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Legacy of Death Part II: Graves of Lesser Immortals
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<blockquote data-quote="TerraDave" data-source="post: 5654679" data-attributes="member: 22260"><p><img src="http://www.caerleon.net/archive/paintings/maybery/etchings/php/images/tcambridge.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>You have spent weeks at Watercross College, one of the great collection of scholars and their sometimes barely tolerable students on the North continent. Your base is the old house of both Nar-Heru and Bart, Melkar House, which seems to cater to those less in the main-stream of things.</p><p></p><p>You all enjoy time spent not getting stabbed, burned, poisoned, forcefully teleported, or falling, starving, freezing or having your soul sucked out. Long term injuries, pushed over with incredible levels of adrenaline (or “will power”), slowly heal, new power and techniques are researched and tentatively practiced, and great quantities of ale, wine, rare brandies, and various pipe weeds (depending…) are all consumed. </p><p></p><p><strong>Bart’s Head, and who may have taken it (and wider implications?)</strong>: You make contact with professor Douven Stoul, who Bart helped rescue about 9 months ago. He and others aren't exactly sure who the killer were, or to be more accurate, they have too many ideas in terms of motive and race, but little to link back to actual events. Vengefull cultists of Orcus or Vecna could be somehow connected... (there are also Barts letters, below, and Buckthorn’s memories of Paldemar).</p><p></p><p>[sblock=Bart Letters] </p><p></p><p></p><p>[/sblock]</p><p></p><p>[sblock=Paldemar]</p><p></p><p></p><p></p><p>[/sblock]</p><p></p><p>After some time, personal possibilities…rivals, former lovers, etc, are ruled out. Those that Bart harmed in past adventures were harmed so well that they are also seen as unlikely (though some link cannot be ruled out per se). Bart’s own ramblings and fears seem to point to the tome now being studied by Nar-Heru (as noted below). And Douven is confident that the book is key, at least as motive. </p><p></p><p><span style="color: SandyBrown">Douvan</span>, summarizes (and responds on Buckthorn’s revelations on Paldemar)</p><p></p><p><span style="color: sandybrown">'Whatever dark magic and lore the book contains' </span>(looks at Nar)</p><p> </p><p><span style="color: sandybrown">'Possibly including strange means to access the Shadow parts of the Aether' </span>(looks at Lucian)</p><p> </p><p><span style="color: sandybrown">'Could be a great draw for those that knew of it and its possessor'</span> </p><p>(he then looks at both tiefling and elf...)</p><p> </p><p>Ahhm.</p><p> </p><p><span style="color: sandybrown">'But your description of strange beings, and the nature of the decapitation, both narrows but also obscures possible suspects'</span></p><p> <span style="color: sandybrown"></span></p><p><span style="color: sandybrown">'These beings could be a little known race </span>(looks at Ghen through the window to the courtyard)'</p><p> </p><p><span style="color: sandybrown">'Or even have extra-thraeyan origins' </span>(back at Lucian).</p><p> </p><p><span style="color: sandybrown">'I am afraid that without more facts, there may be little more to learn here'</span>. (looks at Buckthorn balancing on the edge of Forges sheild, as the dwarf holds it over his head, for no particular reason).</p><p> </p><p>He picks up his glass of tea, then looks back at the halfling, now walking on his hands as Forge and others clap.</p><p> </p><p><span style="color: sandybrown">'Now this vision in Paldemar scrying device that may be linked back to Acererak...that is something'</span></p><p> <span style="color: sandybrown"></span></p><p><span style="color: sandybrown">'And, I vaguely remember, Bart thought Paldemar knew of the book. Possible by various means, or just paranio' </span>(last look at Nar)</p><p> </p><p><span style="color: sandybrown">'Ah, a bit cold' </span>(and he takes his leave).</p><p></p><p><strong>The Reward: </strong> The 400 gp, for salvaging the Siren, owned by Adolphus Brandt, captained by Tellard, that sailed from Northall to Borivostok and stopped in Dussleburg. One option is finding a portal to Borivostok, but that, if at all possible, may be expensive, and do you really want to go back? Short of that, (or just sailing back) it may be possible to send a message by courier or herald (or other means). The Brandt’s may also have a trading network, with agents in various cities. It should be noted however that those (of you) most able to follow up on these possible leads have shown limited interest in doing so. Of course, as your gold slowly runs down…who knows. </p><p></p><p><strong>Forge:</strong> Alvrax (is that his real name?) the Artificer relieves you of both the cursed gem and the original magic of your waraxe, but leaves you with a Waraxe of Terror in turn. Your exotic weapon and willingness to talk at great length about your exploits leads you further to Krondos, a dwarven sage and master of arms at Old Kings. Krondos is a keen student of battle, and hence worthy of respect, but the other dwarves here, especially in Creator House…up tight and not in a good way. </p><p> </p><p>From Krondos you learn of the enigmatically named Kulkor style (they like to use big words like enigmatic here and debate about were names like Kulkor come from). The Kulkors may very well have been a nasty, close fighting band of dwarves, though their style is now popular with wandering war bands of various types. If only you could get Lucian to practice it with you more, rather then skulking and sulking about. In any case, between the profs, the students, and your own general tendencies you manage to burn through a good amount of gold in your weeks here. </p><p> </p><p><span style="color: Green">Buckthorn:</span> You dutifully follow up on the reward, what may have happened to Bart, and ways of improving your archery. You realize that a new bow may be costly even given your new treasures, but there is room for you to improve your own <em>focus</em> and <em>expertise</em> with the weapon. In any case, you find yourself missing the open road and your kin, and prepare to journey in time for the holy days that will end this year and start the next. You carefully set aside some gold for the journey, use some buying drinks to learn more of merchant houses, and ‘lend’ more to Forge for the copious drinks of his own. </p><p> </p><p><strong>Ghen-Uia Nis:</strong> You learn of the unique nature of the mace of disruption, and that even, say, Alvrax the Artificer, can not change or transfer its properties. But perhaps powerful divine magic can. There are certainly priests here, including those associated with Varun and other gods of good, (here being Watercross, not Melkar house, who’s “chaplain” seems to become less open once he learns of your dislike of the undead) but they and their ways are a bit different then yours. It is up to you to pursue the matter further. </p><p> </p><p>As a member of a rare race with exotic shamanistic powers, manifested in a personal manner, you realize that others are, in good ways and bad, quite curious about <em>you</em>. This may become tiring. The Halfling seems to be planning on leaving. It also seems expensive here, especially with all the money being “lent” to Forge. </p><p> </p><p><span style="color: Blue">Lucian:</span> ah yes, the many rare and expensive ways to leave this world and possibly travel to others. (see the attachment <em><a href="http://www.enworld.org/forum/talking-talk/308400-legacy-death-ooc.html" target="_blank">here</a></em> for more on those other “worlds”). The easiest is through the Shadow and Fey energies of the Aether (or Faery as it is prosaically known). As interesting as that might be, it seems another good way to get lost. There is also “astral projection” to the Sea beyond the Stars. Expensive, rare, and another good way to not get were you want to go. More intriguing are ships and other vehicles that can sale that distant sea. Just need the ship and navigator that knows where to go.</p><p> </p><p>Opening a planar portal may be the trick. But it takes a great deal of rare and expensive kit (components), a right powerful wizard or rare and expensive scroll, and, again, you have got to have some idea of where to go (the sigils or keys for the distant portal). You are short pretty much across the board here. </p><p> </p><p>Finally, there are the legendary and of rumored links to other worlds where your own two feet can take you. And it is the City of Doors, right…(make a streetwise check for bonus information). </p><p> </p><p>Otherwise it’s a most fruitful exploration of your own shadow powers—accelerated perhaps by the contact with the dire demi-lich and augmented by all the chit chat one can pick up here just hanging about (though the nethermancer and Melkar house chaplain can even seem a bit creepy to you); and a frustrating search for info on Bart’s decapitator (as noted above). Gold is spent as needed, but certainly not given to any inebriated dwarves.</p><p></p><p><span style="color: Red">Nar-Heru </span>(and the Tome): You spend some time on things noted above and learn some new rituals (see email). But you spend a great deal of your time delving further into the book. Its dark secrets seem to have little bounds, and you believe now there is far more contained within then you originally suspected. Much of it is of course written in ciphers, runes, and forgotten tongues, so it is slow going. And, as you suspected before, the book itself seems to have some control on what you “find” in it and what you don’t. </p><p></p><p><em>To review:</em> Taken by Bart from Kalarel, an evil high preist of Orcus trying to open a shadow rift into the realm of the Dead, the book was originally found in the Tomb of Horrors, and probably used by Acererak. Clearly cobbled together from various books and manuscripts—not an unknown practice by itself—it has the journals of Simon Amber who took it from the Tomb and just escaped with his life. Something must have happened between when Amber had it and Kalarel got it.</p><p></p><p>The notes from <span style="color: SandyBrown">Amber</span> were used in the Tomb, and you now see others, in the margins and here and there…</p><p></p><p><span style="color: sandybrown">'I am lucky to be alive, and to have the means to return through magic. It seems amazing that I have retrieved this book, but it will be my memento and evidence that I survived the Tomb. </span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown">'It is clear that Acererak was in fact “demi-lich”, destroyed in body, but free in its corrupted spirit, and capable of finding much dire lore. </span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown">'There is much strange planar lore here! Long debated theories confirmed, and more revealed.'</span> </p><p></p><p>And of course, there are the powers and rituals you know have access to from it. You also happen to spend a fare amount of gold, but hardly notice. You do feel a very gentle nudge to apply the dark lore you are amassing, but its still pretty weak.</p></blockquote><p></p>
[QUOTE="TerraDave, post: 5654679, member: 22260"] [img]http://www.caerleon.net/archive/paintings/maybery/etchings/php/images/tcambridge.jpg[/img] You have spent weeks at Watercross College, one of the great collection of scholars and their sometimes barely tolerable students on the North continent. Your base is the old house of both Nar-Heru and Bart, Melkar House, which seems to cater to those less in the main-stream of things. You all enjoy time spent not getting stabbed, burned, poisoned, forcefully teleported, or falling, starving, freezing or having your soul sucked out. Long term injuries, pushed over with incredible levels of adrenaline (or “will power”), slowly heal, new power and techniques are researched and tentatively practiced, and great quantities of ale, wine, rare brandies, and various pipe weeds (depending…) are all consumed. [b]Bart’s Head, and who may have taken it (and wider implications?)[/b]: You make contact with professor Douven Stoul, who Bart helped rescue about 9 months ago. He and others aren't exactly sure who the killer were, or to be more accurate, they have too many ideas in terms of motive and race, but little to link back to actual events. Vengefull cultists of Orcus or Vecna could be somehow connected... (there are also Barts letters, below, and Buckthorn’s memories of Paldemar). [sblock=Bart Letters] [/sblock] [sblock=Paldemar] [/sblock] After some time, personal possibilities…rivals, former lovers, etc, are ruled out. Those that Bart harmed in past adventures were harmed so well that they are also seen as unlikely (though some link cannot be ruled out per se). Bart’s own ramblings and fears seem to point to the tome now being studied by Nar-Heru (as noted below). And Douven is confident that the book is key, at least as motive. [COLOR="SandyBrown"]Douvan[/COLOR], summarizes (and responds on Buckthorn’s revelations on Paldemar) [COLOR="sandybrown"]'Whatever dark magic and lore the book contains' [/COLOR](looks at Nar) [COLOR="sandybrown"]'Possibly including strange means to access the Shadow parts of the Aether' [/COLOR](looks at Lucian) [COLOR="sandybrown"]'Could be a great draw for those that knew of it and its possessor'[/COLOR] (he then looks at both tiefling and elf...) Ahhm. [COLOR="sandybrown"]'But your description of strange beings, and the nature of the decapitation, both narrows but also obscures possible suspects' 'These beings could be a little known race [/COLOR](looks at Ghen through the window to the courtyard)' [COLOR="sandybrown"]'Or even have extra-thraeyan origins' [/COLOR](back at Lucian). [COLOR="sandybrown"]'I am afraid that without more facts, there may be little more to learn here'[/COLOR]. (looks at Buckthorn balancing on the edge of Forges sheild, as the dwarf holds it over his head, for no particular reason). He picks up his glass of tea, then looks back at the halfling, now walking on his hands as Forge and others clap. [COLOR="sandybrown"]'Now this vision in Paldemar scrying device that may be linked back to Acererak...that is something' 'And, I vaguely remember, Bart thought Paldemar knew of the book. Possible by various means, or just paranio' [/COLOR](last look at Nar) [COLOR="sandybrown"]'Ah, a bit cold' [/COLOR](and he takes his leave). [b]The Reward: [/b] The 400 gp, for salvaging the Siren, owned by Adolphus Brandt, captained by Tellard, that sailed from Northall to Borivostok and stopped in Dussleburg. One option is finding a portal to Borivostok, but that, if at all possible, may be expensive, and do you really want to go back? Short of that, (or just sailing back) it may be possible to send a message by courier or herald (or other means). The Brandt’s may also have a trading network, with agents in various cities. It should be noted however that those (of you) most able to follow up on these possible leads have shown limited interest in doing so. Of course, as your gold slowly runs down…who knows. [b]Forge:[/b] Alvrax (is that his real name?) the Artificer relieves you of both the cursed gem and the original magic of your waraxe, but leaves you with a Waraxe of Terror in turn. Your exotic weapon and willingness to talk at great length about your exploits leads you further to Krondos, a dwarven sage and master of arms at Old Kings. Krondos is a keen student of battle, and hence worthy of respect, but the other dwarves here, especially in Creator House…up tight and not in a good way. From Krondos you learn of the enigmatically named Kulkor style (they like to use big words like enigmatic here and debate about were names like Kulkor come from). The Kulkors may very well have been a nasty, close fighting band of dwarves, though their style is now popular with wandering war bands of various types. If only you could get Lucian to practice it with you more, rather then skulking and sulking about. In any case, between the profs, the students, and your own general tendencies you manage to burn through a good amount of gold in your weeks here. [COLOR="Green"]Buckthorn:[/COLOR] You dutifully follow up on the reward, what may have happened to Bart, and ways of improving your archery. You realize that a new bow may be costly even given your new treasures, but there is room for you to improve your own [i]focus[/i] and [i]expertise[/i] with the weapon. In any case, you find yourself missing the open road and your kin, and prepare to journey in time for the holy days that will end this year and start the next. You carefully set aside some gold for the journey, use some buying drinks to learn more of merchant houses, and ‘lend’ more to Forge for the copious drinks of his own. [b]Ghen-Uia Nis:[/b] You learn of the unique nature of the mace of disruption, and that even, say, Alvrax the Artificer, can not change or transfer its properties. But perhaps powerful divine magic can. There are certainly priests here, including those associated with Varun and other gods of good, (here being Watercross, not Melkar house, who’s “chaplain” seems to become less open once he learns of your dislike of the undead) but they and their ways are a bit different then yours. It is up to you to pursue the matter further. As a member of a rare race with exotic shamanistic powers, manifested in a personal manner, you realize that others are, in good ways and bad, quite curious about [i]you[/i]. This may become tiring. The Halfling seems to be planning on leaving. It also seems expensive here, especially with all the money being “lent” to Forge. [COLOR="Blue"]Lucian:[/COLOR] ah yes, the many rare and expensive ways to leave this world and possibly travel to others. (see the attachment [I][URL="http://www.enworld.org/forum/talking-talk/308400-legacy-death-ooc.html"]here[/URL][/I] for more on those other “worlds”). The easiest is through the Shadow and Fey energies of the Aether (or Faery as it is prosaically known). As interesting as that might be, it seems another good way to get lost. There is also “astral projection” to the Sea beyond the Stars. Expensive, rare, and another good way to not get were you want to go. More intriguing are ships and other vehicles that can sale that distant sea. Just need the ship and navigator that knows where to go. Opening a planar portal may be the trick. But it takes a great deal of rare and expensive kit (components), a right powerful wizard or rare and expensive scroll, and, again, you have got to have some idea of where to go (the sigils or keys for the distant portal). You are short pretty much across the board here. Finally, there are the legendary and of rumored links to other worlds where your own two feet can take you. And it is the City of Doors, right…(make a streetwise check for bonus information). Otherwise it’s a most fruitful exploration of your own shadow powers—accelerated perhaps by the contact with the dire demi-lich and augmented by all the chit chat one can pick up here just hanging about (though the nethermancer and Melkar house chaplain can even seem a bit creepy to you); and a frustrating search for info on Bart’s decapitator (as noted above). Gold is spent as needed, but certainly not given to any inebriated dwarves. [COLOR="Red"]Nar-Heru [/COLOR](and the Tome): You spend some time on things noted above and learn some new rituals (see email). But you spend a great deal of your time delving further into the book. Its dark secrets seem to have little bounds, and you believe now there is far more contained within then you originally suspected. Much of it is of course written in ciphers, runes, and forgotten tongues, so it is slow going. And, as you suspected before, the book itself seems to have some control on what you “find” in it and what you don’t. [I]To review:[/I] Taken by Bart from Kalarel, an evil high preist of Orcus trying to open a shadow rift into the realm of the Dead, the book was originally found in the Tomb of Horrors, and probably used by Acererak. Clearly cobbled together from various books and manuscripts—not an unknown practice by itself—it has the journals of Simon Amber who took it from the Tomb and just escaped with his life. Something must have happened between when Amber had it and Kalarel got it. The notes from [COLOR="SandyBrown"]Amber[/COLOR] were used in the Tomb, and you now see others, in the margins and here and there… [COLOR="sandybrown"]'I am lucky to be alive, and to have the means to return through magic. It seems amazing that I have retrieved this book, but it will be my memento and evidence that I survived the Tomb. 'It is clear that Acererak was in fact “demi-lich”, destroyed in body, but free in its corrupted spirit, and capable of finding much dire lore. 'There is much strange planar lore here! Long debated theories confirmed, and more revealed.'[/COLOR] And of course, there are the powers and rituals you know have access to from it. You also happen to spend a fare amount of gold, but hardly notice. You do feel a very gentle nudge to apply the dark lore you are amassing, but its still pretty weak. [/QUOTE]
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