Crypts and Things

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-=--=--=--=--=--=<* A01: Watch Constables' Lodge(#2590Rh) *>-=--=--=--=--=--=-

No matter the time of day, the headquarters of the city Watch is always busy. The first thing most would see is the 'waiting area,' nothing more than some cheap seating separated from the rest of the chaos by wooden boards and often occupied by citizens in various states of stress, fretting, bickering, or sulking, whilst a bored-looking secretary sits behind a desk nearby.

Beyond that, there's just more bedlam. The room (a simple, rectangular, well-lit affair with a high ceiling and smoke-stained, whitewashed walls) is cluttered with desks and chairs. Some desks are enclosed by more wooden boards to afford their occupiers a modicum of privacy, while others are not. Flustered Watchmen frequently barge their way between the desks, often pushing criminals before them or marching around with wads of paper in hand. There is noise, there is argument, and sometimes there is shouting. 

There's a small oasis of peace in the easternmost corner of the room where some battered couches, a stove and a kettle have been provided for those few Watchmen on their breaks, but that's about it. 

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Beaglefinder    A bumbly, four-legged beagle.                         0s   1d

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Jail Cells <JC>           Out <O>                   

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Beaglefinder summons Serraphine.

Serraphine has arrived.

Beaglefinder summons Josselyn.

GAME: Hun'rar has disconnected. <Netfailure>

GAME: Josselyn has connected.

Josselyn has connected.

Beaglefinder summons Verna.

Verna has arrived.

GAME: Gregor has connected.

Beaglefinder summons Gregor.

Gregor has arrived.

Inside the Watch is a flurry of activity. Two Watchmen argue near a desk. The khazad behind it gestures with derision towards the papers the Watchman has placed there.

"If this is true, and if it is--"

"There's a shift coming, yes ma'am," the Watchman says. He salutes her.

That's where you come in. Some of you have legitimate business to be here. Perhaps, bailing that buddy out for the nth time that month. Others had arrived via a whisper network. Something's up, suggested whispers among the Vardamen and Arvek communities. And of course, where the Vardamen go...the Serrielites aren't far behind.

Beaglefinder summons Sandy.

Sandy has arrived.

You paged Sandy with '

Inside the Watch is a flurry of activity. Two Watchmen argue near a desk. The khazad behind it gestures with derision towards the papers the Watchman has placed there.

"If this is true, and if it is--"

"There's a shift coming, yes ma'am," the Watchman says. He salutes her.

That's where you come in. Some of you have legitimate business to be here. Perhaps, bailing that buddy out for the nth time that month. Others had arrived via a whisper network. Something's up, suggested whispers among the Vardamen and Arvek communities. And of course, where the Vardamen go...the Serrielites aren't far behind.'

Gregor was just told he should come here, that something important was going on. He's not sure what it is, or what's going on. And he has no official standing, which has bothered him a bit also, after spending time in the army with Blar, which is pretty official. But ... he'll do what he can to help, because he's here and he'd -like- to be of use to the watch. He ahems, and says, "Gregor Augustin, of the Explorers Guild. May I be of assistance?"

And so is Serraphine looking for cookies. Kerbasi just gave her bread last time and she hasn't been able to track down Acleese. She scratches lightly at her arm as she walks into the area and starts to look around. Is there a Kerbasi here?

Serraphine's eyes scan along the people, then she frowns, she will have to try and track down Acleese some more. Whelp!

"So what's all this about anyway?" Serraphine asks of the Watch in general.

GAME: Aerilaya has disconnected. <Timeout>

Josselyn has come off of a long night shift and is napping, slumped sitting on a bench with her crossbow propping her head up. Her uniform is dusty, there is blood on the knuckles of her spiked gauntlets and so far appears to be able to sleep through all the confusion.

"Bless th' Ravens. Is nothing secret in this city?" the khazad mutters. She leans forward against the desk. Rubs her thumbs against her temples.

The Watchman she'd been talking to...declines to comment.

"Well...come over. You're Adventurer's Guild, aren't you?" she says, with the graceless weariness of someone whose paperwork just quintupled.

"...though I'd give a pretty penny to find out how you'd heard..." she adds, under her breath.

Again, the Watchman...declines to comment. But his ears look a touch red.

Those of you among the Vardamen might know a certain someone is of course, sleeping with another certain someone, among the Watch. Then there's that there's just so blasted little to do sometimes, during what are literal graveyard shifts. So you throw some dice, talk...even the disciplinary arvek slip from time to time.

Boring takes on an entirely new word when dealing with corpses. But of course, whether any of you says anything is, again of course, another matter.

There are many matters of concern as of late. Most recently are those related to the who or what may or may not be currently incarcerated. As for her own work and free time, she has no issues spending the majority with the dead. They are far more polite than many of the living and allow one to perform one's duties or read in peace. They are also consumate listeners.

Gregor comes on over, then, and nods about being from the Guild. That's what he'd said. It'a about as much official status as he can claim. As far as who told him, he asks, "Heard what, sir?" Because the first rule in the military is always deny. You know nothing. That way people tell you things. Though in truth, it was only vaguely hinted that it'd serve him well to come here. For all he knew, it was Extra Doughnut day.

"Wait! Did you bring the chubby rainbow demon here too?" Serraphine says as she cranes her neck at the sight of purple hair in the back. She scratches lightly at the crook of her arm again a look down at it. What was so blasted itchy? But even that was short lived as the Khazad started muttering and asking.

"How pretty of a penny?" Serraphine asks with a furrow of her brow, "Because if it's a really pretty penny, then I will tell you how I heard. If it's just a normal copper though, I will pass. I have many of them."

"Well, hell. So you are. That could make this easier, or it could make it more difficult," the khazad-aul behind the desk says. She frowns at all of you, though it's more a thoughtful frown, and the eyes behind it are sharp. "...between the lot of us, I know that noblewoman was tryin' to do something good, but nothing--nothing comes from delving too far, you know?" and who would know better than a khazad-aul? "I'd like to know what inspired them to renovate that damn Museum and then wrap my hands arou--"

"Ma'am--"

"Shove it, Wonthers. You haven't seen th' paperwork that's about t'come out of this, yet. Look...something's going on down there. Again. We had not one--not one! Which would be bad enough, Ravens take it--but two reports of before-unknown Thulian Shrines shutting down.

"That's it. Shutting down. Crumbling. Do you know what sort of shit-all escapes when those pestholes just 'shut down?' Do you?" she asks, and it's a rhetorical question, so she answers it.

She takes a breath, and leans forward. "Now, what would make me a lot happier is to know the Vardamen had this planned all along, and we're finally getting rid of the cockroaches--shut it, Wonthers, I know about 'religious tolerance' and what that shit, but Thul don't follow the law, and you know it, I've got goddamned paperwork to prove it--and that the Harpist's Temple has all of this lined up and prettily packaged. PLEASE tell me that's the case and it's some sort of late birthday present and I swear to you, there's an offer of Ravens-damned MARRIAGE on the table!"

And she looks at Verna. And for some reason, Serraphine.

GAME: Kravar has disconnected. <Netfailure>

Gregor feels like he's missing a huge piece of this puzzle, and prepares to make his apologies and go. But at the mention of Thulian Shrines, he pauses and listens. Not that he understands quite what's going on. He looks over at Verna and Serraphine, with a nod to the latter and a whispered, "Ma'am." He turns back to the dwarf, then, and says, "What do you actually want us to do?"

"I am not interested in marrying you." Serraphine says as she frowns at the Khazad. A nod of her head afew times, and she looks back toward the door as if expecting someone to walk in right then.

No? Damn.

Back to the Khazad, and a sigh with a deeper frown as her eyes run up and to the right. "Thul is the contract guy." She turns to look at Gregor, "Sometimes what people need for us to do is give the knowledge we might have within. Like with the stables." A nod.

Serraphine looks back to the Khazad, "I don't think it was something planned, and the reasons I doubt are good. Maybe... powering something. Maybe just because they failed to fulfill their end. Maybe Thul's gathering strength." She shrugs, "Not good stuff."

-=-=-=-=-=-=-  At a glance around A01: Watch Constables' Lodge  -=-=-=-=-=-=-=

Beaglefinder 0s      7'4"     479 Lb     Bumbly            Blumby    

A bumbly, four-legged beagle.                                              

Gregor       7m      6'2"     248 Lb     Hobgoblin         Male      

A six-two Arvek with brown hair and a thick build.                         

Josselyn     23m     5'5"     145 Lb     Human             Female    

Ordinary city guard, with a crossbow.                                      

Sandy        1m      5'0"     136 Lb     Llyranesi         Female    

Purple haired, plump elf. Presumably irritable.                            

Serraphine   1m      6'5"     185 Lb     Hobgoblin         Female    

Muscular, grey-red skin, and bright yellow eyes.                           

Verna        9m      4'5"     98 Lb      Half-Elf          Female    

Petite humanoid in bulky gray robes and cloak.                            

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GAME: Baz da Ork has connected.

"Power...alright, that's one avenue. Maybe it's the answer; it just sounds nasty, so no offense to you--I just hope it ain't. If it is that, let's hope my Uncle Jerrum's started making booze again."

She taps her fingers on the desk, then nods to each of you in turn. "But if you, any of you, can shed some light on this or help us clean th' damn things up..."

Wonthers starts nodding, empathetically.

"I know the Guild an' the Watch are often at odds and shit, but Thul's no laughing matter. Even His dead shrines, ones without cultists. If you can help us seal this off--" she says, her voice trailing thoughtfully.

"--I can't pay much, but I can pay standard Watch rates. And it'll be a helluva lot of help to Alexandria."

Verna neither confirms nor denies the Watch-khazadi's hopes and/or fears, at leat not explicitly. "We consider these matters of the utmost importance and affirm that we shall remove any corruption left by Thul and put to rest all who are denied."

Gregor says to Serraphine, "Well, I certainly don't know where any Thulian shrines are. If I did know, I'd have informed the authories already." He ahems, "I mean, I know if they're left unattended, the bad things can get free." He's just not sure how he fits in. Though at the mention of being paid to clear them out, he nods. "I am willing to help with that. And if you find any, I may be able to track them back to their source. If they walked, anyhow. Floating through the air, I can't track."

Serraphine looks around and does a quick count, "We are even, nod odds." A nod of her head as she looks back to the Khazad, "If Acleese was here we would be at odds, since you proposed and all. I put my money on you though, Acleese tends to feint a lot. Not in the good way with a solid parry and strike either, but literally." She scratches lightly at the inside of her elbow again.

"Yes! What the short one said." She points to Verna, "This is important, and we will help. Thul is no laughing matter, much more of a scowling matter." She scowls for emphasis, see? Arvek are very serious business. Scratch-scratch. She points in the direction of Gregor, "And we can track things."

The khazad narrowers her eyes at Verna. "Paperwork," she mutters at length. "I'm drowning in it. Alright...there's crews going out tonight, for a survey of th' damn things. After that, Wonthers will get you some badges and you'll be able to come an go as you please.

"Because this city is a sieve," frown at Wonthers, whose ears are just oh no, yes, that is a shade of cherry, "Th' story's likely to be all over th' papers tomorrow morning. That means tourists, y'hear? We'll do our best t'deal with them, but y'get the picture." Gregor gets a nod. Her face pales some, under the skin. Seems no one's really eager to deal with this, and why would they be?

GAME: Ga'Elian has connected.

Ga'Elian has arrived.

GAME: Stirling has disconnected. <Timeout>

GAME: Chay has partially disconnected.

Serraphine looks around for the person to hand her the picture, but instead finds Wonthers who is getting badges. She narrows her eyes at Wonthers, narrows, then points her finger at him, "You still owe me 2 silver!" back to the Khazad, "Do you need us to protect the survey crews? That sounds like something we would be able to do."

It's Variday, Vhast 15 13:44:05 1020. The full moon is up. The tide is high and ebbing.

The sky is cloudless and brilliant blue. The northwest wind is icy, blowing snow across the landscape in swirling white gusts.

Gregor nods about crews going out. And badges. That'll make him feel better, at least. And it's not that he's not eager to deal with things so much as having no idea what's being said except in the broadest sense. He's used to having a better idea what's going on. But you don't make it far as a scout if you're not ready to face uncertainty, and Gregor is ready for that much. "We stand with you," he says, because that much is true. "You can count on me." He looks over at the others. "On us, I should say."

"Protect them, assist them. I assume each of you'll bring different skills to th' table. Like you said yours was," the khazad says, with a nod to Gregor. "And you look like a Mourner," to Verna. "So I'm hopin everyone here has skills to bring, or we're in a lot of trouble."

Serraphine scratches the inside of her elbow again.

Gregor ohs at the dwarf. "Just guarding them and helping them. That's easy enough," he agrees. "Is this all underground? Or out in some lost place?" he wonders. Not that it'll change things, but it changes how he deals with it.

Verna's hood dips to the khazad in confirmation before turning to the others inquiring of their tasks. "You are all most welcome to guard those locating, investigating, and/or sealing these blasphemies and abominations. i intend to perform all of the above duties, as I am able."

It takes about an hour. In an hour though, Wonthers provides you with the badges and initial paperwork. That much is taken care of in the flurry of chaos that is the Watch Offices this morning.

You're also given a summary of the findings. It's hastily made, of course, given the situation. (This will be in your @mail box in a minute.)

Preparations are underway to go out tonight, for a second survey of one of the shrines. They're intending to survey 'Shrine One' though the way the khazad talks about it, this might have less to do with the shrine's relative importance than a 'let's go ahead and get th' shittier one over with' sort of attitude.

Because Shrine One is probably the shittier one of the two. Say that for it, at least.

You'll leave that evening, so there is some little time to prepare before heading out.

-=-=-=-=-=-=-  At a glance around A01: Watch Constables' Lodge  -=-=-=-=-=-=-=

Beaglefinder 0s      7'4"     479 Lb     Bumbly            Blumby    

A bumbly, four-legged beagle.                                              

Ga'Elian     3m      5'4"     120 Lb     Sylvanori         Male      

A male wild elf w/dark coppery hair & turquoise eyes                       

Gregor       1m      6'2"     248 Lb     Hobgoblin         Male      

A six-two Arvek with brown hair and a thick build.                         

Josselyn     53m     5'5"     145 Lb     Human             Female    

Ordinary city guard, with a crossbow.                                      

Sandy        2m      5'0"     136 Lb     Llyranesi         Female    

Purple haired, plump elf. Presumably irritable.                            

Serraphine   7m      6'5"     185 Lb     Hobgoblin         Female    

Muscular, grey-red skin, and bright yellow eyes.                           

Verna        4m      4'5"     98 Lb      Half-Elf          Female    

Petite humanoid in bulky gray robes and cloak.                            

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MAIL: You are sending mail to 'Gregor, Josselyn, Serraphine, Verna, Beaglefinder'.

1066/7999 characters added.

---------------------------------------------------------------------------

From:  Beaglefinder      Subject: Notes

To: Gregor, Josselyn, Serraphine, Verna, Beaglefinder

---------------------------------------------------------------------------

Two Thulian Shrines were uncovered in Alexandria, according to the notes given to you by Wonthers:

* Shrine One: Located near the Museum and closer to the Underground Vaults than the Vardamen would have liked. This one possesses a distinct age, and likely dates to the days of Barntos. Initial survey shows discarded robes and various scraps. The Watch reports 'unsettling noises' coming from the back end.

* Shrine Two: Located in the Warehouse District, this one appears smaller and more new than the previous location. Watch notes report that the body of a young oruch was found there, recently stabbed. The corpse is currently three days' past AND is located near the waterways, and so certain 'effects' related to decomposition have started to set in.

Included in the notes are rough outlines of the shrines themselves. Neither of them appear too elaborate. Of the two outlines, only the outline of Shrine Two is complete. The outline of Shrine One ends with 'and then it leads into a backdoor sort of, into the Varaman Crypts.' Just peachy.

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MAIL: You sent your message to Gregor.

MAIL: You sent your message to Josselyn.

MAIL: You sent your message to Serraphine.

MAIL: You sent your message to Verna.

MAIL: You sent your message to Beaglefinder.

MAIL: You have a new message from Beaglefinder.

Ga'Elian goes IC.

Ga'Elian has left.

Heinrich has arrived.

Arisha has arrived.

Mothers and Fathers tell their children about the Crypts when they want them to behave. The Vardaman Temple, as battered as it is, sits nestled in the Redridge mountains as a seal on what's below ever escaping into Alexandria's bountiful harvest.

The Watch has the opening sealed off. A few Vardamen are here (judging by the divine edge to some of the swearing going on), and...that whisper network that the khazad captain had so denounced is well-functioning. Two more within your community have shown up, Heinrich and Arisha have shown up, and after some more cursing, Wonthers has provided badges for them, too.

You'll need to bring them up to speed.

Ahead of you anyway, is the opening. From what you can see, it used to be sealed--and hidden. Hidden well enough that apparently, even this close to the Vardaman temple...no one noticed it.

For over a decade.

GAME: Baz da Ork has disconnected. <Netfailure>

Gregor briefs the newcomers, "These Thulite shrines have recently been discovered. They were unattended, that we know of. They're going to seal them off somehow," he explains further, his tone straightforward, even when he doesn't understand the details. "We're here to guard them, mostly. Some of us," he eyes Verna and Arisha, too, though he's not sure, "can help a little more directly."

Serraphine managed to find a cookie along the way, alas it is not coffin shaped, and after only a few bites they arrive. She stares at the cookie, a forlorn look, a sigh - wistful - and she tosses it in the nearby receptacle before continuing onward. It's just not as good. It's just not as good. "And sp we're here to give lessons in footing. Or something." She adds, and looks toward the two newcomers, then toward Verna and Arisha. "I don't think glue will work here."

GAME: Serraphine has reconnected.

Serraphine has reconnected.

"Unlikely glue will work, Lancer." Arisha says as she removes her overcloak and hangs it on a nail nearby. She takes her time in loading a pistol. "Thul will likely have traps set up inside." She then holsters her pistol. "be ready for traps, but we can hope nothing happens."

GAME: Arisha rolls survival+2: (9)+12+2: 23

GAME: Gregor rolls survival: (9)+5: 14

GAME: Heinrich rolls Knowledge/Military Theory: (5)+5: 10

GAME: Heinrich rolls Survival: (7)+5: 12

GAME: Gregor rolls perception: (19)+5: 24

GAME: Heinrich rolls Perception: (1)+6: 7 (EPIC FAIL)

"The binding of souls, rather than escort to their deserved rest, " Verna notes, "is the hallmark of Thul. I expect that any threats we encounter will involve restless spirits, or attempts to reduce us to the same. Remain wary."

GAME: Serraphine rolls knowledge/Military Theory: (14)+7: 21

GAME: Serraphine rolls Perception: (3)+4: 7

Heinrich is there, seemingly a bit annoyed, but keeping it in check. Of course, non hobgoblins might just think that is normal. He listens as the Vanguard, focusing. Then responds, shaking his head, "Always, they lurk from the dark places beneath the world, ever vying to rise."

GAME: Josselyn has connected.

Josselyn has connected.

MAIL: You are sending mail to 'Josselyn'.

1906/7999 characters added.

MAIL: You sent your message to Josselyn.

"Sister...." Arisha says to Verna, but gesturing towards some of the rubble. "These look like markings...." She says picking some of them up. "And I'm counting three that came out of there. Three different sets of tracks....."

Gregor picks up a few pieces of rubble and brings them to Serraphine. "Found these, ma'am," he says. "Parts of a seal, I think, but I haven't the foggiest idea of how. Also found some tracks. Three people ran like hell out of here."

Heinrich shrugs, "I'm no expert, but what say we start here?" He pats the large sword hanging at his side.

Gregor says, "How they'd go together, that is."

Josselyn comes jogging up with her crossbow in hand, still rubbing some sleep from her eyes. "Office Josselyn reporting for... "YAWN"... uh so whats up?" she says finally shaking some of the last sleep off.

GAME: Stirling has connected.

"Three?" one of the Watch looks over. The observations causes a minor commotion, before one of them speaks up. "Any of them undead?" one asks.

Then another, "What about a dog?"

This causes a few...it causes a few stares, but the Watch who looks your way looks perfectly earnest. Because, "I'm serious," he says.

Meanwhile, Verna approaches the rubble, and appears to be examining it. She adjusts her spectacles from time to time. The dulcet tones are absolutely not the grinding of her teeth, at finding a Thulian shrine so close to the temple. Absolutely not!

Gregor explains to Josselyn, "We're at the first shrine to Thul. The priests are going to try to make it safe. We're here to fight off anything bad that turns up to try and stop them." A huge simplification, but that's the sort of person he is. Simple is good.

GAME: Serraphine rolls Spellcraft: (14)+7: 21

GAME: Verna rolls spellcraft: (11)+28: 39

Gregor ugms. "Their footprints aren't undead. If the folks that made the footprints were undead, I can't say. But the footprints are right here," he points, "If you can tell."

GAME: Aerilaya has connected.

Josselyn slowly nods as she catches up, pulling her crossbow back and knocking an arrow "Right, have you tried hiding a peanut butter and jelly sandwich underneath and telling some of the gobbers in Goblintown of it? Thats usually a quick way to remove unwanted structures." she eyes the situation.

GAME: Lucy has disconnected. <Quit>

Heinrich smirks at Josselyn's characterization of gobbers. "Not as fun as beating it down."

Arisha says, "There were undead here, but it was a LONG time ago. I can barely make out the scent myself, but it's stronger near the shrine." He says pointing with her right arm. But then she looks to Josselyn. "I wouldn't want the gobbers to get any of this, Watchman. Or anyone else....""

GAME: Kravar has connected.

GAME: Kisaiya has disconnected. <Timeout>

Serraphine is walking along as well, looking from one side to the other. She scratches her chin and looks about, a lean to one side... then a lean to the other. She's looking over the shrine and then a turn to look back behind her. It's a slow sort of saunter from side-to-side as the others are discussing the various parts and - as the seal thing is pointed out she looks at it, tilts her head, and says "Yep. That's a seal alright." She continues on a bit further and then finally turns about and heads back to the rest of them.

The crunch of her boots as she walks back over and then a scrape as they stop, "Whelp. The Crypt is a good spot. It runs deep, nice side access, it's definitely a great spot you could use a checkpoint or meet-up. I like it, but that's bad for us too."

GAME: Gregor rolls survival+4: (18)+5+4: 27

GAME: Heinrich rolls Survival+4: (19)+5+4: 28

GAME: Heinrich rolls Knowledge/Military Theory+4: (4)+5+4: 13

GAME: Josselyn rolls survival: (10)+11: 21

Heinrich leans over (towards) Arisha, and talks in a low volume (for him, at least). "Looks to me like... What think you? How do you read it?"

Gregor ehs to Serraphine, takes his find to Verna next. She'll know whatever it is, at least. If it is anything. It seems to him like a seal or something holy or like that. Though, what does he know?

Arisha says, "My knowledge of spells, wards and the like are very limited. Sister Verna is the one even I go to for the wards." She says as she seems to concentrate on a blessing for herself.....and to help out."

GAME: Lucy has connected.

Josselyn squats down with her crossbow in eyes some of the rubble. "Careful not to move things, treat it like a crime scene." she adds to the others. "No assumptions if you can help it and no clue too small."

Heinrich considers, "Hmm. You know, I think the middle crypt is a good chance. The first crypt isn't any cause for worry, and everyone keeps a tight watch in the third one, but somebody might try something sneaky with the middle one.

Gregor looks over the ground again as we work together, and he says, "You know what those look like? Wolf tracks. Or some kind of canine. But ... well, too large for normal wolves, but maybe like that driud who goes around the city in wolf form." Dire wolf-sized, then. "Do you think she's involved in this?"

Arisha is still looking at the ground, before she pipes up. "You see this? Canine fooprints....." She says gesturing towards the ground. "Something's in here." She then sniffs again. "there's definitely an undead presence here." She starts to stand up. "Dunno. But lets follow these tracks.....and see."

Josselyn shrugs "Wold, dog.. something big now that you point it out. Didn't take her for a Thulite though. I can scout a head a little bit, report back sort of thing." she offers as folks get ready to set off.

Heinrich looks at Gregor and says, "Or maybe there could be werewolves involved, too? Don't the scary bed-time stories mix werewolves together with vampires?"

Gregor agrees with Josselyn, "No, I didn't think she was a Thulite either. Just goes to show. But no, I just meant that size, I have no reason to suspect her." As far as scouting goes, he says, "I can help with that." To Heinrich, he says, "I don't know about that. I thought they ate each other when they ran short on people?"

GAME: Serraphine rolls knowledge/Military Theory: (12)+7: 19

GAME: Josselyn rolls stealth+10: (11)+6+10: 27

Heinrich shrugs. "Well, I don't really know, mind you. In a place like this, I can't tell bear or any other tracks from those of a big wolf anyway."

"Hey? Did you find something?" asks the Watch guy from earlier. He looks at you guys a moment, then over at his comrades. "I think they found something! Halberds up, lads!"

And so. Josselyn's able to stop them from rushing forward. She does a fairly good job too, of sneaking forward and--carefully--removing the rubble without a lot of sound.

...and that's when the first whine comes from the hidden room. That's when you find...

...puppies. Okay. They aren't really puppies. And the scene is more horrific than finding puppies would suggest. Inside the room are multiple kennels and a workbench. Inside the kennels are hyenas, in varying stages of unliving decay. They look at you numbly, not seeing anyone at first, thanks to how you'd stealthily re-opened the door. Many of them are tattoo'd with marks of Thul's ownership, and other runes.

There's decayed blood on the walls and floors. There's rotted meat inside the cages. Verna, and that is definitely NOT the sound of her gritting her teeth, identifies it as a Thulian workshop, recently abandoned. A...transformation room of sorts. She begins getting out various implements she'll need to begin to cleanse the place, but that will take time.

...but it will take time. This place has been here for over a decade.

JOBS: Job 57 has been created by Serraphine in CODE: BUG: ACP

Serraphine has partially disconnected.

GAME: Serraphine has partially disconnected.

GAME: Arisha rolls heal+4: (13)+3+4: 20

GAME: Serraphine rolls Heal +4: (19)+1+4: 24

GAME: Heinrich rolls heal+4: (2)+1+4: 7

GAME: Josselyn rolls heal: (19)+1: 20

Gregor winces as we find that site, and at the stuff we find. He can't help with the cleansing, but he can keep watch in case someone tries to interrupt. He'll follow the tracks leading away, and then conceal himself so as to ambush anyone trying to come back while the cleansing is going on.

That sound... A frown crosses Serraphine's face... wait, she's always frowning.

Deeper lines form on Serraphine's visage, a darkening as she starts moving forward. "No. No-no-no-no-no!" And she begins tromping along, heedless of any of the warning and drawing her blade. The sound of the steel slithering along the scabbard. "This will /not/ stand!" and she kicks the rubble aside as she moves toward the cages.

GAME: Critias has connected.

Arisha takes a deep breath. "Shit...." Though she's in complete agreement with Serraphine. And if Serraphine is tromping her way in, Arisha is right behind her.

GAME: Gregor rolls perception: (10)+5: 15

Josselyn sighs deep, leaving against the wall. "Goodness gracious, just what we need. How were these creatures not caught being moved into the city? So whats the play? Put them all down?" she asks suddenly looking a lot more tired. "Perhaps we should put a ban out."

Arisha says, "We don't need to kill them all. There's, at least, two alive, but it also depends upon how badly bitten they are....""

Gregor completely agrees with Serraphine, but it looks like she has that under control. Stabbing critters in a cage is fine with him, he's just more alert for potential enemies not in cages. "Those two in the back," he calls, after staring for a moment at the caged hyenas, "Might not have been killed and changed yet."

Heinrich draws his falchion, and lays into the vile puppies.

Even as Serraphine stamps her way up, Arisha uses a special kind of attack for the undead hyenas. And....even as a few bolts pass right through Serraphine and the others, they only seem to harm the undead hyenas. After multiple castings, and the work of her compatriots, the undead hyenas are finally.....dead.

Verna frowns as she sets to work. That is definitely *NOT* the sound of her grinding her teeth. Definitely not!

Josselyn lets the others do the dirty work, instead posting up at the door as if on guard. Although it appears the whole situation might have drained her emotionally as much as she feels physically from working the night shift.

Contrary to prior belief, Serraphine is doing nothing of the sort as she hauls back and hits the lock on the cage, then kicks it open and walking inside, "STOP! Don't kill them. STOP! They need help not your blasted death, they have suffered enough for the love of all that's holy!" And she goes out of her way to try and knock Heinrich's blade to the side and even attempts to step in the way of Arisha's magic as she glares back at them. "They deserve our mercy, damn it!"

So in the end, you're left with two, terrified hyenas. One of them half-heartedly snaps at you. The other looks so beaten down by its experience that it stands there, hunched and drooling. Outside the workshop area, you can hear the guards. They may be able to come and help.

In the meantime, there are a few spare robes and...parts. Verna's able to help you identify what some them do but. ...too swiftly, it falls into the realm of, 'do you really want to know?'

For the arvek, it's a trip down memory lane, a remembrance of the Templars. The Templar 'monks' were made as well, and while the process wasn't as gruesome as this one, to say it was pleasant would be something of an overstatement.

Arisha doesn't stop casting....

Heinrich pauses, but adds "Surely the undead ones should be destroyed?"

Arisha didn't stop until the last of the undead hyenas were destroyed. then the pair in the back.....she alone approches the one that snaps at them with her left arm. If the Hyena bites her left arm....it'll get a nasty surprise.....

GAME: Gregor rolls handle animal: (19)+6: 25

Serraphine glares and stands with her back to the last two with a glare as she's inside the cage. She's not exactly exstatic about the fact that everyone decided to just lay into them, and she points her sword toward Arisha as she tries to step in near them as well, "You back up!"

GAME: Serraphine rolls Handle Animal: (9)+6: 15

GAME: Arisha rolls handle animal: Trained Use Only: 0

GAME: Talion has connected.

Gregor kneels down and calls out to the hyenas like he would to a dog. He's got some jerky in his pack, and these things look hungry. They'd been abandoned for a while, from the look of things, and he's sure they're hungry. "Here, fella," he calls in a kindly tone, so different from his normal gruff manner. And he'll feed them and calm them as much as he can.

Gregor advises the others, "Just don't approach them fast, or startle them. They've been treated pretty badly, as I'm sure you all can imagine."

Josselyn looks back out of the doorway, keeping the guard out so they don't trample the scene while the others work. "We need to find out who has been bringing Hyenas into the city. Someone may want to 'restore' their supply." she comments wryly to those nearby.

Arisha says, "Or you'll do what....Lancer.....cut me down? I'm scared." Her voice is full of sarcasm towards Serraphine. "I know you don't know much about magic, but the spell I was using is called 'Disrupt Undead'. I was even casting the bolts through you. So these two weren't turned....." She then looks up to Serraphine. "There are no good undead, Lancer. They only deserve destruction, even if it's a mercy killing....""

"Blasted merchants of death." Serraphine says, glaring around at the others, though not toward Gregor as he wasn't part of it, "And you are the master of /all/?" She yells at Arisha in response, "You know that there is /nothing/ to help them? Do you? Because if you know, for certain, then write a damned paper on it because I have not read one. You /guessed/ and you destroyed creatures that deserved our kindness." And she'll try to shove her back from the two left living, "Stop your toying with creatures who deserve better than you." And she'll turn her back on Arisha after.

JOBS: Job 57 has been approved by Whiteout.

Gregor will slowly draw the two away from the hurly burly of cleansing cursed shrines and argiung with Serraphine. He's glad not to be part of that, and glad that he can take a productive role here.

"Would you read it if I wrote it? Enjoy your naievete, Lancer." Arisha then nods to Gregor. The living need to be tended to.......and she had enough of arguing.

JOBS: Job 58 has been created by Josselyn in LEG: Josselyn: Hyena Source

You have created job number 59 entitled 'Cleansing the Shrine'.

JOBS: Job 59 has been created by Beaglefinder in LEG: Cleansing the Shrine

Serraphine had already turned from Arisha and didn't even bother glancing to her as the other tossed out the bait. The argument hadn't lasted nearly long enough for Gregor to lead them both off fully and she knelt down to look at the one, a furrow of her brow as she looks at it, a tilt to one side, a tilt to the other. She reaches to one of her pouches and rummages around in it for a moment. She yanks out a bit of... garlic bread. Well... Damn it Kerbasi. A sigh and she drops it on the ground and nudges it closer to the creature.

"Come along." She mutters at it, "I'll keep you away from them." A nod of her head, she doesn't reach out to try and touch it, just tries to lead it off as best she can into one of the cages.

And so, you have some hyenas to take care of. The rest of the shrine...the rest of the shrine leads back, like Heinrich had predicted. Verna confirms its approach towards the Middle Crypt and ultimately, you find a door that will need sealed off.

That will need dealt with. In the meantime, Josselyn has a good idea, tracking the supply. That will take some work, of course. All of this will. And maybe, it will begin to piece together just why the Thulians...

...left. In fact, that /really/ starts to bother Heinrich and Serraphine, and anyone else with military knowedge. /This is a really, really good position, for Thulians/. Really good.

So...why?

JOBS: Job 60 has been created by Arisha in LEG: Arisha: Thulite tracking

You have claimed Job 59.

JOBS: Job 59 has been claimed by Beaglefinder.

You have claimed Job 58.

JOBS: Job 58 has been claimed by Beaglefinder.

You have claimed Job 60.

JOBS: Job 60 has been claimed by Beaglefinder.

JOBS: Comments added to Job 58 by Gregor.

Sorry, Serra is not connected.

No one to page.

Gregor says, "I thought working with them and fguring how they got here were the same."

JOBS: Comments added to Job 58 by Gregor.