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Byzantium on the Shannon III
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<blockquote data-quote="CleverName" data-source="post: 1228185" data-attributes="member: 2591"><p><strong>What has Gone Before</strong></p><p></p><p>It would take another 40 posts to encapsulate the twists and turns of the previous story hours. The old party, of which Gudlag was a part, was involved in the machinations of a Necromancer by the name of Volodya. He had started a civil war in a Cimbri kingdom, while disguised as a cimbri ollave (cleric). The PC's discovered the Necromancer's invovlement, but not in time to prevent the war. </p><p></p><p>With aid from the Tavians and Lord Vihar the PC's managed to defeat the Necromancer and slay his current incarnation, discovering that he was lich. This was done at the cost of many lives, including that of some dear friends. </p><p></p><p>Gudlag swore revenge. </p><p></p><p></p><p><strong>Gudlag’s Quest</strong></p><p></p><p>Gudlag spent a few months trying to track down leads to the Necromancer's lair, finally he discovered a map in one of the abandoned camps of the Necromancer’s forces in the no-man’s-mountains separating the northernmost Cimbri lands with Rolgulka. </p><p></p><p>With this information Gudlag went back to the leaders of the human, Cimbri and Rolgulkans and asked for help dispatching their common foe. </p><p></p><p>Gudlag led the group as a representative of the Druids; Cleon a cleric/wizard, represented the interests of the Tavians; Mikel, and Yarislav, two Glitterdeath Immortals, joined on behalf of Lord Vihar; Morin, a Cimbri sorcerer/tattooed warrior, and Vardidamus, a gnome rogue were both sponsored by Brice.</p><p></p><p>The party walked into a dungeon filled with undead, poison darts and other assorted traps. Vardidamus did his job well protecting the group from the traps until he ran into an airless room bound by magic. Dispels did not work and all that could be done was to watch him die. By this point Gudlag was not even sure if the place even held the phylactery. Perhaps the group was setup, betrayed? </p><p></p><p>Encounters with innumerable undead (skeletons, shadows, zombies, ghouls, ghasts and ghosts) followed. After most of the party was killed and eaten, only Gudlag and the humans were left, but they were trapped -- fleeing headlong down a corridor with gibbering wights close on Gudlag’s iron-shod heels. Hal screeched out a warning from Gudlags’ shoulder as he realized that they were not headed towards the exit, but it was too late. There was a flash of blue light and the ground disappeared from below their feet, replaced by air and far, far below, water -- water as far as any could see.</p><p></p><p>The group had been teleported above the middle of the Skia Thalassa, hundreds of miles from Tavia!</p><p></p><p>One thing was very strange about the water in which the three landed, other than the fact that water is extremely hard at that height. It was preternaturally cold and black. Cleon went into shock, blood loss, and the bone-chilling cold. Before Gudlag could recover, the dark water took the mage. Gudlag summoned a porpoises and it took him out of the deadly pool of cold water and into the warmer waters of the inland sea. It stayed by his side, keeping the dwarf afloat until a passing Iconian ship, bound for Jormunstein, plucked him from the waters. </p><p></p><p></p><p><strong>Gudlag’s Musings</strong></p><p></p><p>That black water has haunted you. Was that corridor a trap, or was the teleportation device something else, a means of escape for the Necromancer that you inadvertently triggered? If so, why would he come here? (It has occurred to you that to an undead, drowning is meaningless.) Since you have arrived on Jormunstein you have heard tales of undead pirates and the like...although you have not met anyone who have fought them, and escaped, that is. </p><p></p><p>You have not given up on your promise, but Skule did not train up a dekkalfar fool. It was one thing to defeat the Necromancer surrounded by stout allies and in the forest. It is quite a different matter to go after him in his lair -- on his terms -- with folk you did not know well. You have decided that you are simply not powerful enough. One day you will go back, find his phylactery and destroy him forever. You'll need to be much stronger and you will need allies that both match you in power and you can trust not to fail when you meet those horrors again</p></blockquote><p></p>
[QUOTE="CleverName, post: 1228185, member: 2591"] [B]What has Gone Before[/b] It would take another 40 posts to encapsulate the twists and turns of the previous story hours. The old party, of which Gudlag was a part, was involved in the machinations of a Necromancer by the name of Volodya. He had started a civil war in a Cimbri kingdom, while disguised as a cimbri ollave (cleric). The PC's discovered the Necromancer's invovlement, but not in time to prevent the war. With aid from the Tavians and Lord Vihar the PC's managed to defeat the Necromancer and slay his current incarnation, discovering that he was lich. This was done at the cost of many lives, including that of some dear friends. Gudlag swore revenge. [B]Gudlag’s Quest[/b] Gudlag spent a few months trying to track down leads to the Necromancer's lair, finally he discovered a map in one of the abandoned camps of the Necromancer’s forces in the no-man’s-mountains separating the northernmost Cimbri lands with Rolgulka. With this information Gudlag went back to the leaders of the human, Cimbri and Rolgulkans and asked for help dispatching their common foe. Gudlag led the group as a representative of the Druids; Cleon a cleric/wizard, represented the interests of the Tavians; Mikel, and Yarislav, two Glitterdeath Immortals, joined on behalf of Lord Vihar; Morin, a Cimbri sorcerer/tattooed warrior, and Vardidamus, a gnome rogue were both sponsored by Brice. The party walked into a dungeon filled with undead, poison darts and other assorted traps. Vardidamus did his job well protecting the group from the traps until he ran into an airless room bound by magic. Dispels did not work and all that could be done was to watch him die. By this point Gudlag was not even sure if the place even held the phylactery. Perhaps the group was setup, betrayed? Encounters with innumerable undead (skeletons, shadows, zombies, ghouls, ghasts and ghosts) followed. After most of the party was killed and eaten, only Gudlag and the humans were left, but they were trapped -- fleeing headlong down a corridor with gibbering wights close on Gudlag’s iron-shod heels. Hal screeched out a warning from Gudlags’ shoulder as he realized that they were not headed towards the exit, but it was too late. There was a flash of blue light and the ground disappeared from below their feet, replaced by air and far, far below, water -- water as far as any could see. The group had been teleported above the middle of the Skia Thalassa, hundreds of miles from Tavia! One thing was very strange about the water in which the three landed, other than the fact that water is extremely hard at that height. It was preternaturally cold and black. Cleon went into shock, blood loss, and the bone-chilling cold. Before Gudlag could recover, the dark water took the mage. Gudlag summoned a porpoises and it took him out of the deadly pool of cold water and into the warmer waters of the inland sea. It stayed by his side, keeping the dwarf afloat until a passing Iconian ship, bound for Jormunstein, plucked him from the waters. [B]Gudlag’s Musings[/B] That black water has haunted you. Was that corridor a trap, or was the teleportation device something else, a means of escape for the Necromancer that you inadvertently triggered? If so, why would he come here? (It has occurred to you that to an undead, drowning is meaningless.) Since you have arrived on Jormunstein you have heard tales of undead pirates and the like...although you have not met anyone who have fought them, and escaped, that is. You have not given up on your promise, but Skule did not train up a dekkalfar fool. It was one thing to defeat the Necromancer surrounded by stout allies and in the forest. It is quite a different matter to go after him in his lair -- on his terms -- with folk you did not know well. You have decided that you are simply not powerful enough. One day you will go back, find his phylactery and destroy him forever. You'll need to be much stronger and you will need allies that both match you in power and you can trust not to fail when you meet those horrors again [/QUOTE]
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