PRP: The Gamekeeper's Manor

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Though the Vardaman temple is the contractor, there’s no actual contact aside from the written instructions you’ve picked up from the guild. Outside their temple the horse-drawn wagon is already waiting for you all, along with a copy of the instructions inside. The tarp cover zips at both ends, providing some protection from the winter’s cold, as well as hiding the wooden coffin within. There’s enough room for four under the tarp and two at the front.

The directions to the Hastlymere estate are given along with a copy of the instructions. It lies to the north west, out in the countryside about five to six hours away. If you leave shortly, you should be able to arrive before nightfall. Merely deliver the remains of Lord Devin Hastlymere to the estate and return to the guild to collect the reward.'

Zippo shows up in his usual array of clockwork and machinery, a dizzying collection of artifice. He looks as chipper as ever as he marches towards the estate, heedless of the ominous nature of the summons. "Oh, fantastic! Old estates like this often have the most scientifically valuable sorts of dust and mold!"

Kiroth comes up at the appointed time and he moves over to the wagon as he has a copy of the instructions. He looks around to see if anyone else is there and he looks in the wagon. He hmms softly and he bows his head to say a prayer to the Shining Knight over the coffin. He then draws his heavy cloak close to ward off the cold. He spots Zippo and he nods, "Good day."

Kade is from a superstitious ilk, and isn't thrilled with the idea of riding in a wagon with some corpses at the behest of a death god. The ranger rides atop his coal black Percheron, wearing several layers of furs to go along with the near overfull quiver on his back. Though his face is covered mostly with a scarf, Zippo gets the stink eye. Failed trap checks are not forgotten, so sayeth the grumpy ranger. "Let's be on with it, then."

Rayne has a warpony just the right size for a short half-elf. A Drum is strapped to its side and jingles slightly as the bells attached to it move. The Bard is on her way to join the others her bow in hand. She sees the gathering and nods her head once to Kiroth and then to the others.

Ssylrath rides up in response to the summons on his bear, both clad in metal. He looks from the instructions to the wagon with some confusion, back and forth, and then ventures a question in his guttural voice. "Why are we taking a body sssomewhere? Is it not a good place to eat it here?"

You have left channel Public.

Kiroth looks at Ssylrath, "We do not eat the bodies of our dead we inter them in the ground so that their souls may rest at peace knowing their mortal remains won't be disturbed. Who is going to drive the wagon?"

Ssylrath shakes his head sadly. "I had heard this, but I did not want to believe. Wasssted, all that good meat and strength wasted. How does their death strengthen the tribe if you throw them away?"

"I can't drive. I need the time to calibrate my devices." Zippo makes his excuses quickly.

Rayne looks to Zippo then eyes the Sith, "could always have him cart it to the bear." she says bemused

The countryside of Alexandria is blanketed by snow. Fortunately the roads are not difficult to navigate, as the ice has filled in the ruts and the thick snow on top offers some traction. It’s cold but without the bite of a chill wind, making it comfortable for any with proper clothing. The moon comes out early in the sky and is nearly full, so visibility is quite good even as the sun disappears below the horizon. Most of the trip is through flat farm lands, giving any would-be bandits few spots to stage a successful ambush.

Several hours into the trip, a crossroads is reached and the directions take you off the main road. The new path is more of a trail through the woods, but fortunately still easy to spot in the moonlight. The wagon tracks on this path only venture into the woods about half a mile, before it looks like the wagon turned around. After that point, the path shows no footprints, wheel ruts, or tracks of any kind.

Another hour of travel brings your destination into view. As the path curves around an escarpment, the open metal gates of the estate are revealed. A stone wall stretches out in both directions, disappearing into the woods again, and the courtyard lies open before you.

The manor is a two-storey building, split into two wings by a central hall. The warm glow of candles, lamps, and fireplaces can be seen from almost every window, hinting at the warmth to be found within. Music drifts to your ears, along with the occasional sound of laughter and cheer. A lively tune is being played on a fiddle, along with some stomping of feet on the wooden floor, though the first storey windows have drapes that don’t allow you to see the festivities within. There’s no wagons or horses parked out front in the courtyard, just untrodden snow from gate to porch.

Kiroth is riding shotgun with his shield and sword ready. He looks at the untrod ground and then to the estate. "Seems strange." He will turn on his banesight (detect evil) and he starts to look over the estate.

Ssylrath has been riding to one side of the wagon, the bear (Muddy) forging through the fresh snow without complaint. He keeps his lance in hand. Reaching the courtyard he starts to ride slowly towards the main doors, apparently planning on knocking.

Rayne trots her pony along side Kiroth and she nods her head a bit. She takes a moment to take a potion from her bag and tipping the bottle to her lips. Her eyes narrow on Ssylrath as he moves on to the door.

GAME: Rayne used a Potion of SHIELD OF FAITH +2.

You paged Kade with '

The countryside of Alexandria is blanketed by snow. Fortunately the roads are not difficult to navigate, as the ice has filled in the ruts and the thick snow on top offers some traction. It’s cold but without the bite of a chill wind, making it comfortable for any with proper clothing. The moon comes out early in the sky and is nearly full, so visibility is quite good even as the sun disappears below the horizon. Most of the trip is through flat farm lands, giving any would-be bandits few spots to stage a successful ambush.

Several hours into the trip, a crossroads is reached and the directions take you off the main road. The new path is more of a trail through the woods, but fortunately still easy to spot in the moonlight. The wagon tracks on this path only venture into the woods about half a mile, before it looks like the wagon turned around. After that point, the path shows no footprints, wheel ruts, or tracks of any kind.

Another hour of travel brings your destination into view. As the path curves around an escarpment, the open metal gates of the estate are revealed. A stone wall stretches out in both directions, disappearing into the woods again, and the courtyard lies open before you.'

Zippo is, true to his word, in the back of the wagon fiddling with some boxy piece of machinery. It emits worrying beeping and grinding noises from time to time. The goblin frowns. "It shouldn't be doing that..."

You paged Kade with '

The manor is a two-storey building, split into two wings by a central hall. The warm glow of candles, lamps, and fireplaces can be seen from almost every window, hinting at the warmth to be found within. Music drifts to your ears, along with the occasional sound of laughter and cheer. A lively tune is being played on a fiddle, along with some stomping of feet on the wooden floor, though the first storey windows have drapes that don’t allow you to see the festivities within. There’s no wagons or horses parked out front in the courtyard, just untrodden snow from gate to porch.'

Kade is not at all comfortable carting around dead people, but seeing as how running a wagon is his only marketable skill besides making dead people (and fine woodwork), it looks like it's up to him. His percheron is tied off to the back and his bow and spear are settled behind him in case of random encounters. He doesn't look particularly happy, but then again, when does he?

Duncan rides in the wagon next to Kade, looking sullen about something. He has his oversized axe in front of him, the haft planted on the floorboards so that he can spin it occasionally in front of himself. "So," he asks Kade after a few minutes of silence. "You ever been on a job like this before?"

Kiroth hmms as he will wait for Kade to stop the wagon and he turns off his banesight, "Well there doesn't seem to be any evil on the outside of the estate." He will get down once the wagon has stopped and he'll move towards the door with the others.

Ssylrath rides forward and leans over in the saddle, banging on the door with one mail-clad fist. Muddy the bear backs off a few paces and they wait for a response, the Sith-makar glancing up into the sky. "Sssnow. Bah."

"Carting the dead about like a green grocer delivering turnips? Not likely. Where I come from, we have the sense to burn our dead rather than leave them for the ghouls and wizards." Kade grumbles as he waits for delivery confirmation. In the meantime at least, he uses the time to pack the bowl of his simple hand-carved pipe with fantasy-tobacco, igniting a twig with the cart-lantern hanging to his left.

Rayne looks to Kiroth, then her eyes look to the door which Sslrath knocks, she raises her drum to one of her hands and lightly thumps it. A gentle rythem from the bards slender fingers, *rat-a-tat-thump a jingle. The sound boosting courage through her party, its good sometimes to have a bard along. For now she stays to the back watching the door.

The sound of merriment from within is quite distinct as you approach the door. There's definitely a grand ol' time going on within. It almost seems as if they can't hear the knock over the noise they're making, but soon enough the door is opened. A little girl, a few years short of being a teenager, tugs it open to see. The brown-haired, pony-tailed, blue-dressed girl peers at all of you, then spots the coffin. "They brought Uncle home!" she shouts, dashing off down a hallway, leaving the door open for you all.

"Yep. One uncle, ready for delivery." Zippo remarks without looking up from the machine he is still tinkering with. "That'll be one large delivery fee, please. Tips are appreciated and will go towards important scientific research."

Duncan shifts uneasily at the sight of the girl, glancing around to see how the others are taking it. His eyes widen when Zippo mentions tips. It's hard to tell if he's scandalized or he thinks it's a good idea.

"Silence, Gob. This task is enough of a farce as it is." Kade snaps back as he clambers out of the wagon. The bow and spear as oddly enough, stuffed entirely into the battered leather satchel that hangs at his side and the half-yrch starts untying the ropes that fasten the tarp down.

Ssylrath waits patiently. "If they want the meat, let them collect it. It is frozen, I sssuppose it will still be good at least." He appears to be more making a comment than actually expecting to be listened to.

Kiroth quirks an eyebrow as the little girl answers the door and he hears her yell. He hmms as they are left standing with the door open and he reaches to close the door, "No sense in heating the outdoors."

Rayne waits in the back still not entering, her fingers on the drum lightly tapping it to imbdue the party with an advantage how little as it was. She smiles a little as Kiroth closes the door and she nods her head, her fingers pause on the drum, but the effects of the song still empowers the group.

Duncan climbs down from the wagon but moves around to stand in the street behind the wagon, looking up and down the street.

Kiroth's attempt to close the door is interrupted when an older man swings it wide open. Dressed in the finery of a noble, the graying man assesses you all with quick glances before putting on a broad smile. "Please, bring the coffin in. If you wish, you can warm yourselves and partake of a hot meal before you go on your way. We still have soup and some venison left." he says, opening the door wider.

Kiroth blinks, "I'm sorry I didn't mean to try to close the door on you. I am Sunblade Kiroth might we have your name please so we know that we have the correct manor?" He asks politely and he puts on his best polite smile.

Kade throws the tarp back once he frees the ropes from the last knot on his side and trudges around to grab the coffin and slide it partially over the back to get a better grip. "He's not going to walk in by himself." Kade grumble-grunts as he hoists his corner of the coffin up onto one shoulder.

Rayne watches Kade struggle with the coffin but her fingers stay alert now that there is a person in the door, the light thrumming of her drums is made once more.

Ssylrath swings himself out of the saddle and picks his way through the snow, apparently not liking it much at all. He takes an end of the coffin and helps carry, hefting it easily.

"A hot meal is not a traditional tip." Zippo points out, raising a finger. "... But, well. In Goblintown, one never says no to a free meal." He 'helps' carry the coffin. His rather puny muscles don't help all that much.

"Lord Mern Hastlymere, good Sir Kiroth. A pleasure to meet a holy knight, even if it is under these somber circumstances." Mern replies, taking a step back to make room. "I would help, but... my leg, a hunting accident, you see." he answers with a polite smile. "Just lay it down inside, anywhere will do for now. I'll have the servants carry him to the crypt at daylight."

Duncan has reconnected.

"Just leave it on the doorstep, the man can have his servants carry the thing inside, we dont go in." Well no one has to listen to the drumming bard. Rayne stays alert as her fingers tap along the drum

Kiroth nods politely to the Lord, "It is nice to meet you as well Lord Hastlymere you have my sincerest condolences for the Late Lord Devin Hastlymere. If you will excuse me I need to help my companions." He goes to help the others, "We will have to deliver it."

Ssylrath hefts his end of the coffin, waiting for Kade to lead the way inside. Muddy snuffles at the snow disinterestedly.

Zippo is quite happy to set down the coffin. Heavy manual labor is not his cup of tea. He dusts off his hands. "Now, I believe something was said about a tip?" Eternally optimistic.

Rayne grunts then as her party just decides on goin in, she gets off her horse and keeps her drum in hand and bow in the other. She stays to the back of the party and her own music has paused as they move within

Duncan returns to the wagon to help - if help is still needed - with the lifting.

"The tip? Yes, of course, the hot meal! I'll take you to-" Mern begins before interrupted by another voice. "What is going - who are these peo - oh!" blurts out a woman as she walks into the main hall. Middle aged, slightly younger than Mern, dressed in a lovely blue gown, the lady covers up her mouth when she sees the coffin you're all unloading. "That ghastly thing." she whispers. "That 'ghastly thing' is our kin." Mern hisses back at her, just loud enough to be heard, before putting on that polite smile again. "He died twenty years ago, what does it matter now." he adds.

Kiroth helps to carry the coffin in and he hmms, "What do you mean he died twenty years ago? Why are you re-burying him?" He asks curiously as he looks to the lord and he will only step in far enough to put down the coffin with the others, just inside of the doorway.

Duncan looks around at the various relatives. "Family," he grunts knowingly. He looks at Zippo with an 'am I right' expression.

Ssylrath follows Kiroth, seemingly uncomfortable with the finery. He does free up one hand as he enters, raising it palm out and saying "Peace on your nessst."

Kade's disdain and fatigue and wondering wether or not the cabinet he's working on will need another coat of varnish has occupied his attention thus far, leaving him to brush off any warning signs. A twenty year old unburied corpse however doesn't exactly stand out as normal, though. He's happy to let the Paladin do the talking. They like that sort of thing.

Confusion flashes across Mern's face for a moment as Kiroth speaks. "Why are we -?" he begins, a bit flustered. "I would not be, if the Vardamans had not been so insistent on the matter! He was a blight on our family line and the empty spot in our crypt reserved for him was better off by his vacance." he explains, getting a little bit carried through it all, before shaking his head and getting that smile back into place. Ssylrath's greeting gets a raised eyebrow from him, but he keeps the pleasant facade going. "But that's all behind us now. He had some business with Altima that went sour and she had him killed, for some reason I do not care to look into. He was a vile brother, only good at hunting boar; that's really all I have to say."

"Yeah, yeah. Dead folk do crazy things with their relatives' bodies. What else is new?" Zippo says with a dismissive wave of his hand. "Uncle Morty died last autumn. We burned him up, scattered the ashes over the backyard, and went back in for supper. No muss, no fuss."

Kiroth frowns a bit, "I see if you wouldn't mind." He turns towards the the coffin and he will use his banesight on it, "Something seems fishy here."

Rayne watches her group with a careful parionid eye. They moved the coffin in now the can go home right? "Well he is where he needs to be now." she looks to the Palidan "there is warm food at home, I would be glad to cook for you."

Duncan gives Kiroth a squint and then a nod. "You think they're lying?" He looks at the coffin. "Maybe his body is worth something to them, and they're just putting on a show for us an' for anybody else who might be interested?"

Ssylrath furrows his scaly brow. "Fishy? I sssmell no fish, fish are not liking the cold I think." He seems completely serious.

Kiroth shakes his head as he continues to concentrate on the coffin, "I'm just trying to make sure everything is as it appears to be. We did not meet any priests when we picked up the wagon and only had the note to let us know what's going on." He hmms as he doesn't see anything evil, "Nothing as of yet."

Mern visibly frowns as the discussion turns to suspicion and deception. "I really do not know what all this is about. I assure you the Vardamans sent us many letters insisting we handle his internment. I can fetch them." he says, turning to look down the hall. "Oh yes, I left them here." he says, grabbing them off a nearby table. "Five of them... the last one had a poem at the end too." he says, unable to resist the urge to recite it with a dramatic tone. "Praise the hunt that carries you far, pulled and tugged away from home, praise the hunt that runs under the stars, that forces to do what's done..." he says, then pauses with a look of confusion. "This is my brother's poem." he says, looking a bit pale. Very pale indeed, as his eyes stare down at the coffin. And a spectral spear thrusts from it, stabbing through Mern's leg, his whole body rigid in fear and pain.

"Now there's poetry involved?" Zippo scoffs derisively at that. "These people know nothing about efficient funeral customs, they... oh dear." The goblin frowns at the leg-stabbery. "... Science is afoot! Or... aleg."

Kiroth goes to put Mern out of the way of the spear, "Get back!" He goes to put his body and shield between Mern and the Coffin, "Come out vengeful spirit! Give me strength Shining Knight and bless my sword." He raises it up as the sword begins to glow.

Ssylrath backs away from the coffin and stabby spear. "One of the thin ones! This is what happens when someone is not properly honoured with a feassst of their flesh, they come back as a thin one that cannot be killed! Run away!" He seems about to turn tail and leave, good to his word.

Duncan stares in disbelief at the spear, then slips his axe off of his back. "What's going on here...!" he bellows, his expression turning into a glare that he sends at first one, and then the others in Uncle's family.

The horse neighs shrilly in fear behind you as it rears up on its hind legs, but the sound is cut off as the main doors slam shut. Screams echo through-out the home as every light is snuffed out, every window shutter slammed, and a sound like ripped paper roars through the roam as pristine main hall is aged to a cobwebbed and delapitated mess. Mern's body fades into the same spectral form of the spear that's skewered him, his figure fading as he clutches his face with an inaudible scream and disappears.

( Rayne had to go and Kade had disconnected for a while, both were ICly trapped outside the house when the doors slammed shut )

So, too, does the spear fade.

"So... we're /not/ getting tipped?" Zippo asks with a disappointed frown as he surveys the ruined hall.

Ssylrath pulls a large scimitar from its sheath oer his back and grips it in both hands. "The angry dead, thisss is very bad. They will kill us all and nobody will know to eat us." He surveys the room and then kicks the front door, trying to budge it.

Duncan clutches his axe more tightly. "I doubt we'll be getting anything." He goes over and prods the nearest wall with the butt of his axe, testing how solid it is.

The door does not even budge in the slightest, as if reinforced from the other side.

The wall reacts like wood should, giving slightly to the push, as well as some dust being scraped off.

"You're axin' that thing with the wrong end." Zippo suggests to Duncan helpfully.

Kiroth goes to kick open the coffin as he sees Mern fade at the spear skewers the Lord. He has his sword and shield out and ready.

Duncan has partially disconnected.

The coffin's nails are barely holding it closed, being quite rusted and the wood showing a few cracks on the inside. There are indeed skeletal remains within the coffin, undisturbed as far as you can tell.

GAME: Ssylrath rolls perception: (9)+8: 17

GAME: Zippo rolls perception: (8)+9: 17

GAME: Kiroth rolls perception: (6)+2: 8

GAME: Duncan rolls perception: (2)+7: 9

Ssylrath hammers harder on the door calling out "Muddy! Muddy!" There is no response so he looks around the room. "Isss this sort of thing normal here in the cold landsss?"

"Hold up, we've got some kind of writing on this thing." Zippo draws his magnifying glass to peer closer at the coffin. "... It says 'She said I need a matching set.' Over and over." He frowns and shakes his head. "... Is this how you tallfolk order matching sets of things? By scrawling it over and over into the side of a loved one's casket? Hasn't anyone heard of a catalog?"

Duncan snorts. "Who knows what these city-folk call 'normal.' He stompas over to take a quick peek inside the coffin nefore

Duncan snorts. "Who knows what these city-folk call 'normal.' He stompas over to take a quick peek inside the coffin before moving on to the front door.

Kiroth uses his banesight once more and he looks over the skeleton. "Something is going on here...perhaps the party goers are ghosts and we have let a more malavalient spirit in."

As the last of the screams die out, the manor is deathly quiet. The only noise being made is from you. There's not even the faintest sound coming from outside.

Ssylrath growls "It ssseems gone now, maybe we need to find something in the house? A set of sssomething?"

Duncan thinks that over. "Might as well take a look," he agrees. He turns away from the front door, eering about for another way out.

"I could probably explode us a way out of here." Zippo suggests. "The manor might be destroyed in the process, but it's like they say. Can't make an omlette without burning a few structures."

The front hall is a two-storey room with wood flooring, what was once fine red and gold wallpaper, marble columns, and the remains of a cobwebbed chandelier. A central staircase splits at a T-intersection halfway up, each second flight ending at one of two balconies that overlook the room. A hallway on both the left and right lead further into the manor, as well as two hallways on the second floor. The only light spills in through the cracks from the window shutters.

Kiroth uses his banesight on the skeleton and he winces in pain as the aura is strong enough to stun him. He staring blankly for a moment and he rubs his eyes, "Ah that hurt. Something very very evil is here."

Ssylrath frowns at Zippo. "Only explode buildings if you are outside them. It seems safer." He points his sword at the stairs. "Upstairsss or find a way down?"

"Pfft. What's he gonna hurt us with? Skeleton power?" Zippo waves his hand dismissively towards the casket. "Science will pervail here... though, in the interests of fire safety, perhaps we'd better look for a conventional exit before resorting to explosions. Perhaps the upstairs. Did anyone notice a balcony when we were outside?"

Kiroth reaches to close the coffin and he shakes his head at Zippo, "No something is not right here. A matching set could mean anything as for this she, perhaps it's Altima that has somehow warped his spirit. We must stop it."

Duncan says, "Upstairs, then work our way down?" Duncan suggests. "I'd like to see what else there is in this place."

The staircase creaks in protest as you climb it, further disturbing the deathly quiet. The dust smothers every surface you see in the gloomy darkness, in stark contrast to the warm and inviting home this was but a minute ago. The second floor has a hallway for the left wing and right wing, each corridor showing a set of two doors to explore. On the walls is a menagerie of animal trophies, mostly stag and wolf heads, all leering downward.

There's little in common among, aside from being of similar species. Only stand-out is one that was torn to shreds, with a glint of metal amid the fur.

Duncan eyes the trophy heads with interest, murmuring the names of each one at a time and sometimes adding a grunt of approval. "'Uncle' down there hunted a lot more than boar," he remarks. Then his survey reaches the torn trophy. "Oho, what's this." Now Duncan goes to investigate.

Kiroth hmms as he looks around as they start up the stairs. He sees the animal heads, "I guess someone liked to hunt, but doesn't answer anything."

Ssylrath looks around and pokes at the metal glint with a claw. "Animal trophies, thisss I understand."

Ssylrath looks closer, prying a shard of knife out of the wall and reading some carved text. "One little piggy for a little Hastlymere." He looks at the others. "I do not understand any more."

Duncan peers into the ruined trophy. His voice drones slowly, the tone of a non-reader reading aloud. "One little piggy for a little Hastlymere..." Then he looks up at the others. "More poetry, I guess. I see the knife in here, too. And something else."

Kiroth ponders for a moment, 'It sounds familiar." He takes a deep breath as he prepares himself again to take a look with his banesight.

"Tallfolk and their poetry." Zippo scoffs. "Poetry is not science. Let's keep looking for that balcony."

There's two doors along the right side of this hallway. And shuttered windows on the left.

Kiroth hmms as he sees the metal and he leans in close, "Strange this metal shard has a faint touch of evil on it. Something very old. Perhaps these aren't fresh...perhaps the Lord killed his family and now he's come back to kill their ghosts."

Ssylrath shrugs. "The thin people are all strange. And they cannot be killed, they always come back." He seems somewhat fatalistic. "Windowsss next?"

Zippo nods in agreement. "Try axin' the windows. Glass breaks easily, should get us out of here."

"Kill a ghost? Sounds like you'd be doing it a favor." He shakes his head and then stands up straight, going over to Ssylrath. "Sure, why not?" Rolling his shoulders, the Khaxad takes up his axe with both hands and swings at one of the windows.

The glass shatters easily enough, and the wooden shutter is jarred loose by the hit. At first it looks like it’s snowing outside, until your eyes adjust to the landscape before your eyes. It’s actually ash, thick flakes of it falling from a cloudy, starless, and moonless sky. A smothering fog - or possibly smoke - obscures the horizon. As patches of the ash clouds shift and part, you can make out an endless array of stone columns jutting up from the fog, extending out as far as you can see. On each column is a blue-hued fire with vaguely humanoid shapes in rags huddled around it. You can’t make out the base of the columns, the ashen fog hiding how far down the ground actually is, if there is any ground to speak of. In the distance a tower bearing an enormous bronze bell can be seen, with numerous fires lit below it by more huddled figures. Around the tower fly winged shapes - each much larger than the cloaked figures - that occasionally dive down to snatch an unwary figure and spirit them away into the ash clouds.

GAME: Kiroth rolls knowledge/religion: (18)+9: 27

Duncan stares at the opening he just made in the shutters, then leans his head out for a better look. He emits a muffled Khazdul curse before jerking his head back inside.

Kiroth hmms as he looks out the window, 'Well I can tell that we are not in the material plane any more, this looks more like where souls are kept in limbo. We are not in the Grey Harpist halls at least as far as I can tell. My best guess we are in a place that border's the Void."

Ssylrath also looks outside and then turns away. "That isss... I do not know what that is. Let us stay inside I think." He goes to try a door across the hall.

Zippo strokes his chin, frowning. "... I knew I should have prioritized my planar transportation device. Well, this is no good. How am I supposed to do science in the land of the dead?"

The unlocked door swings part way then falls off its hinges, clattering loudly to the wooden floor. The sound echoes through the hallways for a moment. This room appears to be a master bedroom, complete with a massive canopy bed, numerous cabinets, a desk, and the strewn remnants of clothes all over the floor, as if someone ransacked the drawers.

Kiroth turns on his banesight to look over the room before he leaves it. He keeps his shield and sword ready.

GAME: Ssylrath rolls perception: (8)+8: 16

GAME: Zippo rolls perception: (15)+9: 24

GAME: Kiroth rolls perception: (5)+2: 7

GAME: Duncan rolls perception: (1)+7: 8

Zippo spies a book on the desk, approaching it as he draws his magnifying glass. But before he gets there, he pauses. "... Something in the closet. Actually, some/one/, by the sound of it." He points out matter-of-factly, pointing to the closet in question. "Better axe it open." Opening it regularly seems out of the question.

Ssylrath points his sword at the closet in question. If the Science Goblin says it, it's worth checking out. "You, in the clossset. Come out."

Duncan hurries over to stand in front of the closet door, axe head drawing back for a mighty swing. Then he pauses. "Slowly," he adds.

Kiroth looks over at Zippo, "Let's ask before we go scaring them or hurting them." He nods, "Please come out."

"Yes, do come out." says a man's voice. There's a sudden girlish squeak followed by a gurgling noise. The closet door is opened, as the ghostly form of the little girl from before is pushed out. She's impaled on a spear, feet dangling off the ground as she struggles, bleeding from her mouth as she clutches at the blade. The spear's haft just continues into the closet behind her, emerging from the very wall.

Kiroth growls, "That's enough." He moves ahead to try to slice through the spear with his sword, "Come out and fight us, stop playing these games."

"Told you we should've started with the axin'." Zippo says with a deep frown in the direction of the ghostly girl. "... Mental note. Bring axe next time."

Ssylrath sprints out of the room without a word, running for the other door, to try to interrupt whatever is in there.

Colrick ghostly spear evaporates into thin air when struck, as does the girl along with it, to the tune of a short, derisive laugh. "Two little Hastlymeres. Three to go." the voice taunts, before it's gone.

The ghostly spear evaporates into thin air when struck, as does the girl along with it, to the tune of a short, derisive laugh. "Two little Hastlymeres. Three to go." the voice taunts, before it's gone.

Ssylrath 's voice comes around the corner of the hall. "Good dog. Good thin dog. We want to help."

GAME: Ssylrath rolls handle animal: (16)+9: 25

The ghostly hound lets out a sad whimper as he paws at the ragged carpet, making digging motions at it, though the physical fabric does not budge from its incorporeal movements.

Kiroth moves over to where Ssylrath is to see what he's come up with. "What have you got there?"

It's another bedroom, though a bit smaller. This one looks like a child's room, from the little dolls sitting on the shelves. A ghostly dog - a big hound - paces around the room, full of anxiety, as it peers from corner to corner, looking for something or waiting for something.

Ssylrath pulls up the carpet to look underneath. "Good dog." He goes to pet it and then thinks better of the attempt. He calls louder to the others. "There's a thin dog here, not much else."

One of the floorboards under the carpet has obviously been loosened.

Zippo eyes the floorboard. "... So, the thing to do here is probably pry it up. Yes?"


( We paused here and resumed two weeks later )


You were tasked with returning the remains of Lord Devin Hastlymere to his estate so that they could be reburied in the family crypt. This turned out to be a deception - for reasons you have not yet determined - for the warm and welcoming manor has become a ghostly prison after you stepped inside. The landscape of madness that lies outside suggests the house is no longer on Ea, or anywhere that mortals are welcome.

The clues and events you have experienced so far are as follows. Lord Devin Hastlymere was detested by his family, for reasons not determined thus far. He was an admirable hunter. It was rumored he conducted some business with Altima - the despot that ruled Alexandria for decades - but she allegedly executed him. The inside of the coffin's lid had the phrase 'She said I need a matching set' carved into it over and over. You met the ghost of Mern Hastlymere, the brother of Devin, the wife of Mern, and a little girl. You found one animal trophy torn apart, with a girl's locket and teddy bear impaled by a knife. In the master bedroom you noticed an open book, but did not have time to read it for you also found the ghost of the little girl hiding in the closet. She was skewered on the ghostly spear, fading into nothingness along with it. In an attempt to see if the ghostly spear was connected to someone on the other side of the wall, you rushed into the adjoining room (a child's bedroom), only to find a ghostly hound. The hound led you to a loose plank under the rug.

"Whelp. Looks like we're dealing with one of those haunted death-realm planar intrusion sort of dealies." Zippo says with a frown and a wave of his hand. "This is an unacceptable distraction from my science. We must find a way back to Alexandria as swiftly as possible. Any ideas?"

Kiroth stands guard and ready with his sword out. He is waiting for the others and he hmms, "Well perhaps this ghost hound knows something."

Ssylrath surveys the child's room. "I believe we need to defeat this ghost, before it destroys all its victims. That ssseems like the thing to do, to prevent tragedy." He tries to pet the dog absently.

"So, blast the ghost with my science-tastic powers, and hope that makes it zoom us back to Alexandria?" Zippo ponders this for a moment, then shrugs. "Works for me. Now, where do we lure out this ghostly annoyance?"

Duncan stands next to Ssylrath, his axe out and held in both hands. Duncan occasionally casts glowers back at the window, remembering what he saw outside. "Lure 'im out?" he repeats incredulously. "I'd say it's only a matter of time. We just need to find any ghost in this cursed house he -hasn't- skewered yet!"

The hound ignores the attempt at a pet, as your hand just passes through it. The plank comes out easily enough, revealing a little space full of the crumbling remnants of childhood knick knacks. There's little bits of cloth, little metal toys that are nothing but rust now, and... an ornate tarnished silver key, covered in dried blood. It doesn't look like a door key.

It doesn't look like a door key, much too small and fragile in construction.

Kiroth hmms, "Well if this ghost will face us I can make it so that we are able to hit him even without magic."

Ssylrath looks into the alcove, poking with one claw. "Perhapsss this is important? This beast thinks ssso." He reaches back over his shoulder to check the hold of his falchion. "My sssword is magic, maybe that will help? Thin oness are dangerous."

"Well. That's creepy." Zippo says with a frown as he surveys the crumbling, abandoned remnants of someone's childhood. "... The ghost blasting plan still sounds like the best one I've heard." He declares. "I ain't afraid of no ghost."

Duncan stands on the tips of his toes for a better look at the alcove, then hmphs and moves over to the door, axe ready - for all the good it's done him so far. After a moment something occurs to him. "Is there any writing?"

"There was." Zippo answers Duncan. "A book, open back in the room where the little undead girl was. Perhaps we should backtrack."

Ssylrath nods and then crouches down in front of the dog. "Do you want to come with usss? We are going to fight the bad man if we can, maybe you can show us more secrets?" He pulls out a strip of dried meat. "You can have this to sssmell even if you can't eat it."

The hound tries to sniff at the offered meat, but its nose passes right through the object, confusing it and prompting a whimper.

Kiroth hmms, "Well someone went to a lot of trouble to hide this. I am willing to carry it until we find out what's going on."

GAME: Ssylrath rolls handle animal: (16)+10: 26

The hound follows nonetheless.

The master bedroom is as you left it. The closet doors are still open, where the little girl's spirit was hiding before being stabbed by the spear. The open book, as Zippo mentioned, is the only item of interest on the desk. It appears about the right size for a novel or diary.

Duncan goes over to the book, then reaches to open the pages with a stumpy finger.

There are three diary entries on the page it is open to, dated just over twenty years ago. The first on the page is as follows:

That villain I call a brother is more a fool than I thought. My friends in Alexandria inform me that Devin has been trying to woo Altima. I cannot imagine a more dangerous dalliance that still bears a human form. They tell me he has tried to impress her with his hunting exploits, promising to hunt the most dangerous prey to win her hand. But the only trophies that adorn her halls are the heads of noble houses that disobeyed her, and if Devin does not step carefully his head will be added to that collection.

The second entry is a week later:

Sad news came to me late last night, my sister Mesha died a week ago in a voyage to Rosalia. She fell ill with something that attacked her stomach and died before the ship pulled into port. Some of the other passengers were similarly afflicted, so they suspect it was in the food.

This family was once large, but our fortunes have waned this century. Fortunately father was wise enough to declare Allisa the inheritor should I pass away, rather than Devin. At least then this family's legacy will carry on in good hands. My father's will is safely locked up in the dining room, but I will need to find a good place to secure the key. Something to think about for later.

The last entry on the page is half a week later:

A disquiet has descended on the manor, as Devin has sent word he will be visiting us tomorrow. Hopefully his stay with us will be brief, as he mentioned collecting some belongings before returning to the city. I am not sure of what he speaks, as everything he owned was removed from the estate when he left. Secondly, if he had left something behind, why not have a servant deliver it? Why visit us in person simply to retrieve some possessions?

I suspect he wishes to speak to us personally, possibly to do with whatever dealings he has had with Altima. I can only hope he does not drag us into some convoluted plan of his to win her hand. Given his appreciation for drama I suspect he will inform us at dinner once we've all assembled, probably opening with a poem and then continuing on with a grand speech. I can only hope my appetite survives.

Zippo reviews the writing, frowning and stroking at his chin. "... I'm gonna take this as more evidence in favor of the ghostbusting plan. Think we should try to get this will they're talking about, draw him out?"

Ssylrath nods firmly. "That isss a good plan. I like it, it has us doing something.

Duncan looks over at Kiroth when he reads the word 'key', then looks at the others. "To the dining room?"

"Works for me." Zippo declares. "I should be able to take care of any locks we encounter."

Kiroth hmms, "Interesting." He says as he reads over the diary, "It makesme wonder why we were hired in the first place." He nods to Duncan as he too read about the will, "It seems a good a lead as any."

Given that the sounds of merriment were coming from the left wing, you head that way at first. The second floor ends at a balcony overlooking the dining room, with a spiral metal staircase connecting it. Though rusted, the staircase only creaks and still seems sturdy enough. The room is a long rectangle, flanked on either side by shelves of books, silverware, and plates, with a dead fireplace at the far end. The table is in a shambles, with chairs strewn - two of them smashed to splinters - broken plates on the floor, a tattered and torn table cloth that's fallen off, and visible gouges in the wood from blades. Stains of dried blood are also present on fabric, cloth, and wood in places across the entirety of the room.

Ssylrath investigates the room thoroughly, examining the bloodstains and gouges. "Looksss like he killed them here, or tried. Nasty, wasting family like that."

Kiroth hmms as he moves down and into the dinning room, 'So what do you think that this Devin turned on his own family and gave them to the Sorcerer Queen?" He refuses to speak her vile name.

"Okay people!" Zippo shouts. "Look for anything that might hold a will. Wall safes, hidden compartments, any locked containers. If you find any, alert me immediately. They may be trapped." He pulls out his magnifying glass to begin the search.

GAME: Zippo rolls perception: (9)+9: 18

GAME: Duncan rolls perception: (9)+7: 16

GAME: Ssylrath rolls perception: (19)+9: 28

Duncan glances around. "Now where would that key fit..."

GAME: Kiroth rolls PERCEPTION: (17)+2: 19

Ssylrath is looking over some glass cabinets and there's a clink. "I think I found sssomething. A lock maybe? I do not do locks, at leassst not well." He steps back to let Zippo have a look.

"Hold on! Let me check it for traps." Zippo moves over with his magnifying glass to take a look at the cabinet Ssylrath has spotted.

GAME: Zippo rolls perception: (6)+9: 15

It's a small lock in the back of the glass cabinet, likely it was hidden from view by one of the decorative plates until the scuffle knocked the plates over. There's no seams to suggest it opens a compartment in the back of the cabinet, but the lock is the right approximate size for the key.

"... Looks fine." Zippo lowers his magnifying glass. "Let's try that key we found. If it's not a match, I'll pick it open."

Kiroth looks over at Zippo, 'All right everyone stand back incase this is really trapped." He takes out the key.

Ssylrath backs up across the room and looks around, waiting for more ghostly spears.

Zippo edges away. Evidently he isn't all /that/ confident in his trap detection abilities.

The key is inserted in and makes a click when turned, as well as causing the cabinet to jolt as it comes loose from the wall. It moves a few inches towards you before hitting the limits of its motion, knocking over a few more plates from the sudden shift.

Kiroth holds his shield up as the cabinet starts to move. He takes a step back and waits to see what will happen. When nothing does happen he reaches to moves the cabinet. out of thew ay

It slides effortlessly to the side, as it appears it's held to the wall by rollers locked into rails on the top and bottom, and the key locks it in place or allows it to move. It squeaks quite a bit as it hasn't been oiled in twenty years or more, but a dusty alcove behind the cabinet is revealed. There's a letter with a wax seal upon it, and an opened jewelry box with a golden seal that glows with a warm yellow light; the seal bears both Alexandria's phoenix insignia and the Hastlymere coat of arms below it.

Zippo looks around, frowning. "... I was sort of hoping that finding this thing would agitate the ghost and get him out where we can blast 'em. No such luck. Well, any other hints in that thing?"

Ssylrath says, "We could open the paper and sssee what it says? I do not know anything about magic, and that looks very magic to me."

Duncan nods in agreement. "If this is the ghost's will, it might tell us what he's really after."

Ssylrath furrows his scaly brow. "Not hisss I thought, that of the rightful owner that he tried to kill?"

Kiroth nods as he reaches to take out the letter to read it as well as the box. He will crack open the seal and read the letter aloud.

Duncan gives Ssylrath a thoughtful look, then his eyes glaze over slightly as he tries to remember what he read earlier in the diary. Well, more 'skimmed' than 'read'. He has so much trouble with alphabets other than Khazdul. Too many curves and loops and not enough blocky forms.

Duncan has partially disconnected.

"Well, what are we waiting for?" Zippo peeks at the letter as Kiroth reads from it.

It's the will of Lord Jestus Hastlymere, which would be Mern and Devin's father, judging from its wording. It's fairly dry at first, until it gets to who gets the title. Mern is next in line, which is normal as he's older than Devin, but if Mern dies it goes to Alisa, Mern's daughter. And if all the Hastlymeres - save Devin - are dead or unable to take possession, it goes to an endless array of names of Myrrish noblemen. It seems Devin was completely written out of any chance to acquire anything. This family really did not like him. The other interesting part is that the golden seal is mentioned as being part of a matching set of seals that were given out to the noblehouses of Alexandria; every noble house that had bearing in Alexandrian politics has exactly one of these with their coat of arms. Jestus mentions that if the inheritance goes to one of the Myrrish nobles, the seal is to be kept safe in Myrddion until Altima's reign is over.

Ssylrath's eyes glaze over. "I do not understand. The hut should go to she who needs it most, or she who can hold it. Why do the wishes of a dead person, however honored, affect this? They are meat for the clan."

Duncan has reconnected.

Zippo shrugs his shoulders at Ssylrath. "Don't ask me. These tallfolk customs don't make any more sense to me than they do to you." He sighs heavily. "Myrddion. Well, that doesn't give us much to go on... and this thing doesn't seem to have drawn out the ghost. What next?"

Ssylrath ponders. "We ssstill do not know what he needsss a pair of. Search the rest of the houssse?"

Duncan says, "Matching set...matching set..." his eyes glaze over again as he tries to remember anything that isn't related to fighting, dangerous wildlife or mountain climbing. "Where have I heard that before..."

Kiroth nods, "This is probably the matching set that we saw on the inside of the lid. It wants this so it can have the pair of seals. Seals for what though." He hmmms as he starts to study it, "Probably to hold somethin gback.

Ssylrath says, "But if each tibe has one, there will only be one here."

"Altima was only missing the one." comes a whisper from the corner. There, by the fireplace, is huddled the ghost of Mern's wife. The middle-aged women looks haggard, tired, and scared as she hugs her knees.

Zippo looks over at the middle-aged ghost. "Oh. Hey there." He waves, surprisingly nonchalant. "We seem to be trapped in some sort of nightmarish undead hellscape. Any chance you can help us out with that, or...?"

Duncan says, "Didn't this Altima have the heads of other noble houses killed?" Or was it just have their heads, as trophies in her room? Khazdul script, folks. No ambiguity! Why they have four different words for beheading. "Wait, and Devin was her suitor...!"

Ssylrath frowns. "So he was sent to get the lassst one? That makes sense, and now we have it. Should we challenge him? Perhaps if we call out he will come."

"Or we could destroy it," Duncan suggests. "Bet he'd show his ghostly face then." He watches the newest ghost closely while he says this, ready for the skewering to commence.

Kiroth hmms, "Perhaps they want it destroyed as I said it could be holding something back." He looks to the woman, "Do you know what this seal is...what it's purpose is? Please come away from the walls so the other ghost can't hurt you."

The ghost hound has faithfully followed you around and is seated behind you, looking like a lost puppy.

Ssylrath calls out loudly is his harsh voice. "Devin! We have the seal, show yourself, cowardly pinkskin!" He draws his falchion and holds it ready.

The wife's tone lose some of the fear as she replies with some anger in her voice. "The Sorceress Queen wants them like she wants everything; power. If she has them all, her hold is that more legitimate. Devin thinks she'll love him if he delivers it to her." she explains, and then her eyes go wide as she exhales out a meek whisper. "He's here." *SHINK* The sound of metal scraping over stone can be loudly heard behind you. A ghostly spear can be seen jutting from the floor near the opposite wall. Then five more shrilly pierce the ground, these at skewed angles. Then ten, several of them jutting from the walls. Then over twenty more a second later, these ones stabbing through the dining room table and sending splinters of wood flying into the air. Like a forest of wood and sharp metal, each progressive conjuration of incorporeal spears grows closer to you, the forest of spears thickening.

Zippo rubs the bridge of his nose and sighs. "Look, ghostie. Altima's dead. She's been dead for a long, long..." Then there's ghost spears. His eyes go wide. "Blast him! Anyone see him?"

Duncan backs up until he bumps into something, eyes darting around this way and that. "I don't see him!" he calls angrily.

Kiroth looks to the ghost and to the others as the spears start to come through the floor. "Come on let's head towards the hallway we might be able to find a way out of here."

Ssylrath nods to Kiroth as he moves. "Come here, four-foot, you cannot fight this nor track it." He coaxes the hound to follow as he heads for the hallway.

GAME: Duncan rolls will: (2)+2: 4

GAME: Ssylrath rolls will: (13)+2: 15

GAME: Zippo rolls will+2: (17)+2+2: 21

GAME: Kiroth rolls will: (15)+9: 24

The 1st floor hallway is similar in structure to the one above, though lacking in animal trophies. Instead there are old and musty pieces of art that have seen better days, not that you have much time to appreciate them as the wall of blades steps up its intensity and reaches the doorway behind you. The sound of wooden furniture being shredded by spears tears at your ears. The door to the kitchen is to your left, shuttered windows to your right, and the main entry hall just up ahead. The ghostly hound faithfully keeps up with Ssylrath.

Zippo follows along to the hallway, doing his best to steer clear of the ghostly blades along the way. "... This ghost fellow is beginning to seriously annoy me."

Duncan snatches up the golden seal as he runs, without even looking. As soon as he's out of the room Duncan drops his hand to his side, where he keeps it, the seal slightly shielded by his own body. "Where is the wife?" he howls as they run.

Ssylrath points ahead. "Main entry?" He commiserates with the Goblin. "This thin one is unwilling to show himself to us, he is no true hunter. Of course, he isss also dead."

Kiroth shakes his head, "We know that way is closed off, we can try for the kitchen, perhaps there is a way out or down."

"Sounds like as good an idea as any other." Zippo agrees with a nod.

"Altima, my love, I have your gift." announces Duncan with a wistful tone - with the voice of Devin Hastlymere. The dwarf's hand raises against his consent, holding the seal up. With a jolt, the ghost of Devin emerges from Duncan's body, grabbing the seal on the way out, now standing before you all with a broad grin as he stares at it's cubic form.

Colrick has dropped a TIMESTOP!

Please +init, then cease all roleplay and actions immediately and wait for

Colrick to instruct you further.

For additional in-combat commands, please type: +thelp.

GAME: Ssylrath rolls initiative: Roll: 9 + Bonus: 2 = Total: 11

GAME: You roll initiative for Devin Hastlymere: Roll: 18 + Bonus: 2 = Total: 20

GAME: Kiroth rolls initiative: Roll: 19 + Bonus: 1 = Total: 20

=============== Current Initiative Order - Round 1 ===============

---Init--Name----------------Notes--------------------------------------------

20 Kiroth Flat-footed (0 rnds active)


20 Devin Hastlymere


11 Ssylrath Flat-footed (0 rnds active)


==================================================================

GAME: Duncan rolls initiative: Roll: 6 + Bonus: 3 = Total: 9

GAME: Zippo rolls initiative: Roll: 9 + Bonus: 4 = Total: 13

You're in the main entry hall, where you all started, with the open coffin but a few steps from the main door.

GAME: Colrick advances the initiative order.

Round One - Init 20.

It is now Kiroth's turn! Devin Hastlymere is next!

GAME: Note Flat-footed on Kiroth ended.

GAME: Kiroth casts Ghostbane Dirge. Caster Level: 5 DC: 14

Kiroth blinks as Duncan suddenly grabs the seal and he frowns, "Give it back now." He turns and holds out his holy symbol of the Shining Knight, "Let this ghost have form so that we may strike it down." He casts a spell that will help to eliminate the problems of fighting a ghost.

GAME: Colrick rolls 1d20+2: (11)+2: 13

GAME: Colrick advances the initiative order.

Round One - Init 20.

It is now Devin Hastlymere's turn! Zippo is next!

01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)Koszhey

| Name | Race | Class | E Lev| CHP | HP | AC | For | Ref | Wil |

01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)Koszhey

|Duncan |STORM_DWAR|Bbn/Ftr | 3 | 8 | 30 | 17 | 8 | 3 | 2 |

|Kiroth |HUMAN |Pal | 5 | 50 | 50 | 24 | 9 | 5 | 9 |

|Ssylrath |SITH-MAKAR|Cav | 5 | 28 | 45 | 23 | 7 | 3 | 2 |

|Zippo |GOBLIN |Art | 4 | 8 | 28 | 19 | 6 | 9 | 2 |

01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)01:55, 1 February 2014 (EET)Koszhey

GAME: Colrick rolls 1d20+6: (2)+6: 8

Devin Hastlymere's ethereal figure solidifies and becomes more opaque as the paladin's will takes hold. Devin is a 6' athletic man in his early thirties, quite handsome, and dressed in a mix of noble finery and breastplate armour. In his right hand he wields a boar-hunting spear, the crossbar at the end preventing a boar from pushing down the haft and striking the wielder. And with that spear he lunges at Kiroth, though it seems he missteps from suddenly as the spell disorients him.

GAME: Colrick advances the initiative order.

Round One - Init 13.

It is now Zippo's turn! Ssylrath is next!

GAME: Note Flat-footed on Zippo ended.

GAME: Zippo rolls ranged+2: (9)+8+2: 19

Duncan has partially disconnected.

GAME: Zippo rolls 2d6+6: (3)+6: 9

GAME: Colrick advances the initiative order.

Round One - Init 11.

It is now Ssylrath's turn! Duncan is next!

GAME: Note Flat-footed on Ssylrath ended.

"Ghosts are no match for the power of SCIENCE!" Zippo declares as he points a horrible raylike contraption at the ghost. An arc of energy surges out and tries to bust the ghost.

GAME: Ssylrath rolls melee +1: (1)+9+1: 11

GAME: Colrick advances the initiative order.

Round One - Init 9.

It is now Duncan's turn! Kiroth is next!

GAME: Note Flat-footed on Duncan ended.

Ssylrath points his curved blade at the suddenly solid pinkskin. "You are not natural, you mussst be put down for the Green! I will destroy you!" He follow this up with a clumsy swing that comes nowhere near his target. Nonetheless, the ghost seems distracted by his presence.

GAME: Duncan rolls 1d20+7: (12)+7: 19

GAME: Duncan rolls 1d100: (97): 97

GAME: Duncan rolls 1d10+7: (4)+7: 11

GAME: NEW ROUND!

Colrick advances the initiative order.

Round Two - Init 20.

It is now Kiroth's turn! Devin Hastlymere is next!

Duncan's eyes widen as he raises his hand and holds up the seal - how'd that - what is he doing with - then Devin's ghost emerges from his body. His BODY! Duncan can only gape for a moment, and only when his allies starts attacking does he remember to do the same. Moving to circle around the ghostly form, Duncan swings his axe with both hands.

Kiroth steps back for a moment and he draws his sword as he puts away his holy symbol. He calls out, "Shining Knight come guide your servant's blade." His blade starts to glow white with a magical enchantment.

GAME: Colrick advances the initiative order.

Round Two - Init 20.

It is now Devin Hastlymere's turn! Zippo is next!

Duncan has reconnected.

GAME: Colrick rolls 1d20+6: (9)+6: 15

GAME: Colrick rolls 5d6: (15): 15

GAME: Duncan rolls fort: (16)+8: 24

GAME: You damaged Duncan for 7 points. 1 remaining.

GAME: You damaged Duncan for -9999 points. 30 remaining.

GAME: You damaged Zippo for -9999 points. 28 remaining.

GAME: You damaged Kiroth for -9999 points. 50 remaining.

GAME: You damaged Ssylrath for -9999 points. 45 remaining.

GAME: No valid players found.

GAME: You damaged Duncan for 7 points. 23 remaining.

Devin is quick to recover from this situation, as well as quick to retaliate as the dwarf assails him. The hunting spear is lunged at the dwarf, only nicking him, but instead of cuts his skin pales and wrinkles unnaturally from contact with the ghost. "Invigorating! But you're only delaying my reunion with her!" he declares.

GAME: Colrick advances the initiative order.

Round Two - Init 13.

It is now Zippo's turn! Ssylrath is next!

GAME: Zippo rolls ranged + 2: (4)+8+2: 14

Zippo continues blasting his crackling ray of artifice, but the next bolt ends up sailing straight past the ghostly target. "She's already dead!" He shouts. "You're as reunioned with her as you're going to get!"

GAME: Colrick advances the initiative order.

Round Two - Init 11.

It is now Ssylrath's turn! Duncan is next!

GAME: Ssylrath rolls melee +3: (16)+9+3: 28

GAME: Ssylrath rolls 2d4+7+5: (5)+7+5: 17

GAME: Colrick advances the initiative order.

Round Two - Init 9.

It is now Duncan's turn! Kiroth is next!

GAME: Duncan RAGES!, gaining: +4 Str, +4 Con, +2 Will and -2 AC

GAME: Duncan rolls 1d20+11: (7)+11: 18

GAME: Duncan rolls 1d10+10: (3)+10: 13

Ssylrath steps sideways, taking advantage of Duncan's presence to bring hs magic blade around in a tight arc. It cuts into the half-corporeal spirit, disrupting it badly. "You are unnatural. You ssshould not be."

Duncan's lips pull back, baring his teeth. "Delaying? DELAYING? We'll send you back to her now!" Veins and muscles bulging, he swings his axe in a massive blow.

GAME: NEW ROUND!

Colrick advances the initiative order.

Round Three - Init 20.

It is now Kiroth's turn! Devin Hastlymere is next!

GAME: Kiroth rolls 1d20+10+1+1+2+3: (18)+10+1+1+2+3: 35

GAME: Kiroth rolls 1d8+5+1+10: (4)+5+1+10: 20

GAME: Duncan ends his rage.

GAME: Colrick removes the timestop.

Timestop by Colrick has left.

GAME: You remove the timestop.

Kiroth frowns a little bit as Ssylrath gets in his way, but he did step back to call upon his god. He steps around the caviler and calls out to the ghost, "By the Shining Knight's Blade get thee back to the bowels of the void." He swings hard and slices through the ghostly essence cleaving it in twain. "Hopefully now e can find out way out of here." He looks to grab the seal before it can fall to the floor.

Devin Hastlymere's faded form stutters, as if existence can't make up its mind as to where he actually is. With his lack of substance, the golden seal clatters to the floor when gravity takes hold. Flickering between floating in various pieces, and gasping on the floor, his words have a strange echo that can grates on your ears. "No... it doesn't end here... she's out there, waiting for me... why else would I be here? Why would I be back?! She's out there... out..." he retorts with confusion and desperation, pointing out at the door behind you. "... there." is his last word, as he fades to nothingness.

"Whew! That takes care of that." Zippo does what is clearly the intelligent thing to do under the circumstances, which is walk right up to that door and open it up.

Ssylrath looks around for the hound. "That wasss..... strange." He checks his blade for ectoplasm or something before sheathing it.

Kiroth bows his head as he puts away his sword, "May all those spirits here find peace in the next life." He looks at the seal, "So shall we see if we can get out of here yet?"

Outside the door lies the spiritual landscape you witnessed earlier, it's ashen fog and isolated stone pillars continuing on into the distance. Perched on the nearest stone pillar rests the indistinct bird-like figure of one of the predatory creatures before. It's shape is impossible to fathom, defying the ability of yours eyes to map out its contours. Two cold blue pinpoints of light - eyes, if you may - focus on you as it turns about on its perch, tilting its 'head' this way and that.

Duncan takes a long look at the area where ghost-Devin was last seen, even walking over and stamping on the floor a few times with his boot. Then he shudders as the rage leaves his frame...for now.

Kiroth hmms as he looks out the door and then reaches to shut it, "Well that is definitely not Alexandria, shall we try to explore this house again and see if we can't find a way back."

Zippo sighs heavily and rubs at the bridge of his nose again. "... Okay. The hypothesis that zapping the ghost would bring us back to our plane has been disproven. We need new ideas."

The hound seems to have disappeared during the skirmish.

Ssylrath surveys the room. "The thin four-foot has gone. Perhaps some other thin ones can help explain what we should do now if we can find any?"

Kiroth hmms as he looks down at his hand and he closes the door again, "Give me a moment." He puts the seal up to the door.

The seal rattles against the wooden door, as if tugged by a magnet that chaotically shifts on the other side. Gravity holds no sway on it as it dances about, as if seeking a way through.

Duncan's eyes fly open. He has the end of his axe planted on the ground so that he can lean against the butt to recover his breath. "Is it supposed to be doing that...?" he asks, then realizes that none of them are experts in the arcane.

"I'm not certain that 'supposed to' has much impact on how things happen around here." Zippo says with a sigh. "Ideas? Or is it back to exploring?"

Kiroth looks at Zippo as he is supposed to be the arcane expert of the group, "Why don't we wait til it's done then open up the door.

Ssylrath folds his hands in front of him and closes his eyes, concentrating hard. After a new moments he opens them again. "I cannot contact Muddy, the mark of my order can not reach to thisss place it seems." He looks disappointed if anything. "I was told it could work anywhere. It ssseems that was wrong."

Zippo looks to Kiroth and shrugs. "Ordinarially I'd be against tinkering with untested magical forces, but... well. Seems we're out of ideas. Worth trying."

The seal shows no sign of relenting in its attempts to find a way out of the door. Eventually its chaotic motions get it stuck in the slight groove between the double doors, hindering its side to side motion at least. You begin to notice that it's actually grinding into the door itself, scratching and scoring its way through.

Kiroth nods a little bit as he reaches to open the door, 'It seems to want to go outside."

As you open the door, the seal is immediately flung outward and promptly snatched in the 'beak' of the waiting avian-like being outside.

Duncan shakes a fist at the bird. "What do you want with that!" he bellows. "At least tell us hiw to get home!"

"No..." is heard behind you, as the tattered figure of Devin rises up out of the floor, still looking barely held together. "... don't take it... Altima... not without me... that's my gift... I lo-" His words are cut off as the shadowy thing takes flight and the doors slam shut, his ghostly form disappearing instantly. For the first time since you entered, you can now hear the howling cold wind outside, and the muffled voices of your companions that were outside when the doors first slammed shut.

"... Did that do it?" Zippo asks with what can be best described as cautious optimism. He opens the door back up again to check.

Kiroth frowns, "The Sorceress Queen?" He draws his sword at the avian creature and points at it, "Drop that you fiend of the void."

Ssylrath shakes his head in confusion. "I think sssomeone got what they wanted. Whoever Altima is? Or was? I do not know." He raises his voice into a bellow. "Muddy! Come!" He waits for a response.

As Zippo opens the door you get a blast of cold air, along with seeing a snow-filled courtyard and a confused-looking Rayne, Kade, Muddy the Bear, and horse.

"Altima is long dead. Nothing can benefit her now." Zippo says, unconcerned, as he marches back into the courtyard with a scowl. "Right then, we're leaving. And we'll have to have a talk about hazard pay with our employer."

Duncan runs a hand through his hair and tugs at his beard. "That was like a bad dream," he mutters dourly.

The Vardamans are concerned over this turn of events, as they have no record of any correspondence with the Hastlymere estate over a request to transport the remains of Devin. As far they knew, the Hastlymere family has long since been dead. They mention they will look into what happened and why, but that's it. They are at least partially relieved that the matter seems resolved, though they offer little information as to what you experienced. Any attempts to press them for details on the ashen realm you saw is met with curt dismissals. The news of Jestus Hastlymere's will eventually reaches the first Myrrish name in the list, who offers a reward to you all for this information, as he stands to inherit that estate and its lands.