch again.
The wafers let a characterrecover +1 HP if taken.
Current wafer count is 17.
"Cosmo! and I see you brought along Rum! Do you like my new armor? Gift from the clerics for the disastrous attempt at diplomacy with the Saurons. Though the Saurons were acting honorably within thier culture, the dwarves did not understand and cheated. Anyway. Thank you for the wafer! Tell me what has gone on with this group beaten as we are so far?"
GM: +1 HP?
Cosmo
Last edited by ateno on Thu Nov 09, 2023 2:53 pm, edited 1 time in total.
Addressing Cosmo"Very nice! Quite the craftsmanship, as expected of Dwarves of course, they had augmented my morningstar with a rune that helps hone my swings against orcs and gnolls and some such.
It was a disappointing outcome, what happened to the Saurons. I wish I could go back and change things, but alas what's done is done. It was an illuminating experience nontheless, I hope I can help to prevent such tragedies in the future."
We were on a venture to make contact with the "Mongrelmen" some folk who know the Barrows and are apparently subjugated by the Cult of Ner- The Half-Elf stops himself, not wanting to invoke the dark gods name, especially beneath the earth. "The Cult that you and I encountered on our own venture to the Obelisk. We were assailed by a group of undead during our travels and poor Veryn has been cursed with some foul disease by an undead priest of some sort.
We tried to continue on hoping the Mongrelmen knew of some cure but found onluly traps and living trees that slayed one of our party, during which a group of Mongrelmen took the opportunityto try and rob us, showing themselves to be untrustworthy. Vann Hector thankfully knew your group would be exploring nearby and led us hear, hoping perhaps the more experienced priests would possibly hold some cure."
Addressing Amos as well as the others. "A blessing of Saint Ygg, freely given, freely given away. If you find that that you truly need it, please take one."
2 waffers taken so far, but I'll wait for a finally tally before updating my sheet
As to the queries about her healing abilities and enchanted goblet: SM, my notes say anti-venom/poison, but not any chance to cure disease? Although I have a vague memory you opened up for that being a possibility? Of course she will help, if it's possible. As it stands, she can only do CLW to help the poor guy.
This was actually something Vann Hector raised after the previous encounter in the Barrowmaze with Amos & Sven being ministered too. So I brought it up to Veryn as 'in-character' knowledge that 'it might' help but I made no guarantees. So the suggestion (or the asking for help) comes from a character rather than any prompting by Spearmint.
I had other thoughts (more bizarre ones) such as 'bleeding Veryn out' to negative hp then plastering him in the Embalming fluid that the church looked at. At least then, it would maybe keep him from corrupting further until a later healing (Sir Dewey's) could be made.
Or (knowing the Goblet would not work) use the midnight hours to trek back to Helix then take the next day to go to a druid for help.
Anyway, much will depend upon Spearmint's ruling and we certainly appreciate any grace from Gerdal.
I wondered too if there was any merit in asking the 'No Evil' skeleton diviners for help? Or going to the Sunstone dial and worshipping there and hope for personal 'conditions' to be lifted? Could that also be an option?
Isvand likewise introduces himself to anyone he has not yet met. He's fine with "holding the fort" with the other walking wounded, or cautiously protecting the exact center of the party, as the larger group decides.
He looks over Veryn, trying to Detect Evil on the man. "Hmm, I see. You say this is from the touch of an undead priest? Gerdal, what do you make of it? It appears not natural, more curse-like than a plague. Perhaps your chalice may help delay the progression."
"Oh, Vann. I want you to look at this room over here, it has a similar vibe to the see no evil room you puzzled out." Sir Dewey is referring to the man in the wall room.
"Sorry to hear about Martell. He was a friend." He looks to Rum. "Well met. I am Sir Dewey, and you have a fine man's axe and memory to live up to. I'm sure you're able to meet the challenge."
The Knight will not take a wafer, allowing others to heal before him.
"The plan was to shore up an area down here for a haven. I'd like to continue the progress. Could those of you with a keen eye take a look at all the rooms to make sure we haven't missed any secrets? Be sure not to go into the baptism room without that shield."
"Then we expand outwards and create a barricade at the intersection of the halls."Thoughts?
Amos thanks Callen for the gift, eating it promptly to regain a bit of health. He welcomes the newcomers, trying to remember who his Guildmates are.
"I agree that we should continue with the initial plan. If Sven and the others actually did survive their baptism of fate, they will surely be trying to find us around this area again, if they are able."
+1 hit point
I assume we can start administering healing spells now?