Temple Run

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-=--=--=--=--=--=-<* A15: Alexandrian Catacombs(#2472Rh) *>--=--=--=--=--=--=-

Three somber halls for a somber deity. Each entrance is guarded by silent Chord in pale gray robes and hoods, each of whom bear the symbolic khopesh at their belts. The first of the halls, with its great ironbound doors, is the hall of the Harpist, Her sad and sorrowful face looking down upon all entrants, arms open wide as a mother who greets a grieving child. There the beloved dead reside.

The second hall is overseen by the judge in all Her stern glory. Neither fierce nor gentle, she holds a scale in one hand and a ledger in the other, so that she might judge those whose names are unknown, the faithless, and the repentant. Here the uncertain dead reside.

The last aspect, the warrior, wields a khopesh in each of Her hands, eyes ablaze with fury as one hand rises as if to strike down a foe. It is there that the criminals, the vile, the evil, are interred. The door to this hall is bound in adamant and heavily locked with all manner of prayer, sigil, and invocation engraved in its scrollwork. Lancers guard its entrance, with Absolutions beside.

The antechamber leading to each hall is, itself, little more than a cave gilded with gold statuary of Vardama and carvings, telling of Vardama's kindness, wisdom, and fury all. Braziers at every corner provide light and fill the air with a heavy somber incense. From somewhere unseen, an unending funeral dirge is "piped in," accompanied by hooded Chords (monks) who constantly polish and clean whilst chanting their dutiful hymns to Vardama and Her tender mercies. The center of the room is dominated by a statue of Basalt with Vardama in each of Her three aspects back to back to back gazing over the room.

EXTRAS: +view

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Beaglefinder A bumbly, four-legged beagle. 0s 5d

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Out <O>

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=-=-=-=-=-=-=-=-=-=-=-=-=-= Hall of the Harpist =-=-=-=-=-=-=-=-=-=-=-=-=-=-

The hall of the harpist. People visit their beloved dead here. The temple members who wander here frequently invest their time in keeping it clean, respectfully clearing offerings such as flowers, and generally playing/piping in soft music. The lighting is soft, but thorough, and very little falls into disrepair here. Stone benches set into recessed alcoves provide the visitors places to reminisce over loved ones and friends in private. Incense and candles, for those who do not bring their own, are always available for a small fee at the entrance. Also available are cleaning supplies for those who prefer to look after their loved ones' remains and caskets themselves.

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=-=-=-=-=-=-=-=-=-=-=-=-=-=- Hall of the Judge -=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Surprisingly, this hall has just as many visitors as the hall of the harpist. While much more severe, the lighting is still soft, but decorations and offerings for the dead are far less common. Instead, the scent of incense and candles is strongest here, each recess that is meant to hold a body being provided a cushion for petitioners to kneel. The vast majority of people who visit here come to pray for the benevolent judgment of loved ones who died in doubt. While the hall of the harpist might ring with tears, hushed conversation, or even laughter, there is only a stifled sort of quiet here, and loud noises of any kind are frequently frowned upon.

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=-=-=-=-=-=-=-=-=-=-=-=-=-= Hall of the Warrior =-=-=-=-=-=-=-=-=-=-=-=-=-=-

The door is bound in adamant and enchanted for a reason (as well as guarded). One needs a pass to walk these halls, as here are interred the criminals and those who died harsh, traumatic deaths. The reason is two-fold. Here lie the dead most likely to be desecrated by those they wronged. Even more poignant, while they do their best to prevent any raising as undead, it is in these halls that any that DO rise most frequently do so. The priests that tend here are more frequently replaces by paladins who roam the ways and monks of more martial bent. It is not unheard of for the rare visitor to hear the clashes of some far-off battle, or see the spirit of a loved one flit by. That said, the members of this temple do a very good job ensuring this decrepit portion of the catacombs does not fill with the restless dead.

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GAME: Mikilos has connected.

"You VITCH! I have as much right to be here as--"

"GET HIM OUT OF HERE!" The Mourner roars. Mourner Rashi, known among you as a Mourner's Mourner, that dour-faced, solemn man of Vardama, stands at the center temple. His face is red. Livid, even, as the young man is hauled out of the temple.

At least, that's the scene you've come to. A hurried missave in the rain, an anxious acolyte.

That news also, is why Arubesh is here. Has been here, woken up in the middle of the night. And why the rest of you are just arriving.

"ACOLYTE Arubesh," the livid Mourner snaps. "Please take these young men and women and seal the vitching--check whatever damage that youngster's hormones have cost us. You *know* where."

...you *know*. Well, that can be only one place. Within the Temple, there are three halls. The Hall of the Harpist, that of the blessed dead. The Hall of the Judge, for whom their future is uncertain. And...the Hall of the Warrior.

You paged Arubesh with 'The young man being HAULED AWAY was the lover of one of the recent Passed. She died under unusual circumstances which are still being investigated. ...she was buried in the Hall of the Warrior. Being there of course, easily tells you or any Vardaman that the temple suspects the possible worst. Seeing HIM here though. ...no. He'd gone down there to ...no one knows yet. But there's a bottle of wine in his hand, and an acolyte had whispered to you just now that there'd been others with him. Who are being hauled out the back. Fratboys, or perhaps. Perhaps a death just became more interesting. They'll have to look into that later, of course. Now? Now is time to find out what the HELL they were up to, and what the damages are. No doubt the seal was breached somehow from their foolishness.'

EVENTS: Temple Run is scheduled to start RIGHT NOW!

Sasha managed to hear the commotion from the temple district. So, she ran up here. You'd be surprised at how much can be heard down the mountain. As she shoulders her way in, to see a man ejected from the temple, Sasha tilts her head. "I arrive at a bad time?"

As his feline companion wrings herself out, Viranchi looks too the others gathered with a curious gaze. Arching a brow at the mourners words, the Veyshan looks over towards Arubesh while saying, "Hormones..?"

In the antechamber, a large -- not to say hulking -- Sith female stands, leaning against the doorway. That this puts her a half-step from cover, perhaps coincidental? Either way, she has not moved from this position since the moment Mourner Rashi began thundering. Now, however, one blood-red eye is fastened on Arubesh, eyeridge rising in silent question.

The dark-skinned Acolyte raises an eyebrow at his superior as he casts his gaze over the young man. These things happen, but when seals are broken, Arubesh always seems to be the one that is called. A long sigh escapes his lips, hands pushing on his thighs as he stands. "I suppose this will always be my lot," he says with a mumble. Adjusting his gold-rimmed glasses, he looks towards the door of the crypts before responding to the huge blond woman's question. "A bad time would be dependent on your viewpoint. But a perilous time? That would be more accurate. We are about to descend into the Hall of the Warrior. That place where death had another's hand involved. I must see what they have rout, for there are seals that need be maintained."

"Take what supplies you need. And thank you. Bless you all for coming," says Mourner Rashi, who looks Death upon the petulant young man, who even NOW is still protesting his right to be there, and something about--

Whatever salacious details there are, are lost when a Chord takes action, and cuffs him across the jaw. Not to BREAK the jaw, it must be noted, but there's only so much screaming should be in some temples, and Rashi's forehead is throbbing already. He waves you on. Go.

Apparently, time of of the essence. There are supplies along the way.

Lucy steps out from behind someone taller, where she had been completely concealed until now. Her eyes are wide but there's an eagerness in them that shows its excitement and not fear. "Here!" she chirps in protest as the youth is struck. "If he has something to say for himself...I'd like to hear it!" She looks between the other Vardamites as she says the last part, probably adding the thought only after she started speaking. "It might help us in what we're about to face..."

GAME: Arubesh refreshes spells.

Sasha says, "Sooooo....what happened and what's going on? I'm just a little confused."

Arzaneth's eyes follow the youth, and the raging Mourner, locking on the elder priest until he's gone from the room. Then, she shifts in place a bit, coming to rest on the wall on *this* side of the doorway. Her tail swishes, once, to the left, and she looks to Sasha as the question is spoken. "Sssa," she says, finally speaking up enough to make her presence known. "I would hear thiss anssswer, too."

Arubesh finishes the cup of warm kaf that had been given to him by an apologetic apprentice. Within it a protective spell to guard him in the catacombs below. Setting the cup to the side he reaches out and touches a wrought-iron lantern with a single finger. "We are going down into the crypts," he says as he mumbles a prayer asking for guidance from the Dread Lady. A flame of gray springs to life within the lantern, its light not so much flickering against the wall, but simply pushing back shadow. The lantern rises from the table until it hangs above his right shoulder.

"What the boy may or may not have done does not matter," he says. "I will take care of that." He looks to the door to the catacombs. "But if the seals are damaged we may have more to worry about." He begins walking towards the door, placing a long fingered hand against its solid surface. Turning his gaze back to the others he raises a single eyebrow. "So will you descend into the crypt beneath in service to the Harpist?"

"...The Hall of the Warrior's bad. Uh--excuse me," one of the remaining Acolytes says. He looks to the ground, hands pressed together. They're shaking. Faintly, but just so. Temple discipline. "I don't mean to interrupt, but anything buried down there is you know. They don't let us down there yet."

Moving towards the Warriors entrance, Viranchi suddenly halts at the offer to stock supplies. Rotating on his heals back towards Rashi, the Veyshan arches a brow slightly before replying, "Oh..? May as well see what'cha got.." After a moment or two of browsing the handful of wares, the Veyshan completes his trade and begins chanting a bit of Eldritch. As the spells efffects take place, the man glances too the cat still drying, before replying to Arubesh with a grin, "We're game... always glad to see some where new."

Lucy eyes Viranchi briefly, with what might be a bemused look. Then she looks back at Arubesh and nods firmly. "Of course we'll help. I don't know about the rest of you," she looks now over the makeshift party. Not ragtag, at least not yet, at the beginning of their adventure. "But I've done stranger things, and for less worthy causes. This will be a treat!"

Arzaneth's gaze flicks from Arubesh to the shivering acolyte, then back again, and one eyeridge rises. Pushing off the wall, she slinks into place behind Lucy, content at the moment to act as the party's silent, looming shadow. "Ssaa... Let uss go, then."

"In service to Althea, I shall assist if you need assistance." Sasha says looking to to Lucy. "I can only imagine...."

And so.

So. The Catacombs. The Catacombs bore into the great mountain range along the peninsula of Alexandros, drawing greater and deeper with each death from the land. Here, they provide a convenient place for the Dead, the Restless, and the OH GOD WHAT. And so, it's down, deep into the Catacombs you go until you find the entrance to the Three Halls. The deeper you go, the more still and quiet the air becomes. The Sun vanishes, is sucked from the air as layers of stone come between you and the outside world.

What light there is belongs to the sconces and small fires. To the dour faces of the Chords and Lancers guarding the aisles.

All of THAT would be solemn enough, save...it's the Hall of the Warrior, isn't it? That august door soon looms before you. A khazad crouches there, in full working gear. She's swearing, words you'd never heard as she works with wax-sticks and iron. Aside the door a Mourner kneels, tending to two fallen Chords who remain passed-out. The scene is easy enough to take in, and those also called here--in the middle of the night--will be too busy to help. They're desperately tending wounds, desperately trying to rework the seal.

Though, your adventurers' eyes cast: near the entrance, bottles, scattered to the right of it. Broken and bleeding wine onto the floor. The guarded door stands partway open as the khazad works desperately upon it. The air within smells of cobwebs and deathdust.

With a nod of his head Arubesh accepts the help. To the other acolyte he responds in a cool tone. "I am Arubesh. Raised by the skeletal hand. I have no fear of the halls. Mourner Rashi has asked, and I will obey. Come or do not, but your willingness to stand guard in the Lady's crypts will follow your name for your time in this temple. Will you falter?" He gives a rougish smirk before pushing through the door into the deep, his gray-flame lantern lighting the way.

Arubesh moves swiftly to the wounded Chords and the Khazad. "Brothers. Tell us what happened. We are here to help."

Paged to some: 'There's more than one set of footprints in the wine. They wouldn't belong to the Chords, who are knocked out. There was some sort of fight, here, obviously. But your senses pick up added details.'

GAME: Lucy rolls survival: (18)+2: 20

"They called me down here, too, same as you. Blasted vetch. Kids getting into the seal. PAST it? Your guess is as good as--" the khazad breaks off, swearing again. She jerks on a part of the seal. ...part of an iron hinge comes loose. Shatters as it hits the ground.

You paged Lucy with 'There's more than one set of footprints in the wine. They wouldn't belong to the Chords, who are knocked out. There was some sort of fight, here, obviously. But your senses pick up added details.'

Sasha holds up her hand as she actually spots something. "Footprints." She says and kneeling down. "They don't belong to the Chords...."

Arching a brow as he looks about the scene, Viranchi gives a chuckle before muttering, "Ah.. Hormones." As the small cat creeping over to lap at some of the wine, the Veyshan cringes as the hinge shatters. "That's not good, yeh?" He says through a wry smile, a hesistant chuckle shortly following. 

Lucy reaches two fingertips into a pouch and withdraws a glowing ioun stone. When she releases the tiny treasure it rises gently and then begins to float in a small circle over her head. There's enough light for now that it doesn't add much but her slowly revolving shadow falls on something near her feet. "Look at that," she murmurs. "Footsteps in the wine. More than one person's, too."

Rising to his feet Arubesh looks to the door, eyes scanning its surface. "The seal is open, and tracks you say?" Turning to Lucy and Sasha. "If the footprints go within, we must as well. The damage that could be caused within is great. I will warn that within that which exists may but scare. Or it may maim. All depends on what those boys did." He motions to the door as if to ask who was willing to head further.

The Mourner looks up from where he's tending to the Chords. One of the fallen warriors mutters. Blood is thickening, drying on the fallen warrior's face. SHe mutters something. ...something.

The Mourner bends, settling her more comfortably. "I'll take care of them. You folk keep ahead of th'--whatever mess we're left with, ey?" he says. He gives a brief nod to the lot of you. Whatever he's about to say breaks off, as he lunges forward to catch one of the Chords, who--partway not-awake, had made to move. It's not going so well.

"--* *-*" ...and the Chord's out again.

"I do not sssussspect that the Mourners would work ssso hard," Arzaneth notes, "were the danger not great indeed." Her attention snaps to the stirring Chord, watching the exchange with more than a little pusslement. "...Sssaa," she says, voice bemused. "Let usss hurry."

Lucy flashes a slight smile. "Boys, or girls," she corrects. Then she's all business. She draws a rapier, puts her other hand on the blade and applies pressure, making the weapon flex slightly in one direction and then the other. She finally whips it through the air with a flourish and steps through the doorway.

GAME: Viranchi rolls spot: aliased to perception+2: (13)+10+2: 25

You paged Viranchi with 'He catches the words 'get a coat' but the rest is utter nonsense. Which, well. Would make sense.'

GAME: Arzaneth rolls perception: (4)+9: 13

GAME: Sasha rolls perception: (12)+3: 15


As Arubesh enters the doorway he pulls on a chain at his waist to drag up a book he keeps hanging there. Holding it open with one hand he begins to recite lines from the book of Vardaman War Prayers. "In darkness grant us serenity. In peril grants us succor. In battle grant us vision. In you Dread Lady I place my fate. Your halls welcoming when it is time, a promised place at your side. Our blades we draw in war, but send not the living to you door. - words of the Hunter of the Dead." The chant continues as they walk, his floating lantern providing light to the great hall they enter.

Letting out a slow sigh as he draws a rapier, Viranchi nods to the others before saying, "Haste seems a good idea." Pulling a wand out with his free hand, he wistles shortly at the lapping cat before moving shortly behind Arubesh. Eyes darting about as they move, the Veyshans gaze seem rather vigilant under the lanterns light.

And so.

Past the seal, the scent of deathdust intensifies as you enter the Warrior's tunnels. Not in an immediate way, but something more subtle. It's a scent that tickles at your nostrils. Slowly, slowly it permeates the air you breath, the lungs. Dry as dust, goes the saying, only perhaps, one never expected it more than figuratively.

The air is a little cold, but that could easily be the stone, the earth. The Sun is very far away, and grows further with each step.

The tunnel you're in, the main tone--meanders beneath the mountain. Where it bends, left or right, one could imagine stone too stern to drill through. Or perhaps, something more sinister.

Arubesh knows, and presumably would have told each of you, that the tunnel wanders on for some time before branching outwards into miniature tombs. By and large, it's going where the mountain goes, to depths greater than the other halls.

"So.." Viranchi says with a wiggling nose, "Just what might we find down here?" The small cat following shortly behind, the pairs gaze seem to wander about in a rather curious fashion. "Aside from something undead.." He continues, as a wry grin takes form.

Between the shadows cast by the sparse lamplights, Arzaneth's mottle-black form slinks, head swinging back and forth in search of a scent to find. That is, besides lamp oil, old bones, and older dust.

As you round a third, then fourth set of tombs (with deeply-gouged divine wards, glowing faintly against your torches), the chill in the air turns sharply colder. What's around the bend you cannot see but...there's a whisper against your senses. The barest brush of ghostly breath. "...love?" comes the whisper.

The air grows colder, still. Then laughter. Cold, brittle, mocking laughter.

A bottle flies, breaking against the wall. Its liquid turns to ice, turns to powder on the way down.

GAME: Sasha rolls fort +2: (16)+9+2: 27

You paged Lucy with 'Ice forms on Lucy's skin. A thin layer of it, before the heat of her living self turns it to water.'

GAME: Beaglefinder advances the initiative order.

Round One - Init 20.

It is now Lucy's turn! Mary Jane is next!

GAME: Note Flat-footed on Lucy ended.

GAME: Ga'Elian has connected.

GAME: Aznara has disconnected. <Netfailure>

You paged Lucy with 'Lucy round the bend, and she sees a freshly laid coffin. A female figure floats above. Her features waver like water, and are hard to discern. Other figures, more solid--freshly risen, surround her. Their features are sullen, sunken. Angry. They hold sticks and bottles and are headed towards her. The room is COLD.'

GAME: Beaglefinder advances the initiative order.

Round One - Init 17.

It is now Mary Jane's turn! Jack Skellingtons is next!

GAME: Arubesh rolls fort: (13)+4: 17

GAME: Viranchi rolls fortitude: (9)+3: 12

GAME: Beaglefinder rolls 1d6: (6): 6

GAME: You damaged Viranchi for 6 points. 24 HP remaining.

GAME: Arzaneth rolls fort: (18)+5: 23

GAME: Sasha rolls fort+2: (11)+9+2: 22

You paged Viranchi with 'Cold batters against his skin. It forms a thin layer of ice before beginning to melt. It leaves small, moist beads on his skin and clothes.'

"You--you--I don't know YOOOOOUUUU!" the femenine voice turns to a wail. What starts out as anguish turns to anger. Cold floods the area again. Chill. Cold. The edge of rage turned winter's frost.

Lucy shudders as ice firms along her exposed skin. It disappears into water soon enough but leaves her red. She moves towards the source of the attack as briskly as she can without running. She slows down only at the alcove in the tunnel wall, leaning around the corner to get a view of what's around. Emitting a shriek she backpedals to where she started. "Get ready!" she cries. "Here they come - and they've got more bottles!"

GAME: Lucy rolls fort: (4)+3: 7

GAME: You damaged Lucy for 6 points. 32 HP remaining.

You paged Lucy with 'As before, but the cold lingers longer, this time. ^^;'

GAME: Beaglefinder advances the initiative order.

Round One - Init 14.

It is now Jack Skellingtons' turn! Arzaneth is next!

GAME: Malorn has disconnected. <Timeout>

GAME: Malorn has connected.

"Yeah. About that. I don't think yer gonna noti--" Another bottle crashes and you hear footsteps. A sprint.

A ragged figure flies past, smashing into the wall next to you. His features are sunken, and deathlike. He's clearly not alive, but the weapon he holds, the deathlike fire in his eyes, doesn't seem to have gotten that message.

GAME: Beaglefinder advances the initiative order.

Round One - Init 13.

It is now Arzaneth's turn! Arubesh is next!

GAME: Note Flat-footed on Arzaneth ended.

GAME: Arzaneth rolls melee: (10)+5: 15

GAME: Arzaneth rolls melee: (19)+5: 24

GAME: Arzaneth rolls 1d6+2: (6)+2: 8

You paged Arzaneth with 'You connect solidly! As her fist lands, his skin seems to...shatter? Somethin' ain't right with this boy!'

GAME: Beaglefinder advances the initiative order.

Round One - Init 11.

It is now Arubesh's turn! Sasha is next!

GAME: Note Flat-footed on Arubesh ended.

The moment the creature drops into view, Arzaneth eels between her companions, slipping by with barely a sound or more presence than the whisper of the air in her wake. Clenched fists hiss through the air, the first one passing just a hairsbreadth away from the thing's face, but her other fist connects solidly... causing the creatire's skin to shatter, revealing the lightless hollow of its cheek, behind its teeth.

GAME: Astaren has disconnected. <Timeout>

GAME: Beaglefinder advances the initiative order.

Round One - Init 5.

It is now Sasha's turn! Viranchi is next!

GAME: Note Flat-footed on Sasha ended.

GAME: Arubesh casts Consecrate. Caster Level: 3 DC: 15

GAME: Sasha rolls ranged: (15)+6: 21

GAME: Sasha rolls 6d6: (21): 21

Unlike Arzaneth, Arubesh does not go quietly. Bold strides bring him around the corner, his cossack swishing about his feet. The holy symbol that hangs from his waste glows a pale gray as he calls out loudly down the hall. "Gray Lady, your servant calls! As all tombs and graves need tending, I ask you grant this ground the touch of your hand. In your name I consecrate this land." His hand lifts high and a bright burst flashes and the ground about him defrosts rapidly, the deathly chill taken away by the grand blessing.

GAME: Sasha casts Searing Light. Caster Level: 6 DC: 16

GAME: Beaglefinder advances the initiative order.

Round One - Init 5.

It is now Viranchi's turn! Lucy is next!

GAME: Note Flat-footed on Viranchi ended.

GAME: Viranchi rolls knowledge/religion: (1)+8: 9 (EPIC FAIL)

Sasha wrinkles her nose at the 'thing that charges across the sight of the hallway and begins to advance on them. Even with the Sith makar attacking, Sasha tilts a bit and FIRES A FRIGGIN LASER AT THE UNDEAD. The beam of light causes the undead to shatter into flesh and ice.....and form disgusting puddles. "Undead....in the vardaman catacombs. That's not a good sign."

Around the bend, you see a freshly laid coffin. A female figure floats above. Her features waver like water, and are hard to discern. Two figures, more solid--freshly risen, surround her. Their features are sullen, sunken. Angry. They hold sticks and bottles and are headed towards her. The room is COLD. Less so, with Vardama's symbol floating overhead, ghostlike and ANGRY. But. COLD.

GAME: Viranchi rolls knowledge/religion: (8)+8: 16

You paged Viranchi with 'Undead, and newly risen. Her form generates intense cold, as evidenced by the destruction around her. She can detect heat forms, so hiding would be nearly impossible, unless there were layers upon layers of stone between you. Or you stood in a blazing fire. Despite the flight, she appears corporeal.'

GAME: NEW ROUND!

Beaglefinder advances the initiative order.

Round Two - Init 20.

It is now Lucy's turn! Mary Jane is next!

Creeping round the bend as a laser toasts the one revealed target, Viranchi lets out a slight sigh at the new sight. "Least it's corporeal.." He mutters with some amusement before flicking the wand once a barking a swift, "Shield."

GAME: Lucy rolls weapon3: (13)+10: 23

GAME: Lucy rolls 1d4+10: (1)+10: 11

You paged Lucy with 'Her rapier pierces undead flesh. As it strikes, the flesh shatters like glass. ...or ice.'

GAME: Beaglefinder advances the initiative order.

Round Two - Init 17.

It is now Mary Jane's turn! Jack Skellingtons is next!

GAME: Beaglefinder rolls 1d20+6: (12)+6: 18

GAME: Beaglefinder rolls 1d20+6: (18)+6: 24

Lucy is struck by the splash of another bottle, this one leaving a layer of frost on her sword arm. Lucy reaches out her other hand to try to grab Viranchi and hold him back. "No wait!" too late, the human is already past her and at the corner. Lucy rushes after, then around to turn the corner. "I already told you!" she complains, "There's

GAME: Beaglefinder rolls 1d6-2: (1)+-2: -1

GAME: Beaglefinder advances the initiative order.

Round Two - Init 14.

It is now Jack Skellingtons' turn! Arzaneth is next!

GAME: You damaged Arubesh for 1 points. 26 HP remaining.

Lucy is struck by the splash of another bottle, this one leaving a layer of frost on her sword arm. Lucy reaches out her other hand to try to grab Viranchi and hold him back. "No wait!" too late, the human is already past her and at the corner. Lucy rushes after, then around to turn the corner. "I already told you!" she complains, "There's more!" before stabbing the figure in front of her. She looks surprised at the impact.

GAME: Arubesh rolls fort: (9)+4: 13

GAME: You damaged Arubesh's dexterity for 1 points. 1 total damage.

You paged Arubesh with 'Vardama's faith blunts the cold. Only the barest force of it ekes into Arubesh's form. ...and then it seeps in. He can feel his body slowing.'

You paged Arubesh with 'It might later. :3'

The woman's watery face wavers. It moves like a river and then slows--forming glacial teeth at its depths. Her arms, hands turn to great icicles, as she flies towards Arubesh. Vardama's faith thrums, blunting the hit. ...but the priest...slows.

GAME: Aenyn has disconnected. <Quit>

GAME: Beaglefinder rolls 1d29+9-2: (29)+9+-2: 36

GAME: Beaglefinder rolls 1d20+9-2: (3)+9+-2: 10

GAME: Beaglefinder rolls 1d20+9-2: (18)+9+-2: 25

GAME: Tal has connected.

GAME: Lucy rolls weapon3: (2)+10: 12

GAME: Sevati has connected.

GAME: Beaglefinder rolls 1d8+5: (8)+5: 13

GAME: You damaged Lucy for 13 points. 19 HP remaining.

GAME: Lucy spends ONE point of PANACHE.

GAME: Beaglefinder advances the initiative order.

Round Two - Init 13.

It is now Arzaneth's turn! Arubesh is next!

GAME: Lucy refreshes special ability pools.

GAME: Lucy spends ONE point of PANACHE.

GAME: Sophia has disconnected. <Netfailure>

One of the undead lurches towards the swashbuckler. He brings his stick around--striking hard and leaving blood behind. He rattles as he does, his eyes filled with deathfire. His brother isn't so lucky, as he advances on Sasha.

GAME: Ga'Elian has disconnected. <Netfailure>

GAME: Arubesh rolls k/religion: (12)+k/religion: 12

GAME: Arubesh rolls knowledge/religion: (6)+12: 18

You paged Arubesh with 'Since she's freshly risen, there's a chance that sanctify corpse will send her to 'rest' for a time. He isn't *certain* but with everything here--Vardama's eye turned towards the grave, as it were--it's a possibility.'

You paged Arubesh with 'It isn't permanent, but. There you go. ^^;'

GAME: Malhari has connected.

GAME: Arzaneth rolls melee: (18)+5: 23

GAME: Arzaneth rolls 1d6+2: (2)+2: 4

GAME: Beaglefinder advances the initiative order.

Round Two - Init 11.

It is now Arubesh's turn! Sasha is next!

GAME: Arubesh used a Scroll.

GAME: Krom has connected.

The flowing features of the dead woman slow. She turns to ice as she moves towards her coffin...and lies in it. Falls into it really, with a rush, a splash of water.

...until there's only a corpse left. her features bruised and darkened. But still. Still, held in timelapse by faith's force.

All would be still. All would be quiet. ...except the undead creature near Lucy turns towards Arubesh, and that outwardly held Symbol of Vardama. He turns towards him, just his head, click-click-click, the jaw falling, clicking. Shattering even as it works to form words: "You'll not take her from uss--"

Her current opponent well vaporized, Az nods to Sasha, then flows around the corridor to discourage the undead from menacing Lucy, with a looping, overhand right that passes directly over the gnome's head to crack skull and shatter scalp.

GAME: Malorn has disconnected. <Timeout>

Again Arubesh opens his book, its pages flipping open to a treatise on setting the dead on the path of final rest and repose. He tears the page from the book, throwing it in the air as it bursts into flames. The flames mark the air with the scales of Vardama. "Rest is promised to all, and I shall bring it by her will."

GAME: Beaglefinder has cleared initiatives.

Wasting no time as various prayers are made, Viranchi dives at the one remaining creature. Stabing deftly into the form it seems to strike a nerve as it quickly cries out a deathly shriek. As the form colapses, the Veyshan glances about the gathered group before saying, "Everyone good..?"

Sasha steps back and takes a deep breath, clapping her hands to release a burst of energy that burns the undead nearby.....even destroying one near Lucy.

The last creature shatters, melting into that particular, unsettling mix of ice and flesh. The tomb is left still and cold. The figure of the woman remains now quietly in her coffin. You'll have until the next sunset. Or rather, the temple will.

In the meantime, the temple works furiously--repairing the seal with the help of the cursing khazad-aul, and clearing the lower halls. A group of robed, sternfased arvek take your report alongside Mourner Rashi (whose forhead is only throbbing slightly, now). You're informed they'll go in that night to take a catalogue, examine each tomb in turn to see if it, too was affected.

At least the first floor. Lady knows what's beyond that, or even if anyone, no matter how talented, would live to tell the tale

Note: We concluded here, then discussed what various PCs would be doing after. Poses, and what remains of notes, follow.

"No," Arubesh replies. "We are not good." He moves to the coffin. "They wanted her. Sentient undead. Young men breaking into this sacred place of rest. Her life was taken under suspicious circumstances. "I for one will be looking into that." He stays by the coffin, his holy text laid atop the lid of her tomb. "The path should be safe to return. Follow the way we came." He turns to his book and begins to pray.

You paged Arubesh with 'They do come. Arubesh is quite cold, chilled even by that time. But, they do come, and she is tended to.'

You paged Viranchi with 'Viranchi goes into the depths with them. He might be struck by how exacting they are. ...or unsettled, or fascinated by the depths of some of the wards. They walk by one that when they get a touch too close, it begins to bleed.'

You paged Lucy with 'You and Viranchi into the depths with them. You might be struck by how exacting they are. ...or unsettled, or fascinated by the depths of some of the wards. They walk by one that when they get a touch too close, it begins to bleed.'

You paged Arzaneth with 'They do come. You and Arubesh are quite cold, chilled even by that time. But, they do come, and the woman is tended to, and guarded against future risings.'

Arching a brow at the annoucement of a catalogue, Viranchi grins curiously before saying, "Bet'cha want some help.." Following in behind the arvek, and his cat shortly behind him, the Veyshan continues, "Never know, maybe some more of them about."