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1995-10-20
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Path: usenet.ee.pdx.edu!news.netins.net!solaris.cc.vt.edu!swiss.ans.net!europa.chnt.gtegsc.com!ulowell.uml.edu!simtel!news.sprintlink.net!in2.uu.net!not-for-mail
From: fraserm@dragon.achilles.net (Fraser MacDonald MacKenzie)
Newsgroups: rec.games.frp.archives
Subject: STORY: Fate's Fellowship - Chapter 9:To Be Cursed Or Not To Be Cursed
Followup-To: rec.games.frp.misc
Date: 19 Oct 1995 15:22:42 -0400
Organization: Achilles Internet Limited, Nepean, ON
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Approved: smm@uunet.uu.net
Distribution: world
Message-ID: <4668i2$joj@rodan.UU.NET>
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Enjoy!
Fraser
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The characters contained in these writings and the writings
themselves are copyright 1995 by Fraser MacKenzie. Any
resemblance to any persons or characters either real or
fictional is utterly coincidental. Copying and/or distribution
of these tales is permissible only under the sole condition that
no part of them will be used or sold for profit and that they
not be altered in any way.
I wish to thank Eric Lindsey, Seng Ann Mah, Ron Trimmer, Max
Bullock, Charlotte Ashley, Tom DeSanctus, Bob Grob, Michael
Clair, Haflidi Jonsson, and Drew Lahaise for their immense
input without which, there would be no story at all. ;)
Enjoy!
Fraser MacKenzie
fraserm@dragon.achilles.net
Note: You can FTP the chapters of Fate's Fellowship as they come
out from ftp.achilles.net in the directory pub/users/fraserm or
access them from my home page at:
http://www.achilles.net:80/~fraserm
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Introducing the characters:
Name Race Type
~~~~~~~~ ~ ~~~~~~~~ ~~~~~~~
Tenbar Human Warrior
E'tharn Elven Warrior
Kelemvor Human Spellcaster
Ssylth Human Spellcaster
Ginafae Elven Spellcaster
Crowe Half-Elven Thief
Fate's Fellowship
Chapter 9
To Be Cursed or Not To Be Cursed
That is the Question
Inspecting the new opening, located in the southwest corner of the
room, they find that it extends as far south as their eyes can see.
It appears exactly like the other two unconcealed passageways. Once
E'tharn releases the star it rises to become flush with the floor again.
So too, does the secret door move back into place, leaving no seam in
the painting on the wall. Deciding that they had better investigate the
other two passages before entering the new one, in case they cannot get
back through it or find a way to keep it open, the party moves down the
north passage.
They follow it for 40ft, before it too opens up into a room; one that
they have seen before. The chamber runs 40ft north by south, 20ft east
by west. The passage that the group is in, enters from the center of
the south wall and there are no other apparent exits from the room.
In the center of the room, lined end to end from east to west, are
four sarcophagi. Each appear to be made from white marble with designs
carved all over them and their lids sculpted into the figure of a
sleeping knight. There is an area of writing on the side of each one,
but the party realizes that someone will have to get closer to be able
to read it.
Like the previous room, the walls are covered with paintings. The
north wall contains four separate scenes, each depicting a different
man. One brandishes a bloody blade over the head of a red dragon while
the second is mounted on a rearing horse in the midst of battle. The
third stands on the a river bank with hands upraised as water arcs up
and pours onto a burning building while the fourth is looking at a
piece of parchment while men around him are moving stone and a
partially constructed wall can be seen behind him.
The east wall holds a picture of these same four men on horseback
chasing a large boar through a forest. On the west wall they are
seated at a table in a room filled with other people and on the south
wall, to either side of the passage opening, are scenes of them in
different rooms of the mansion along with the man, woman and girl from
the picture in the previous room.
This is all that the party members can see from the entryway. They
do, however, recognize the second coffin from the east wall. It is the
one that the group was by when the cloud of gas enveloped them, as
shown in the 'TIME' image in the fountain.
E'tharn and Crowe express an interest in entering the room and finding
out what is in the sarcophagi but Kelemvor cautions them against it
saying, "I do not think we should even go into the room. There are no
undead in there. Why should we even want to open the coffins? The
only thing I might want to see is the writing on them."
"Crowe, if you and E'tharn want to investigate, fine. May Valeska care
for your souls."
As everyone else stays near the entrance, with Tenbar standing ready to
prevent anything from blocking the opening, E'tharn and Crowe enter the
room. First they move along the wall searching for possible hidden
doors or traps. Finding none they move to search the Sarcophagi,
begining with the one near the west wall - farthest from the one they
saw in the fountain.
As a precaution, Tenbar pulls up the front of his tunic over his nose
and peers into the room, watching the others investigate the sarcophagi.
He mutters to those around him who would hear, "I never liked them
burial places... don't reckon 'tis respectful disturbin' the dead like
this... Lookin' at them pitchers, I'da say that yon four youths we saw
in t'other room are restin' here. We shouldna disturb their rest,
y'ken...."
After carefully going over the entire coffin, Crowe reports that he has
found a trap that will activate when the lid is removed. As he works to
remove the trap, E'tharn steps close enough to read the inscription on
the coffin aloud. It says:
HERE LIES MENDALIS DALISSAR,
MASTER OF THE ELEMENTS,
SEER INTO THE UNKNOWN,
BELOVED SON AND BROTHER,
MAY YOUR MAGIC GUIDE YOU TO PARADISE.
1051 - 1074
Finally, Crowe says he has disarmed the trap and E'tharn steps forward
to remove the lid. With a heave, he sets one end of it aside allowing
a view of the contents. The skeletal remains of a man lie inside.
Blue-green robes, now eaten away with age, enfold the skeleton while a
staff broken into four pieces lies beside it and around its' wrist they
see a copper bracelet shaped to resemble a band of fire.
Moving to the next coffin, Crowe again makes a search for traps while
E'tharn reads the inscription aloud:
HERE LIES MARCARN DALISSAR,
MASTER OF MORTAR AND STONE,
RAISER OF THE WALL OF BURKDEN,
BELOVED SON AND BROTHER,
MAY YOUR HAMMER AND CHISEL STRIKE EVER TRUE.
1048 - 1081
Upon completeing his search, Crowe announces that the coffin is clean.
E'tharn then steps up to remove the lid. As he begins to heave, there
is a thud and a 5ft wide pit opens all around the coffin. E'tharn and
Crowe disappear into the hole with a scream.
After a few moments, the remaining members hear groans come from the
pit followed by Crowe's cry "Help". Moving to the edge of the pit,
Tenbar sees Crowe and E'tharn lying 10ft below, shaken and bruised but
otherwise alright. The coffin is now an 'isle' in the middle of the
pit.
Crowe pulls a lengthy coil of rope from somewhere beneath his cloak and
proceeds to throw an end up to anyone who will catch it and hold it
steady so he and E'tharn can climb out. Tenbar takes hold of the other
end of the rope, braces himself and waits for both Crowe and E'tharn to
climb out of the pit.
Once both elves are out, Tenbar glares at them sternly and shakes his
head slowly and deliberately. "Tol' ye no good woulda come from muckin'
'bout wi the dead. Now, yer both lucky that all ye got bruised were yer
pride and yer flabby arses. Ain't I right, Kel?"
Then Crowe, with a pale face, agrees to move on to something new. "Aye,
'tis a good idea." Tenbar moves towards the doorway "I reckons we
should look into yon hidden passage in t' other chamber."
Having seen enough, Kelemovor reprimand the two elves, saying "Well, I
thought about saying something, but I figured something like this would
happen. I hope both of you have learned a lesson! We should close the
coffin that has been opened. We should NOT take anything. I have been
patient enough with your antics. Leave the dead in peace."
Ssylth, deciding that he might want something from the coffin, decides to
enter the growing argument between the group members. "I might suggest
that next time you want to look in the coffin, you tie a rope around the
lid and pull on the rope from a distance. That way you will not be near
it if any traps go off when the lid is moved. As for me, I am curious to
see the writing on the other coffins. I would even like to see what is
in the one that was shown through the fountain. All of us seem to see the
coffin, so there must be some reason why. I am sorry Kelemvor, but I
think we should definitely try to open that one. This place is evil, so I
have no problems with opening the coffin. If it bothers you that much, go
stand in the other room. But, I still think that the coffin in the
fountain could be a very useful piece of information. I do not know what
it means, and no one else seems to either, so in short, I believe that we
must open that coffin!"
Kelemvor looks at Ssylth as he can't believe his ears and just stands rooted
to the floor for a moment, trying to collect his thoughts.
"Ssylth, I expected more from you. I really thought you had figured it out.
The image was a shadow of the things that MAY be; they will not necessarily
happen that way ... unless Crowe, E'tharn, and I guess you have your way.
These coffins have absolutely no significance or connection with the death
cult whatsoever. And another thing, I do not agree with your 'this place
is evil so we can take everything and anything we want argument. These
four individuals have died, and died a LONG time ago at that. Just because
the Death Cult is evil does not mean that these four are." He waves his
seven and a half foot scythe around at the coffins.
Tenbar nods in agreement. "Aye, 'tis wrong to disturb the remains of t'
dead. Let 'em rest as they be. No good c'n come from disturbin' them, an'
like I said, we be adventurers, not tomb robbers."
Kelemvor continues, "And to even think of disturbing their death beds! I
am still struggling with what my ears are telling me. Well, NO! ...
Definitely NOT! I will not let you bother these remains. Valeska, forgive
me ... I have let this go on too long."
"Now, let's get Crowe and E'tharn out of there and move on. I do agree
that we should at least see the inscriptions on the tombs, but even that
is not THAT important."
Kelemvor asks, "Tenbar, will you help me put the lid back on this coffin?"
"Ay." Tenbar takes one end of the lid and, with Kelemvor, heaves it up to
the sarcophagus, muttering a quiet prayer to the gods for disturbing the
rest of these ancient folk. He then wipes the dust from his hand on the
front of his britches and frowns at E'tharn, Crowe and Ssylth. "I say we
be gone from this place. It ent evil, or we'd be dead by now. Seems t'me
that t' only evil folk here be those as wants to plunder them tombs..."
He then strides out of the room and stands waiting outside.
E'tharn suggests that the group finishes opening up the coffins as it
doesn't make sense that a normal coffin would be trapped, as these ones
are.
Crowe states, "I'm really not liking the dissension that is coming about
and is seeming to be splitting the group. I am impartial to taking what is
in the coffins, but I still say we try and open a couple more up. Including
the one we saw in the pool. I know it's very unlikely, but maybe there's
something else inside one of these sarcophagi rather than an ancient fallen
hero."
Kelemvor, getting very red in the face, starts to shout, "Hey after this,
maybe we could go to a cemetery and dig up bodies! It's very unlikely,
but they might have something to do with the death cult."
"These traps were put here for a reason, to protect the dead from people
like YOU! If you choose to investigate the other coffins, I will not help
- --not before, during, or AFTER you have suffered some ill fate because
you thought you could out maneuver a trap."
Despite Kelemvor and Tenbar's strong protests, Crowe, E'tharn and Ssylth
seem determined to press on.
Upon hearing E'tharn and Crowe's decision to further investigate the
remaining sarcphagi, Tenbar shakes his head angrily, as if unable to believe
that the two would be foolish enough to go on invoking the ire of the
ancient dead.
"By the whiskers of Kurvi-Tash! Well, do what ye must, yer grave robbers,
but don't be countin' on me comin' in and pullin' yer scrawny arses outta
trouble if owt happens to ye."
He steps just out of the doorway, but within sight of the activity inside
and secures a piece of cloth around his nose and mouth. Kelemvor, also
frustrated, moves outside with Tenbar.
As Crowe and E'tharn move to the third coffin, Ssylth stops just inside
the doorway and does something with the ring on his hand. When they
reach the coffin, Crow begins searching for traps while E'tharn reads the
inscription aloud:
HERE LIES TIRAND DALISSAR,
HE WHO RODE THE WINDS,
DEMONSBANE,
BELOVED SON AND BROTHER,
SO ENDS THE CURSE, AT LAST YOU HAVE PEACE
1045-1077
After a few minutes, Crowe reports that he finds no evidence of a trap.
They then move to the last coffin and repeat the procedure.
HERE LIES TUBAIN DALISSAR,
MASTER OF LIGHT AND FLAME,
DRAGON SLAYER,
BELOVED SON AND BROTHER,
MAY YOU CONTINUE THE HUNT IN THE REALM BEYOND.
1044 - 1070
After his search of this one, Crowe reports that he has found a trap and
proceeds to disarm it. Several more minutes pass before he steps
back and announces he thinks he got it. He and E'tharn then debate which
to open first.
After hearing what the inscriptions on the sarcophagi are, Tenbar takes a
few steps into the room and gives Ssylth a dry look saying, "Don't reckon
they sound like evil men t'me, folks. Reckon they be wizards or
spellcasters or summat powerful, t' be 'demonsbane' and 'dragonslayer'.
Now, I dunner know about ye others, but folk who go 'round slayin' demons
and dragons don' sound like evil folk at'all. I says we leave the bodies
be, friends. These ain't the tombs o' villains and ragamuffins: they be
the restin' places of heroes o' yore, and I reckons we should let their
old bones lie."
Ssylth ignores Tenbar and moves to talk to E'tharn and Crowe. He says,
"My ring detects magic. E'tharn, you have four items of magic on you:
the magic shield, the yellow gem, the dust, and a forth item, which I
cannot determine at the moment, that is the most powerful magic item
that you possess. The third coffin from west that you are headed to
contains a strong magic, as strong as E'tharn's most powerful item. The
first coffin that you opened, contains a medium strength magic item,
about as magical as your magical shield, E'tharn. The other coffins do
not have any magic in them."
They have a brief discussion, with Ssylth gesturing at the coffin in front
of them and to the one at the far end of the room. He then takes a few
steps back as they ready to open the lid. The rest of the party look on
from the entrance.
First, Crowe loops his rope around the form of the knight sculpted on the
lid. Together, he and E'tharn then attempt to pull the lid open from a
safe distance. Unfortunately, the lid proves too heavy for their efforts
and remains firmly in place. With determined resignation, they move to
lift the lid by hand.
Though it takes considerable effort, they do manage to raise the sculpted
lid from its setting. As they move it aside, a hissing fills the air and
streams of yellow gas issue from the sides of the coffin. Quickly
releasing the lid, they cover their faces and make a dash for the
entrance. Ssylth too sprints for the door. The gas, jetting out for a
considerable distance from the coffin, overtakes all three.
The rest of the party members cover their mouths and back further into the
passage as the yellow gas fills the eastern portion of the room. Seconds
later, E'tharn bursts out of the cloud into the passageway, collapsing on
the floor in a fit of coughing. Soon, Crowe and Ssylth also stumble into
view to join him on the floor. The gas stops just short of the doorway
and soon begins to dissipate.
The moment Tenbar sees the yellow gas billowing out of the sarcophagus, he
beats a hasty retreat up the passage, returning when he sees E'tharn,
Crowe and Ssylth stumble out of it. He hands them his waterskin and growls
at them to drink.
After a lengthy bout of coughing E'tharn is able to stand. Crowe and
Ssylth on the other hand, seem unable to stop sneezing and coughing. In
addition, red bumps begin to break out on their exposed skin which they
are forced to scratch uncontrollably.
Tenbar refuses to touch any of three when he notices the red warts
appearing on Crowe and Ssylth. All he does is say, "Din't I tell ye that
harm would come o' openin' them tombs, eh? eh? Let the dead rest, I
says, but ye wouldner lissen to an auld man, eh? Ye young 'uns think
yerself invulnerable, is what I reckons, and now ye find that yer not."
He glares at them angrily.
Eventually, the gas in the room clears. E'tharn, who seems to have
escaped lasting ill effects, reenters the room to examine the contents
of the uncovered coffin. He reports that inside are the skeletal remains
of a man in rusted platemail. Two halves of a round buckler cover his
left side, while the right hand grips a longsword. He says that the sword
is unusual in that appears new, with a strange almost iridescent gleam to
the blade. There is some sort of emblem above the hilt, but he can't make
it out as the hand of the skeleton covers it.
Emboldened by his avoiding the effects of the gas, E'tharn moves to open
the last coffin. He has a more difficult time of it, being by himself,
but eventually lifts the lid. Despite Crowe's previous assurance that
the trap was disarmed, flames burst from the sides of the coffin. E'tharn
jumps back with a shout of pain as his hands and arms are burned and he
manages to put out his smoldering clothes.
Once the fire dies down, he looks inside, announcing that the coffin
contains a pile of dark ash, a helmet topped with a pair of miniature
dragon wings that appear to be made of gold, and a pair of metal gauntlets
bearing a smaller version of the Dalissar family crest on the cuffs.
Despite their sneezing attacks and itching, Crowe and Ssylth reenter the
room once E'tharn has opened the coffin. They say they want to see what
was guarded with such an dastardly trap. Making sure that the gas has
indeed dissipated, Kelemvor and Tenbar follow them in, keeping a careful
eye on all three.
After looking into the coffin, without warning, Crowe leans over and grabs
up the sword. When he stands, raising the sword, there is a flash and the
blade begins to glow with a blue light that travels down Crowe's arm to
engluf his entire body. It last but a few seconds, then is gone.
Kelemvor and Tenbar become irritated. Kelemvor says firmly, "NO, I won't
let you take these things." Tenbar gives Crowe a severe talking to, "Yer
not robbin' the dead. Bad enough yer open the tombs and distrub their
rest, but I ent travellin' with grave robbers." He draws his broadsword
and waves it at Crowe menacingly. "Put that back down, I tells ye, or
yer'll feel the smart o' this blade o' mine." After a heated debate,
Crowe acquiesces, returning the blade to the skeleton's hand with a glare
at Tenbar. Together, Tenbar and Kelemvor then replace the lids on each
coffin. Then Kelemvor steps to each coffin in turn, places his hands on
the lid and says, "Valeska, keeper of souls, watch over this person on
their journey after life. All must come to an end."
In sullen silence the group then heads back for the exit. As they
approach, a piercing humming fills the air. Crowe lets out a gasp as some
unseen force stops him in his tracks and makes him stretch out his sword
arm, hand open. A blue light appears above his hand and grows steadily
brighter until finally, with the sound of a minor thunder clap, the sword
from the coffin appears in his hand.
Slightly unnerved by this event and without prompting, Crowe asks E'tharn
to help him open the coffin again so he can replace the sword a second
time. After he has done so and Kelemvor has resaid his prayers over the
grave, they head for the door again. As they approach, Crowe is forced to
stop once again and events repeat themselves until the sword reappears in
his hand. It looks to the group, like Crowe is keeping the sword whether
he wants to or not.
Crowe and Ssylth are still scratching at the rash on their skin and suffer
from fits of sneezing and coughing. Though able to walk unaided, they are
able to do little else until the effects wear off. Accompanied by the
sounds of their suffering, the group makes its' way back down the passage.
Upon reaching the room with the crest on the floor, the party decides to
investigate the southeast passage before opening the secret door. It leads
to a 20x30 room containing two coffins. The walls are covered with
paintings featuring the young woman from the pictures in the previous room.
She is depicted at different ages; a young girl standing smiling before an
audience of noblemen as lights and multicolored shapes dance around her, a
young lady walking hand in hand with a well dressed young man in a garden,
a mature woman with a pattern of rainbow-colored lights shooting out of her
hands toward knife weilding man bearing down on another woman seated on a
throne-like chair, and a mature woman surrounded by three children and an
older version of the young man in the garden.
Again not to be dissuaded, E'tharn moves to investigate the coffins. The
first has the following inscription:
JAMETHIEL DALISSAR GHILLIE,
MISTRESS OF LIGHT AND AIR,
DREAM-WEAVER,
BELOVED MOTHER, WIFE, SISTER, DAUGHTER,
NOW YOU JOIN THOSE WHO HAVE GONE BEFORE, DREAM WELL.
1049 - 1097
Inside are the skeletal remains of a woman wearing a once fine blue dress
and dark blue cloak. A gem studded belt is around her waist and she
holds an ivory wand in her hand.
The second coffin has the following inscription:
BRANT GHILLIE,
LORD OF KEYSTONE,
CHOSEN OF FABRON,
BELOVED FATHER, HUSBAND, SON,
MAY YOUR LEGACY OF HONOR AND JUSTICE CONTINUE FOREVER.
1047 - 1097
Inside is the skeleton of a man dressed in rich clothes, now worn with
age. Around his neck is a silver chain bearing a medallion with the symbol
of Fabron, god of justice; a gauntleted hand holding a sword upon which
is balanced a set of scales.
After a thorough search of the room for hidden doors, the party finds
nothing else of interest.
After Kelemvor and Tenbar have resealed the coffins, with Kelemvor saying
prayers over them as well, the group exits the room. About half-way down
the hall, they hear a suspicous sound from behind them; sounding like a
sneeze echoing through a chamber. Kelemvor is the first to turn and notice
Crowe is not bring up the rear. Quickly retracing their steps back to the
room, they arrive in time to catch Crowe with his 'hands in the coffin' as
it were.
He looks up innocently, scratching at his neck, but Tenbar and Kelemvor
are not buying it. With a sound berating, they make Crowe leave the room
then reseal the coffin making sure everything is still inside. Marching
Crowe in front of him, Tenbar follows E'tharn out of the room, back to
the entry room with the seal.
Back at the seal in the first room, E'tharn again presses the star to open
the secret door. After some testing, and searching the hall immediately
beyond the door, they find that it is one way. When it closes, those on
the other side have no way to open it again. Crowe and Ssylth are still
plagued by sneezes and itching as you debate what to do next.
The group decides to take the secret passage out of the room. However,
seeing as how everyone is tired and starting to feel the pangs of hunger,
they decide to take a break first. E'tharn guesses that it has been six
hours since they entered the Mansion, which would make it right around
1:00pm, so the party makes themselves as comfortable as they can and have
lunch although, due to the gas, Ssylth and Crowe are still feeling pretty
miserable.
Tenbar joins the others in taking a rest and takes out some of his provisions
and wolfs them down hungrily.
As Crowe examines his new blade, he notices that it is forged of some
silver-green metal bearing an untarnished gleam and a keen edge. There are
no marks or blemishes along it length. The hilt is in the form of two
snakes, one a dark green the other silver, bodies twisted around each other
with their heads coiling outward in opposite directions to form the
crossguard. Just above where their necks meet, at the base of the blade, is
a circle bearing the emblem of an eye hovering over a flaming pentagram. A
small emerald forms the center of the eye. Crowe now feels feel an
irresistable urge to set aside his old sword and carry only the new one so
he places his old sword on the ground and leaves it there.
Kelemvor wondering if there is anything he can do to help Crowe asks, "May
I see the sword Crowe?" Kelemvor looks at the sword without touching it.
"Also, let me remind you what it said on that particular grave site.
HERE LIES TIRAND DALISSAR,
HE WHO RODE THE WINDS,
DEMONSBANE,
BELOVED SON AND BROTHER,
SO ENDS THE CURSE, AT LAST YOU HAVE PEACE
It seems like you just inherited the curse, Crowe!"
Taking a look at the emblem, Kelemvor cannot identify any historical
significance for the combination. He does state, however, "An eye usually
represents watcher, or guardian when used on devices. As for the burning
pentagram, well, I can only leave that to your imagination......."
Tenbar's curiousty gets the better of his usually wary nature and he joins
the others in examining the weapon. He makes no move to touch the weapon
though, after hearing from Kel that it might be cursed. Munching on a
handful of bread and cheese, he grimaces upon hearing that Crowe may now
be cursed. "Sh'long ash yr dn' cm' anywhr' ner me wit' dhatt t'ing," he
mutters between mouthfuls.
After he's seen enough of the sword, he takes his things and moves as far
away as possible from Crowe, while still remaining in the room. He then
stretches out on the floor, tucks his hands beneath his head and calls out
to the others, "Wake me up when yer ready t' go, eh? I'm gaunna have meself
a kip down." Soon, his rumbling snores drift across the chamber.
After eating, Crowe and Ssylth ask the group to extend the rest period a
little longer to see if they might be able to recover from the gas and
having pity on them, the group agrees.
Tenbar makes himself comfortable on the floor and is soon snoring loudly.
E'tharn heads to another corner of the room where he begins to chant
softly, murmering the name Silvanus Oakfather over and over. After a
while everyone else notices a faint yellow glow surrounds him. A few
minutes later he stops chanting and the glow fades. He stretches out
his hands and they notice the burn marks on his arms are gone. He then
settles down to rest.
As Kelemvor takes a resting place, he is joined by Crowe and Ssylth.
Crowe begins asking him what he knows about other symbols like those on
his sword. Kelemvor responds by talking about The Kencyrath Council who
use the eye symbol in their crest to represent their guardianship over the
northern borders of the realm. Ssylth joins in the conversation,
mentioning The Overshadow, a malevolent group of wizards and thieves who
work to spread chaos throughout the realm. They too use the eye symbol.
Neither he nor Kelemvor know of a group or family that use the flaming
pentagram.
The three also begin talking about the Dalissar family and what they know
of its history, trying to figure out exactly whose crypt they have been
exploring. Their conversation is going along smoothly, when suddenly
Kelemvor falls silent. Looking around the room he becomes agitated and
demands to know where E'tharn has gone. Just as he is getting worked up,
E'tharn emerges from the north passage.
However, rather than calming down, Kelemvor erupts with anger when he
sees the suspicious helmet-like bulge in E'tharn's backpack. Kelemvor
demands that E'tharn take back whatever he removed from the coffins.
Crowe and Ssylth join the debate. Crowe says that E'tharn shouldn't
return anything and that, in fact, he is going to get the items from the
other two coffins. Furthermore, he says Kelemvor better not try to stop
him, putting his hand and the hilt of his 'new' sword for emphasis.
Tenbar snores through Kelemvor, Ssylth and Crowe's discussion about the
eye symbol and the Dalissar family. However, he is soon roused by the
escalating argument cum debate between the three about tomb plundering.
He rises to his elbows grumpily and growls out to the others, "Can yer
keep that down? Some folks need t' sleep, ye know." When it's apparent
that the four do not intend to quiet down, Tenbar grumbles, climbs to
his feet and clumps towards them, broadsword gripped in one hand.
"Now, what's gaun' on here dat's causin' all this angry noise, eh?" he
demands to know. When he realises the nature of the argument, he shakes
his head and calls for calm. "There be no point hollerin' yerselfs blue
int' face about this - hey there! Put that blade o' yourn away afore ye
hurt somebody!" He gestures angrily at Crowe and steps in between the
rogue and Kelemvor. "Yer behavin' like titchy brats, the lot o' ye. Ye
should be 'shamed o' yerselfs! We be friends here.. no need to go about
drawin' yer swords and gettin' all hot-headed over this." He glares at
Crowe and Kelemvor sternly in turn.
"Now, let's remember why we be here, eh? Seems t'me that yer all
forgettin' that we be here to find yer lady-mage," this he addresses to
Ssylth, "and to get back at t' Death Cult fer all the damn things they
done to us or folks we know. Squabblin' like bairns ent helpin' us one
bit, eh?"
Ssylth says, in a very strained voice, "First, yes I was sent here to find
my two pupils, which I did that were searching for Lady Mordrake."
"Second, I have found out the Haldane has kidnapped her."
"Third, since I do not have a death wish, I put off going to search for
the Lady, and agreed to help you all investigate, kill, plunder, and stop
the Death Cult. I sent word back to my leaders telling them that I would
stay here and help, while they sent more powerful mages to deal with
Haldane, and free the lady. As for the connection between the two, I have
not found any yet. If I do, I will send word back to my leaders."
"So, I am here to assist the group in taking on the Cult, a choice that I
made. I could also go back to Mordrake Isle to the comforts of home!"
"As for the coffins, I could care less if these people were good, bad,
slave-lords, or saints. They are DEAD, that is a fact. You claim that
they are good people, I will accept that by what I have seen. Now I know
that there is magic in these tombs. I would guess that this magic would
help us with the death cult since we are all new at adventuring. This
happens to be my first adventure. Now, if there are items in the tombs
that can help us investigate the cult, and defeat some more undead, then
I say we should use it. I do not look at this as disgracing the corpses.
I look at it as using these good people weapons to kill evil."
"In conclusion, is it acceptable for me to use these items in our quest
against the Death Cult?", Ssylth finishes and then looks at Kelemvor for
his response.
Kelemvor looks really upset but then he calms down. The group notices he
takes a few deep breathes and is trying to collect his thoughts.
"We must move on. Even though Tenbar and I caution you against your
actions, even though we try to explain why your actions are wrong, you
still seem intent on defying the very things I believe in. I have faith
that you will eventually see the error of your ways. But like I said, we
must move on. So I suggest a compromise."
Crowe, E'tharn, and Ssylth, you keep the things you have taken. But you
agree not to take anymore items from the coffin until we have investigated
this house fully. If you really want to take those items, just wait until
later. We can always postpone this argument. Agreed?"
At Kelemvor's suggestion of a compromise, Tenbar nods and says, "That's
the ticket, lad. Now, if ye'll all be friends again and be quiet, I c'n
get meself some shut eye."
Suddenly remembering the glow that had suffussed E'tharn earlier on
Kelemvor adds, "Oh, by the way, E'tharn, I had no idea you were a priest."
E'tharn replies with a wink, "Everyone must have their little secrets
Kelemvor."
Tenbar then realizes that it may be a few minutes before he can get some
shut eye and decides to continue his fatherly talk to E'tharn, Ssylth, and
Crowe. "Now, I's agrees with ye about how we should leave the dead be.
'Tis the right t'ing t'do, 'specially in this place, seein' as how from
all the readin' and that that be done from the tombs, yon folk buried here
be good people."
"And you," he says, rounding on E'tharn, his thick brows furrowed, "I
expected better from ye than pillagin' a tomb, like some scavengin' goblin
or summat. Ye may say dat what ye've taken ent got no use t' dead folk,
but ye got t' unnerstan' what yer doin' is stealin', plain an' simple as
dat, yer takin' summat as don' belong t'ye. Now, if ye keep what ye've
taken or no, I leave it t' ye. I'm not a man as tells odders what they
c'n do or no, but ye think on what I said, an' ye think hard 'bout what
yer doin'."
He then turns to Crowe and shakes his head again. "I thought yer smarter
than ye seem, but I guess I was wrong. Ye've dropp't int' a pit an' got
hurt fer it, got them sores and runny eyes from yon gas, got saddled wi'
a curst sword, and now ye want t' go back and ransack them tombs? Don't
ye have any sense, man?! The last thin' I wanna have here is a dead 'un
'mongst us. We gaun need all the strength, and swords, curst or no, we
have t' get t' the bottom o' this Death Cult business."
He stops to catch his breath, all this time looking at the three rather
angrily. It seems that in lecturing to them, he has somehow worked himself
into a 'wee passion'. Finally, he says, "Now, what ye do wi' all o' this
is yer business, but make sure ye do it quietly like. I'm no youth like
ye, and a man me age got t' get 'is sleep."
He waits for a few moments to make sure that the three are settled, then
returns to his bedroll. "Rouse me when yer ready t' go," he says and is
soon snoring away.
Opening his backpack, E'tharn removes the items he retrieved from the
other room. They include the helmet with the dragon wings of gold, the
guantlets with the Dalissar crest and the copper bracelet shaped into a
circle of flames.
Crowe thanks E'tharn for his retrieval and takes the gauntlets with the
Dalissar family crest and slips them on over his leather gloves. While
Ssylth takes the copper bracelet shaped into a circle of flames.
After the items are examined, E'tharn also takes out a pouch and gives
what looks like two berries to Crowe and Ssylth. They cast him a
dubious look, but at his urging pop them into their mouths. They then
settle down with the others to rest a while long.
As Tenbar sleeps, Kelemvor, who only has a passing familiarity with Silvanus
Oakfather, makes some inquiries, and E'tharn graciously fills in some
details for him. "Silvanus Oakfather is the deity of forests, animals and
all wild things. He is loved and worshiped by good folk who dwell in
woodlands, love such surroundings, and who gain their livelihood from the
forests. Temples of Silvanus are located in secluded sylvan settings and
are usually simple stuctures open to their surroundings. Priests of
Silvanus tend to wear shades of light green with silver leaves adorning
their garments. The symbol of Silvanus is a large silver oak surrounded
by a circle of silver leaves. Silvanus is worshiped throughout the realm,
but tends to be more popluar in less civilized areas."
Also, while they rest, Ssylth asks Kelemvor why he wears that skull around
his waist.
"The skull is a representation of my goddess, Valeska. Some followers and
priests of Valeska offer their remains to Valeska when they die. These
remains are used in many of the rituals performed by the priesthood. It
is a great honor!", remarks Kelemvor in a louder voice than normal.
Ssylth looks questioningly at the skull and adds, "I thought that you
wanted the dead to be undisturbed. Why do you can carry around someones
skull, but we can not take any of their items." Ssylth seems to be almost
joking when he makes this remark but Kelemvor's eyes show that he did not
take it as such.
"Ssylth, I do not believe that we should take the items from the dead. These
people died along time ago, but they wanted to be buried with some of their
most prized items, things that were important to them when they were alive.
We should respect that."
"We will continue this discussion later."
After about an hour, Crowe and Ssylth have stoped coughing and everyone
notices the rash on their skin has all but disappeared. They say they feel
much better and are ready to move on. The rest of the group agrees, tired
of hearing Tenbar's gusty snores. Once he is awake and everyone is ready
to proceed, E'tharn triggers the secret door to open.