Nedrick focuses his senses and listens to the object. He hears nothing at first and then he footsteps on the other side and then the sound of a iron gate opening and closing. Then footsteps slowly get quieter as they seem to get farther away.
Nedrick goes back down the tunnel and to the others.
"My dear companions, it appears based on the sound that we may indeed be right at the mansion. I was able to hear the sound of footsteps and a possible gate opening and closing. Due to this, I feel it would be best if we all went up the tunnel with one of our strong individuals up front."
Nedrick looks at Nelvik.
"Nelvik will need to push this object forward and then we will all be there to attack if someone is there. If not, then we will be able to evaluate the situation."
Nelvik nods. He moves to the end of tunnel and gives the cabinet a push.
Strength check: 5
Nelvik at first loses his footing on the cave floor, but is able to regain enough traction to push the cabinet a bit forward. Nedrick then peers inside to see a dimly lit room.
Beyond the cabinet lies a scanty, timeworn room. It's covered in dirt, rubble and the wall seems to be collapsing in certain spots around the room. Your torch allows you to see rows of sarcophagi, battered and dismantled on the west wall. There is a large, circular blood stain in the center of the room. There seems to be a book case near the center of the room on the south wall and a clean stone table next to it. There appears to be a door to the north (which you assume is what you heard close earlier).
Mort shuffles to the book shelf and finds but a single book laying there. He picks it up and begins to skim read it as best he can.
The Fallacy of Necromancy
Civilizations have always lived and died through strength or weakness. Strength allows you to have the power to force your outcome upon the world. To see what you want, and take it. Weakness, is the opposite. To be controlled and to lose out on your life’s opportunities. In order to have strength, civilizations have banded together to form armies to take what they wanted. However, with the ever increasing number of mortals comes the ever increasing chance of betrayal. The mortals all care about themselves individually at some level. Thus, they can never truly be trusted.
Necromancy offers a solution to that problem. With unquestioning loyalty to the caster, the army will never betray. However, the undead share one common weakness: the lack of battlefield autonomy. They do not learn. The do not adapt. They are mindless. The perfect army needs to be loyal, powerful, and able to become stronger with time. Thus my research began to combine the strengths of the living with the strengths of the dead.
Chapter 1: The effects of the length of death before animation
Day 1
I will start today with the animation of freshly slayed….
...
Chapter 2: Combining the dead with the living
Day 378
The thought has occurred to me that by magically imbuing the head of a live mortal with a body under my control would….
…
Day 451
I have done it. The use of a young human child with magical powers combined with the body of a great warrior has allowed me to make my best creation yet. It is smarter than my animations and is loyal. I think the...
…
Day 456
The experiments are coming along nicely, however they are unstable. I will not have enough magic to animate an army with this. They latest experiments on an underground Dragon Worshipping tribe has mentioned the Dragon Mother and her eternal magic. Perhaps I can find out more information about the...
Chapter 3: The quest for the dragon's magic
Day 513
The source of ever-living magic comes from an artifact called the Emerald Heart. It is protected by the dragonborn Silvalta clan in the forests to the south. I will take it and continue my research.
_________________________________________
As Mort reads the last entry in the book, he closes it. Mort may be able to study this over time to read more about it over resting periods.
Rhaucred is unsure of the exact nature, but it is definitely necromancy. There seems to be custom markings. Ones that he has never seen before in books.
Hunding moves to place his ear against the door and accidentally slams his head against it. He can now only hear ringing in his ears.
(Massaging his bruised head) Nedrick would you kindly scout the hallway while we secure this room. From what I have heard of this necromancer perhaps my throwing caution to the wind would not be the best course to take.
Nedrick heads peaks his head into the next room. Instead of a hallway he finds what appears to be a storage room with a circular stair case in the corner. There are barrels on the east side of the room which appear to contain food from a first glance. Once inside the room, he hears footsteps coming from upstairs. Someone is walking around, but it does not sound like they are approaching the stairs. It sounds like they are pacing back and forth.
(Whispering to Nedrick) It looks like there is someone at the top of those stairs (moving to south of the door to the stairs). Scout up to the top of the stairs and see if you can get the jump on whatever is up there. If you get in trouble, run back down here and I will catch your pursuer in a surprise attack
Hunding quickly heads up the stairs, quickly followed by Mort. As Mort enters onto the stairs, Nedrick hears someone say from the other room "What in the world is going one. RISE!"
As soon as he says rise four skeletons emerge from the sarcophagi and one zombie from the wooden casket in the basement.
Mort notices that he is in a kitchen. There is not really too much that seems out of place except that there are some dirty dishes piled up on one of the tables. He did hear a male voice from the other room say loudly"RISE!" followed by noises from the basement although he is not sure from what.
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Nedrick focuses his senses and listens to the object. He hears nothing at first and then he footsteps on the other side and then the sound of a iron gate opening and closing. Then footsteps slowly get quieter as they seem to get farther away.
Nedrick goes back down the tunnel and to the others.
"My dear companions, it appears based on the sound that we may indeed be right at the mansion. I was able to hear the sound of footsteps and a possible gate opening and closing. Due to this, I feel it would be best if we all went up the tunnel with one of our strong individuals up front."
Nedrick looks at Nelvik.
"Nelvik will need to push this object forward and then we will all be there to attack if someone is there. If not, then we will be able to evaluate the situation."
Nelvik nods. He moves to the end of tunnel and gives the cabinet a push.
Strength check: 5
Nelvik at first loses his footing on the cave floor, but is able to regain enough traction to push the cabinet a bit forward. Nedrick then peers inside to see a dimly lit room.
"Well done" Nedrick whispers.
Nedrick sees what he can perceive.
17
Beyond the cabinet lies a scanty, timeworn room. It's covered in dirt, rubble and the wall seems to be collapsing in certain spots around the room. Your torch allows you to see rows of sarcophagi, battered and dismantled on the west wall. There is a large, circular blood stain in the center of the room. There seems to be a book case near the center of the room on the south wall and a clean stone table next to it. There appears to be a door to the north (which you assume is what you heard close earlier).
Hunding moves to the door on the north wall and puts his ear against it trying to listen for movement on the other side.
4
mort perks up upon seeing the bookcase “lets see what we have here” *hiccup*
investigation: 23
Rhaucred looks at the blood and coffins and tries to piece together if these are the ingredients for a ritual or something.
Arcana14
Mort shuffles to the book shelf and finds but a single book laying there. He picks it up and begins to skim read it as best he can.
The Fallacy of Necromancy
Civilizations have always lived and died through strength or weakness. Strength allows you to have the power to force your outcome upon the world. To see what you want, and take it. Weakness, is the opposite. To be controlled and to lose out on your life’s opportunities. In order to have strength, civilizations have banded together to form armies to take what they wanted. However, with the ever increasing number of mortals comes the ever increasing chance of betrayal. The mortals all care about themselves individually at some level. Thus, they can never truly be trusted.
Necromancy offers a solution to that problem. With unquestioning loyalty to the caster, the army will never betray. However, the undead share one common weakness: the lack of battlefield autonomy. They do not learn. The do not adapt. They are mindless. The perfect army needs to be loyal, powerful, and able to become stronger with time. Thus my research began to combine the strengths of the living with the strengths of the dead.
Chapter 1: The effects of the length of death before animation
Day 1
I will start today with the animation of freshly slayed….
...
Chapter 2: Combining the dead with the living
Day 378
The thought has occurred to me that by magically imbuing the head of a live mortal with a body under my control would….
…
Day 451
I have done it. The use of a young human child with magical powers combined with the body of a great warrior has allowed me to make my best creation yet. It is smarter than my animations and is loyal. I think the...
…
Day 456
The experiments are coming along nicely, however they are unstable. I will not have enough magic to animate an army with this. They latest experiments on an underground Dragon Worshipping tribe has mentioned the Dragon Mother and her eternal magic. Perhaps I can find out more information about the...
Chapter 3: The quest for the dragon's magic
Day 513
The source of ever-living magic comes from an artifact called the Emerald Heart. It is protected by the dragonborn Silvalta clan in the forests to the south. I will take it and continue my research.
_________________________________________
As Mort reads the last entry in the book, he closes it. Mort may be able to study this over time to read more about it over resting periods.
Rhaucred is unsure of the exact nature, but it is definitely necromancy. There seems to be custom markings. Ones that he has never seen before in books.
Hunding moves to place his ear against the door and accidentally slams his head against it. He can now only hear ringing in his ears.
(Massaging his bruised head) Nedrick would you kindly scout the hallway while we secure this room. From what I have heard of this necromancer perhaps my throwing caution to the wind would not be the best course to take.
"Why certainly my good man."
Nedrick opens the door. Then, Nedrick squats down and sneaks down the hallway looking for signs of life... or undead not life.
Stealth: 19
Perception: 22
Nedrick heads peaks his head into the next room. Instead of a hallway he finds what appears to be a storage room with a circular stair case in the corner. There are barrels on the east side of the room which appear to contain food from a first glance. Once inside the room, he hears footsteps coming from upstairs. Someone is walking around, but it does not sound like they are approaching the stairs. It sounds like they are pacing back and forth.
(Whispering to Nedrick) It looks like there is someone at the top of those stairs (moving to south of the door to the stairs). Scout up to the top of the stairs and see if you can get the jump on whatever is up there. If you get in trouble, run back down here and I will catch your pursuer in a surprise attack
Nedrick whispers to Hunding, "Done. Just don't tell that turtle that their is food in here or they will be of no use to us."
Nedrick gets out the poison from earlier and applies it to his dagger on his right.
Nedrick makes his way up the stairs.
Stealth: 24
Rhaucred will copy down any of. the runes he can onto his journal
The group hears a loud whisper from the stairs from Nedrick, "It's clear. Please make your way up at your convenience."
*hiccup* “you heard the man!”
mort motions to the others as he heads up the stairs
Hunding quickly heads up the stairs, quickly followed by Mort. As Mort enters onto the stairs, Nedrick hears someone say from the other room "What in the world is going one. RISE!"
As soon as he says rise four skeletons emerge from the sarcophagi and one zombie from the wooden casket in the basement.
Kitchen Level
Basement Level
perception check: 18
Mort notices that he is in a kitchen. There is not really too much that seems out of place except that there are some dirty dishes piled up on one of the tables. He did hear a male voice from the other room say loudly"RISE!" followed by noises from the basement although he is not sure from what.